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							- /*
 
-  * HeroBonus.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "HeroBonus.h"
 
- #include "VCMI_Lib.h"
 
- #include "spells/CSpellHandler.h"
 
- #include "CCreatureHandler.h"
 
- #include "CCreatureSet.h"
 
- #include "CHeroHandler.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "BattleState.h"
 
- #include "CArtHandler.h"
 
- #include "GameConstants.h"
 
- #define FOREACH_PARENT(pname) 	TNodes lparents; getParents(lparents); for(CBonusSystemNode *pname : lparents)
 
- #define FOREACH_CPARENT(pname) 	TCNodes lparents; getParents(lparents); for(const CBonusSystemNode *pname : lparents)
 
- #define FOREACH_RED_CHILD(pname) 	TNodes lchildren; getRedChildren(lchildren); for(CBonusSystemNode *pname : lchildren)
 
- #define FOREACH_RED_PARENT(pname) 	TNodes lparents; getRedParents(lparents); for(CBonusSystemNode *pname : lparents)
 
- #define BONUS_NAME(x) { #x, Bonus::x },
 
- 	const std::map<std::string, Bonus::BonusType> bonusNameMap = { BONUS_LIST };
 
- #undef BONUS_NAME
 
- #define BONUS_VALUE(x) { #x, Bonus::x },
 
- 	const std::map<std::string, Bonus::ValueType> bonusValueMap = { BONUS_VALUE_LIST };
 
- #undef BONUS_VALUE
 
- #define BONUS_SOURCE(x) { #x, Bonus::x },
 
- 	const std::map<std::string, Bonus::BonusSource> bonusSourceMap = { BONUS_SOURCE_LIST };
 
- #undef BONUS_SOURCE
 
- #define BONUS_ITEM(x) { #x, Bonus::x },
 
- const std::map<std::string, ui16> bonusDurationMap = 
 
- {
 
- 	BONUS_ITEM(PERMANENT)
 
- 	BONUS_ITEM(ONE_BATTLE)
 
- 	BONUS_ITEM(ONE_DAY)
 
- 	BONUS_ITEM(ONE_WEEK)
 
- 	BONUS_ITEM(N_TURNS)
 
- 	BONUS_ITEM(N_DAYS)
 
- 	BONUS_ITEM(UNITL_BEING_ATTACKED)
 
- 	BONUS_ITEM(UNTIL_ATTACK)
 
- 	BONUS_ITEM(STACK_GETS_TURN)
 
- 	BONUS_ITEM(COMMANDER_KILLED)
 
- };
 
- const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect = 
 
- {
 
- 	BONUS_ITEM(NO_LIMIT)
 
- 	BONUS_ITEM(ONLY_DISTANCE_FIGHT)
 
- 	BONUS_ITEM(ONLY_MELEE_FIGHT)
 
- 	BONUS_ITEM(ONLY_ENEMY_ARMY)
 
- };
 
- const std::map<std::string, TLimiterPtr> bonusLimiterMap =
 
- {
 
- 	{"SHOOTER_ONLY", make_shared<HasAnotherBonusLimiter>(Bonus::SHOOTER)},
 
- 	{"DRAGON_NATURE", make_shared<HasAnotherBonusLimiter>(Bonus::DRAGON_NATURE)},
 
- 	{"IS_UNDEAD", make_shared<HasAnotherBonusLimiter>(Bonus::UNDEAD)}
 
- };
 
- const std::map<std::string, TPropagatorPtr> bonusPropagatorMap =
 
- {
 
- 	{"BATTLE_WIDE", make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE)},
 
- 	{"VISITED_TOWN_AND_VISITOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::TOWN_AND_VISITOR)},
 
- 	{"PLAYER_PROPAGATOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::PLAYER)},
 
- 	{"HERO", make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO)},
 
- 	{"TEAM_PROPAGATOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::TEAM)}, //untested
 
- 	{"GLOBAL_EFFECT", make_shared<CPropagatorNodeType>(CBonusSystemNode::GLOBAL_EFFECTS)}
 
- }; //untested
 
- #define BONUS_LOG_LINE(x) logBonus->traceStream() << x
 
- int CBonusSystemNode::treeChanged = 1;
 
- const bool CBonusSystemNode::cachingEnabled = true;
 
- BonusList::BonusList(bool BelongsToTree /* =false */) : belongsToTree(BelongsToTree)
 
- {
 
- }
 
- BonusList::BonusList(const BonusList &bonusList)
 
- {
 
- 	bonuses.resize(bonusList.size());
 
- 	std::copy(bonusList.begin(), bonusList.end(), bonuses.begin());
 
- 	belongsToTree = false;
 
- }
 
- BonusList& BonusList::operator=(const BonusList &bonusList)
 
- {
 
- 	bonuses.resize(bonusList.size());
 
- 	std::copy(bonusList.begin(), bonusList.end(), bonuses.begin());
 
- 	belongsToTree = false;
 
- 	return *this;
 
- }
 
- int BonusList::totalValue() const
 
- {
 
- 	int base = 0;
 
- 	int percentToBase = 0;
 
- 	int percentToAll = 0;
 
- 	int additive = 0;
 
- 	int indepMax = 0;
 
- 	bool hasIndepMax = false;
 
- 	int indepMin = 0;
 
- 	bool hasIndepMin = false;
 
- 	for (auto & elem : bonuses)
 
- 	{
 
- 		Bonus *b = elem;
 
- 		switch(b->valType)
 
- 		{
 
- 		case Bonus::BASE_NUMBER:
 
- 			base += b->val;
 
- 			break;
 
- 		case Bonus::PERCENT_TO_ALL:
 
- 			percentToAll += b->val;
 
- 			break;
 
- 		case Bonus::PERCENT_TO_BASE:
 
- 			percentToBase += b->val;
 
- 			break;
 
- 		case Bonus::ADDITIVE_VALUE:
 
- 			additive += b->val;
 
- 			break;
 
- 		case Bonus::INDEPENDENT_MAX:
 
- 			if (!hasIndepMax)
 
- 			{
 
- 				indepMax = b->val;
 
- 				hasIndepMax = true;
 
- 			}
 
- 			else
 
- 			{
 
- 				vstd::amax(indepMax, b->val);
 
- 			}
 
- 			break;
 
- 		case Bonus::INDEPENDENT_MIN:
 
- 			if (!hasIndepMin)
 
- 			{
 
- 				indepMin = b->val;
 
- 				hasIndepMin = true;
 
- 			}
 
- 			else
 
- 			{
 
- 				vstd::amin(indepMin, b->val);
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- 	int modifiedBase = base + (base * percentToBase) / 100;
 
- 	modifiedBase += additive;
 
- 	int valFirst = (modifiedBase * (100 + percentToAll)) / 100;
 
- 	if(hasIndepMin && hasIndepMax)
 
- 		assert(indepMin < indepMax);
 
- 	const int notIndepBonuses = boost::count_if(bonuses, [](const Bonus *b)
 
- 	{
 
- 		return b->valType != Bonus::INDEPENDENT_MAX && b->valType != Bonus::INDEPENDENT_MIN;
 
- 	});
 
- 	if (hasIndepMax)
 
- 	{
 
- 		if(notIndepBonuses)
 
- 			vstd::amax(valFirst, indepMax);
 
- 		else
 
- 			valFirst = indepMax;
 
- 	}
 
- 	if (hasIndepMin)
 
- 	{
 
- 		if(notIndepBonuses)
 
- 			vstd::amin(valFirst, indepMin);
 
- 		else
 
- 			valFirst = indepMin;
 
- 	}
 
- 	return valFirst;
 
- }
 
- const Bonus * BonusList::getFirst(const CSelector &selector) const
 
- {
 
- 	for (auto & elem : bonuses)
 
- 	{
 
- 		const Bonus *b = elem;
 
- 		if(selector(b))
 
- 			return &*b;
 
- 	}
 
- 	return nullptr;
 
- }
 
- Bonus * BonusList::getFirst(const CSelector &select)
 
- {
 
- 	for (auto & elem : bonuses)
 
- 	{
 
- 		Bonus *b = elem;
 
- 		if(select(b))
 
- 			return &*b;
 
- 	}
 
- 	return nullptr;
 
- }
 
- void BonusList::getBonuses(BonusList & out, const CSelector &selector) const
 
- {
 
- 	getBonuses(out, selector, nullptr);
 
- }
 
- void BonusList::getBonuses(BonusList & out, const CSelector &selector, const CSelector &limit) const
 
- {
 
- 	for (auto & elem : bonuses)
 
- 	{
 
- 		Bonus *b = elem;
 
- 		//add matching bonuses that matches limit predicate or have NO_LIMIT if no given predicate
 
- 		if(selector(b) && ((!limit && b->effectRange == Bonus::NO_LIMIT) || ((bool)limit && limit(b))))
 
- 			out.push_back(b);
 
- 	}
 
- }
 
- void BonusList::getAllBonuses(BonusList &out) const
 
- {
 
- 	for(Bonus *b : bonuses)
 
- 		out.push_back(b);
 
- }
 
- int BonusList::valOfBonuses(const CSelector &select) const
 
- {
 
- 	BonusList ret;
 
- 	CSelector limit = nullptr;
 
- 	getBonuses(ret, select, limit);
 
- 	ret.eliminateDuplicates();
 
- 	return ret.totalValue();
 
- }
 
- // void BonusList::limit(const CBonusSystemNode &node)
 
- // {
 
- // 	remove_if(std::bind(&CBonusSystemNode::isLimitedOnUs, std::ref(node), _1));
 
- // }
 
- void BonusList::eliminateDuplicates()
 
- {
 
- 	sort( bonuses.begin(), bonuses.end() );
 
- 	bonuses.erase( unique( bonuses.begin(), bonuses.end() ), bonuses.end() );
 
- }
 
- void BonusList::push_back(Bonus* const &x)
 
- {
 
- 	bonuses.push_back(x);
 
- 	if (belongsToTree)
 
- 		CBonusSystemNode::treeHasChanged();
 
- }
 
- std::vector<Bonus*>::iterator BonusList::erase(const int position)
 
- {
 
- 	if (belongsToTree)
 
- 		CBonusSystemNode::treeHasChanged();
 
- 	return bonuses.erase(bonuses.begin() + position);
 
- }
 
- void BonusList::clear()
 
- {
 
- 	bonuses.clear();
 
- 	if (belongsToTree)
 
- 		CBonusSystemNode::treeHasChanged();
 
- }
 
- std::vector<BonusList*>::size_type BonusList::operator-=(Bonus* const &i)
 
- {
 
- 	auto itr = std::find(bonuses.begin(), bonuses.end(), i);
 
- 	if(itr == bonuses.end())
 
- 		return false;
 
- 	bonuses.erase(itr);
 
- 	if (belongsToTree)
 
- 		CBonusSystemNode::treeHasChanged();
 
- 	return true;
 
- }
 
- void BonusList::resize(std::vector<Bonus*>::size_type sz, Bonus* c )
 
- {
 
- 	bonuses.resize(sz, c);
 
- 	if (belongsToTree)
 
- 		CBonusSystemNode::treeHasChanged();
 
- }
 
- void BonusList::insert(std::vector<Bonus*>::iterator position, std::vector<Bonus*>::size_type n, Bonus* const &x)
 
- {
 
- 	bonuses.insert(position, n, x);
 
- 	if (belongsToTree)
 
- 		CBonusSystemNode::treeHasChanged();
 
- }
 
- int IBonusBearer::valOfBonuses(Bonus::BonusType type, const CSelector &selector) const
 
- {
 
- 	return valOfBonuses(Selector::type(type).And(selector));
 
- }
 
- int IBonusBearer::valOfBonuses(Bonus::BonusType type, int subtype /*= -1*/) const
 
- {
 
- 	std::stringstream cachingStr;
 
- 	cachingStr << "type_" << type << "s_" << subtype;
 
- 	CSelector s = Selector::type(type);
 
- 	if(subtype != -1)
 
- 		s = s.And(Selector::subtype(subtype));
 
- 	return valOfBonuses(s, cachingStr.str());
 
- }
 
- int IBonusBearer::valOfBonuses(const CSelector &selector, const std::string &cachingStr) const
 
- {
 
- 	CSelector limit = nullptr;
 
- 	TBonusListPtr hlp = getAllBonuses(selector, limit, nullptr, cachingStr);
 
- 	return hlp->totalValue();
 
- }
 
- bool IBonusBearer::hasBonus(const CSelector &selector, const std::string &cachingStr /*= ""*/) const
 
- {
 
- 	return getBonuses(selector, cachingStr)->size() > 0;
 
- }
 
- bool IBonusBearer::hasBonusOfType(Bonus::BonusType type, int subtype /*= -1*/) const
 
- {
 
- 	std::stringstream cachingStr;
 
- 	cachingStr << "type_" << type << "s_" << subtype;
 
- 	CSelector s = Selector::type(type);
 
- 	if(subtype != -1)
 
- 		s = s.And(Selector::subtype(subtype));
 
- 	return hasBonus(s, cachingStr.str());
 
- }
 
- int IBonusBearer::getBonusesCount(Bonus::BonusSource from, int id) const
 
- {
 
- 	std::stringstream cachingStr;
 
- 	cachingStr << "source_" << from << "id_" << id;
 
- 	return getBonusesCount(Selector::source(from, id), cachingStr.str());
 
- }
 
- int IBonusBearer::getBonusesCount(const CSelector &selector, const std::string &cachingStr /* =""*/) const
 
- {
 
- 	return getBonuses(selector, cachingStr)->size();
 
- }
 
- const TBonusListPtr IBonusBearer::getBonuses(const CSelector &selector, const std::string &cachingStr /*= ""*/) const
 
- {
 
- 	return getAllBonuses(selector, nullptr, nullptr, cachingStr);
 
- }
 
- const TBonusListPtr IBonusBearer::getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr /*= ""*/) const
 
- {
 
- 	return getAllBonuses(selector, limit, nullptr, cachingStr);
 
- }
 
- bool IBonusBearer::hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const
 
- {
 
- 	std::stringstream cachingStr;
 
- 	cachingStr << "source_" << source << "id_" << sourceID;
 
- 	return hasBonus(Selector::source(source,sourceID), cachingStr.str());
 
- }
 
- int IBonusBearer::MoraleVal() const
 
- {
 
- 	if(hasBonusOfType(Bonus::NON_LIVING) || hasBonusOfType(Bonus::UNDEAD) ||
 
- 		hasBonusOfType(Bonus::NO_MORALE) || hasBonusOfType(Bonus::SIEGE_WEAPON))
 
- 		return 0;
 
- 	int ret = valOfBonuses(Bonus::MORALE);
 
- 	if(hasBonusOfType(Bonus::SELF_MORALE)) //eg. minotaur
 
- 		vstd::amax(ret, +1);
 
- 	return vstd::abetween(ret, -3, +3);
 
- }
 
- int IBonusBearer::LuckVal() const
 
- {
 
- 	if(hasBonusOfType(Bonus::NO_LUCK))
 
- 		return 0;
 
- 	int ret = valOfBonuses(Bonus::LUCK);
 
- 	if(hasBonusOfType(Bonus::SELF_LUCK)) //eg. halfling
 
- 		vstd::amax(ret, +1);
 
- 	return vstd::abetween(ret, -3, +3);
 
- }
 
- si32 IBonusBearer::Attack() const
 
- {
 
- 	si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
 
- 	if (double frenzyPower = valOfBonuses(Bonus::IN_FRENZY)) //frenzy for attacker
 
- 	{
 
- 		ret += (frenzyPower/100) * (double)Defense(false);
 
- 	}
 
- 	vstd::amax(ret, 0);
 
- 	return ret;
 
- }
 
- si32 IBonusBearer::Defense(bool withFrenzy /*= true*/) const
 
- {
 
- 	si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
 
- 	if(withFrenzy && hasBonusOfType(Bonus::IN_FRENZY)) //frenzy for defender
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	vstd::amax(ret, 0);
 
- 	return ret;
 
- }
 
- ui32 IBonusBearer::MaxHealth() const
 
- {
 
- 	return std::max(1, valOfBonuses(Bonus::STACK_HEALTH)); //never 0
 
- }
 
- ui32 IBonusBearer::getMinDamage() const
 
- {
 
- 	std::stringstream cachingStr;
 
- 	cachingStr << "type_" << Bonus::CREATURE_DAMAGE << "s_0Otype_" << Bonus::CREATURE_DAMAGE << "s_1";
 
- 	return valOfBonuses(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1)), cachingStr.str());
 
- }
 
- ui32 IBonusBearer::getMaxDamage() const
 
- {
 
- 	std::stringstream cachingStr;
 
- 	cachingStr << "type_" << Bonus::CREATURE_DAMAGE << "s_0Otype_" << Bonus::CREATURE_DAMAGE << "s_2";
 
- 	return valOfBonuses(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2)), cachingStr.str());
 
- }
 
- si32 IBonusBearer::manaLimit() const
 
- {
 
- 	return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
 
- 		* (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::INTELLIGENCE))
 
- 		/ 10.0);
 
- }
 
- int IBonusBearer::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
 
- {
 
- 	int ret = 0;
 
- 	if(id == PrimarySkill::ATTACK)
 
- 		ret = Attack();
 
- 	else if(id == PrimarySkill::DEFENSE)
 
- 		ret = Defense();
 
- 	else
 
- 		ret = valOfBonuses(Bonus::PRIMARY_SKILL, id);
 
- 	vstd::amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge
 
- 	return ret;
 
- }
 
- si32 IBonusBearer::magicResistance() const
 
- {
 
- 	return valOfBonuses(Bonus::MAGIC_RESISTANCE);
 
- }
 
- ui32 IBonusBearer::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
 
- {
 
- 	//war machines cannot move
 
- 	if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON).And(Selector::turns(turn))))
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	//bind effect check - doesn't influence stack initiative
 
- 	if (useBind && getEffect (SpellID::BIND))
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	return valOfBonuses(Selector::type(Bonus::STACKS_SPEED).And(Selector::turns(turn)));
 
- }	
 
- bool IBonusBearer::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
 
- {
 
- 	std::stringstream cachingStr;
 
- 	cachingStr << "type_" << Bonus::UNDEAD << "s_-1Otype_" << Bonus::NON_LIVING << "s_-11type_" << Bonus::SIEGE_WEAPON; //I don't really get what string labels mean?
 
- 	return !hasBonus(Selector::type(Bonus::UNDEAD)
 
- 					.Or(Selector::type(Bonus::NON_LIVING))
 
- 					.Or(Selector::type(Bonus::SIEGE_WEAPON)), cachingStr.str());
 
- }
 
- const TBonusListPtr IBonusBearer::getSpellBonuses() const
 
- {
 
- 	std::stringstream cachingStr;
 
- 	cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
 
- 	CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT)
 
- 		.And(CSelector([](const Bonus * b)->bool
 
- 		{
 
- 			return b->type != Bonus::NONE;
 
- 		})); 
 
- 	return getBonuses(selector, Selector::anyRange(), cachingStr.str());
 
- }
 
- const Bonus * IBonusBearer::getEffect(ui16 id, int turn /*= 0*/) const
 
- {
 
- 	//TODO should check only local bonuses?
 
- 	auto bonuses = getAllBonuses();
 
- 	for(const Bonus *it : *bonuses)
 
- 	{
 
- 		if(it->source == Bonus::SPELL_EFFECT && it->sid == id)
 
- 		{
 
- 			if(!turn || it->turnsRemain > turn)
 
- 				return &(*it);
 
- 		}
 
- 	}
 
- 	return nullptr;
 
- }
 
- ui8 IBonusBearer::howManyEffectsSet(ui16 id) const
 
- {
 
- 	//TODO should check only local bonuses?
 
- 	ui8 ret = 0;
 
- 	auto bonuses = getAllBonuses();
 
- 	for(const Bonus *it : *bonuses)
 
- 	{
 
- 		if(it->source == Bonus::SPELL_EFFECT && it->sid == id) //effect found
 
- 		{
 
- 			++ret;
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- const TBonusListPtr IBonusBearer::getAllBonuses() const
 
- {
 
- 	auto matchAll= [] (const Bonus *) { return true; };
 
- 	auto matchNone= [] (const Bonus *) { return true; };
 
- 	return getAllBonuses(matchAll, matchNone);
 
- }
 
- const Bonus * IBonusBearer::getBonus(const CSelector &selector) const
 
- {
 
- 	auto bonuses = getAllBonuses();
 
- 	return bonuses->getFirst(selector);
 
- }
 
- Bonus * CBonusSystemNode::getBonusLocalFirst(const CSelector &selector)
 
- {
 
- 	Bonus *ret = bonuses.getFirst(selector);
 
- 	if(ret)
 
- 		return ret;
 
- 	FOREACH_PARENT(pname)
 
- 	{
 
- 		ret = pname->getBonusLocalFirst(selector);
 
- 		if (ret)
 
- 			return ret;
 
- 	}
 
- 	return nullptr;
 
- }
 
- const Bonus * CBonusSystemNode::getBonusLocalFirst( const CSelector &selector ) const
 
- {
 
- 	return (const_cast<CBonusSystemNode*>(this))->getBonusLocalFirst(selector);
 
- }
 
- void CBonusSystemNode::getParents(TCNodes &out) const /*retreives list of parent nodes (nodes to inherit bonuses from) */
 
- {
 
- 	for (auto & elem : parents)
 
- 	{
 
- 		const CBonusSystemNode *parent = elem;
 
- 		out.insert(parent);
 
- 	}
 
- }
 
- void CBonusSystemNode::getParents(TNodes &out)
 
- {
 
- 	for (auto & elem : parents)
 
- 	{
 
- 		const CBonusSystemNode *parent = elem;
 
- 		out.insert(const_cast<CBonusSystemNode*>(parent));
 
- 	}
 
- }
 
- void CBonusSystemNode::getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const
 
- {
 
- 	FOREACH_CPARENT(p)
 
- 	{
 
- 		p->getBonusesRec(out, selector, limit);
 
- 	}
 
- 	bonuses.getBonuses(out, selector, limit);
 
- }
 
- void CBonusSystemNode::getAllBonusesRec(BonusList &out) const
 
- {
 
- 	FOREACH_CPARENT(p)
 
- 	{
 
- 		p->getAllBonusesRec(out);
 
- 	}
 
- 	bonuses.getAllBonuses(out);
 
- }
 
- const TBonusListPtr CBonusSystemNode::getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= nullptr*/, const std::string &cachingStr /*= ""*/) const
 
- {
 
- 	bool limitOnUs = (!root || root == this); //caching won't work when we want to limit bonuses against an external node
 
- 	if (CBonusSystemNode::cachingEnabled && limitOnUs)
 
- 	{
 
- 		// Exclusive access for one thread
 
- 		static boost::mutex m;
 
- 		boost::mutex::scoped_lock lock(m);
 
- 		// If the bonus system tree changes(state of a single node or the relations to each other) then
 
- 		// cache all bonus objects. Selector objects doesn't matter.
 
- 		if (cachedLast != treeChanged)
 
- 		{
 
- 			cachedBonuses.clear();
 
- 			cachedRequests.clear();
 
- 			BonusList allBonuses;
 
- 			getAllBonusesRec(allBonuses);
 
- 			allBonuses.eliminateDuplicates();
 
- 			limitBonuses(allBonuses, cachedBonuses);
 
- 			cachedLast = treeChanged;
 
- 		}
 
- 		// If a bonus system request comes with a caching string then look up in the map if there are any
 
- 		// pre-calculated bonus results. Limiters can't be cached so they have to be calculated.
 
- 		if (cachingStr != "")
 
- 		{
 
- 			auto it = cachedRequests.find(cachingStr);
 
- 			if(it != cachedRequests.end())
 
- 			{
 
- 				//Cached list contains bonuses for our query with applied limiters
 
- 				return it->second;
 
- 			}
 
- 		}
 
- 		//We still don't have the bonuses (didn't returned them from cache)
 
- 		//Perform bonus selection
 
- 		auto ret = make_shared<BonusList>();
 
- 		cachedBonuses.getBonuses(*ret, selector, limit);
 
- 		// Save the results in the cache
 
- 		if(cachingStr != "")
 
- 			cachedRequests[cachingStr] = ret;
 
- 		return ret;
 
- 	}
 
- 	else
 
- 	{
 
- 		return getAllBonusesWithoutCaching(selector, limit, root);
 
- 	}
 
- }
 
- const TBonusListPtr CBonusSystemNode::getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= nullptr*/) const
 
- {
 
- 	auto ret = make_shared<BonusList>();
 
- 	// Get bonus results without caching enabled.
 
- 	BonusList beforeLimiting, afterLimiting;
 
- 	getAllBonusesRec(beforeLimiting);
 
- 	beforeLimiting.eliminateDuplicates();
 
- 	if(!root || root == this)
 
- 	{
 
- 		limitBonuses(beforeLimiting, afterLimiting);
 
- 		afterLimiting.getBonuses(*ret, selector, limit);
 
- 	}
 
- 	else if(root)
 
- 	{
 
- 		//We want to limit our query against an external node. We get all its bonuses,
 
- 		// add the ones we're considering and see if they're cut out by limiters
 
- 		BonusList rootBonuses, limitedRootBonuses;
 
- 		getAllBonusesRec(rootBonuses);
 
- 		for(Bonus *b : beforeLimiting)
 
- 			rootBonuses.push_back(b);
 
- 		rootBonuses.eliminateDuplicates();
 
- 		root->limitBonuses(rootBonuses, limitedRootBonuses);
 
- 		for(Bonus *b : beforeLimiting)
 
- 			if(vstd::contains(limitedRootBonuses, b))
 
- 				afterLimiting.push_back(b);
 
- 		afterLimiting.getBonuses(*ret, selector, limit);
 
- 	}
 
- 	else
 
- 		beforeLimiting.getBonuses(*ret, selector, limit);
 
- 	return ret;
 
- }
 
- CBonusSystemNode::CBonusSystemNode() : bonuses(true), exportedBonuses(true), nodeType(UNKNOWN), cachedLast(0)
 
- {
 
- }
 
- CBonusSystemNode::~CBonusSystemNode()
 
- {
 
- 	detachFromAll();
 
- 	if(children.size())
 
- 	{
 
-         logBonus->warnStream() << "Warning: an orphaned child!";
 
- 		while(children.size())
 
- 			children.front()->detachFrom(this);
 
- 	}
 
- 	for(Bonus *b : exportedBonuses)
 
- 		delete b;
 
- }
 
- void CBonusSystemNode::attachTo(CBonusSystemNode *parent)
 
- {
 
- 	assert(!vstd::contains(parents, parent));
 
- 	parents.push_back(parent);
 
- 	if(parent->actsAsBonusSourceOnly())
 
- 		parent->newRedDescendant(this);
 
- 	else
 
- 		newRedDescendant(parent);
 
- 	parent->newChildAttached(this);
 
- 	CBonusSystemNode::treeHasChanged();
 
- }
 
- void CBonusSystemNode::detachFrom(CBonusSystemNode *parent)
 
- {
 
- 	assert(vstd::contains(parents, parent));
 
- 	if(parent->actsAsBonusSourceOnly())
 
- 		parent->removedRedDescendant(this);
 
- 	else
 
- 		removedRedDescendant(parent);
 
- 	parents -= parent;
 
- 	parent->childDetached(this);
 
- 	CBonusSystemNode::treeHasChanged();
 
- }
 
- void CBonusSystemNode::popBonuses(const CSelector &s)
 
- {
 
- 	BonusList bl;
 
- 	exportedBonuses.getBonuses(bl, s);
 
- 	for(Bonus *b : bl)
 
- 		removeBonus(b);
 
- 	for(CBonusSystemNode *child : children)
 
- 		child->popBonuses(s);
 
- }
 
- void CBonusSystemNode::addNewBonus(Bonus *b)
 
- {
 
- 	assert(!vstd::contains(exportedBonuses,b));
 
- 	exportedBonuses.push_back(b);
 
- 	exportBonus(b);
 
- 	CBonusSystemNode::treeHasChanged();
 
- }
 
- void CBonusSystemNode::accumulateBonus(Bonus &b)
 
- {
 
- 	Bonus *bonus = exportedBonuses.getFirst(Selector::typeSubtype(b.type, b.subtype)); //only local bonuses are interesting //TODO: what about value type?
 
- 	if(bonus)
 
- 		bonus->val += b.val;
 
- 	else
 
- 		addNewBonus(new Bonus(b)); //duplicate needed, original may get destroyed
 
- }
 
- void CBonusSystemNode::removeBonus(Bonus *b)
 
- {
 
- 	exportedBonuses -= b;
 
- 	if(b->propagator)
 
- 		unpropagateBonus(b);
 
- 	else
 
- 		bonuses -= b;
 
- 	vstd::clear_pointer(b);
 
- 	CBonusSystemNode::treeHasChanged();
 
- }
 
- bool CBonusSystemNode::actsAsBonusSourceOnly() const
 
- {
 
- 	switch(nodeType)
 
- 	{
 
- 	case CREATURE:
 
- 	case ARTIFACT:
 
- 	case ARTIFACT_INSTANCE:
 
- 		return true;
 
- 	default:
 
- 		return false;
 
- 	}
 
- }
 
- void CBonusSystemNode::propagateBonus(Bonus * b)
 
- {
 
- 	if(b->propagator->shouldBeAttached(this))
 
- 	{
 
- 		bonuses.push_back(b);
 
- 		BONUS_LOG_LINE("#$# " << b->Description() << " #propagated to# " << nodeName());
 
- 	}
 
- 	FOREACH_RED_CHILD(child)
 
- 		child->propagateBonus(b);
 
- }
 
- void CBonusSystemNode::unpropagateBonus(Bonus * b)
 
- {
 
- 	if(b->propagator->shouldBeAttached(this))
 
- 	{
 
- 		bonuses -= b;
 
- 		while(vstd::contains(bonuses, b))
 
- 		{
 
-             logBonus->errorStream() << "Bonus was duplicated (" << b->Description() << ") at " << nodeName();
 
- 			bonuses -= b;
 
- 		}
 
- 		BONUS_LOG_LINE("#$#" << b->Description() << " #is no longer propagated to# " << nodeName());
 
- 	}
 
- 	FOREACH_RED_CHILD(child)
 
- 		child->unpropagateBonus(b);
 
- }
 
- void CBonusSystemNode::newChildAttached(CBonusSystemNode *child)
 
- {
 
- 	assert(!vstd::contains(children, child));
 
- 	children.push_back(child);
 
- 	//BONUS_LOG_LINE(child->nodeName() << " #attached to# " << nodeName());
 
- }
 
- void CBonusSystemNode::childDetached(CBonusSystemNode *child)
 
- {
 
- 	if (vstd::contains(children, child))
 
- 		children -= child;
 
- 	else
 
- 	{
 
- 		logBonus->errorStream() << std::string("Error!" + child->nodeName() + " #cannot be detached from# " + nodeName());
 
- 		assert(0);
 
- 	}
 
- 	
 
- }
 
- void CBonusSystemNode::detachFromAll()
 
- {
 
- 	while(parents.size())
 
- 		detachFrom(parents.front());
 
- }
 
- bool CBonusSystemNode::isIndependentNode() const
 
- {
 
- 	return parents.empty() && children.empty();
 
- }
 
- std::string CBonusSystemNode::nodeName() const
 
- {
 
- 	return description.size()
 
- 		? description
 
- 		: std::string("Bonus system node of type ") + typeid(*this).name();
 
- }
 
- void CBonusSystemNode::deserializationFix()
 
- {
 
- 	exportBonuses();
 
- }
 
- void CBonusSystemNode::getRedParents(TNodes &out)
 
- {
 
- 	FOREACH_PARENT(pname)
 
- 	{
 
- 		if(pname->actsAsBonusSourceOnly())
 
- 		{
 
- 			out.insert(pname);
 
- 		}
 
- 	}
 
- 	if(!actsAsBonusSourceOnly())
 
- 	{
 
- 		for(CBonusSystemNode *child : children)
 
- 		{
 
- 			out.insert(child);
 
- 		}
 
- 	}
 
- }
 
- void CBonusSystemNode::getRedChildren(TNodes &out)
 
- {
 
- 	FOREACH_PARENT(pname)
 
- 	{
 
- 		if(!pname->actsAsBonusSourceOnly())
 
- 		{
 
- 			out.insert(pname);
 
- 		}
 
- 	}
 
- 	if(actsAsBonusSourceOnly())
 
- 	{
 
- 		for(CBonusSystemNode *child : children)
 
- 		{
 
- 			out.insert(child);
 
- 		}
 
- 	}
 
- }
 
- void CBonusSystemNode::newRedDescendant(CBonusSystemNode *descendant)
 
- {
 
- 	for(Bonus *b : exportedBonuses)
 
- 		if(b->propagator)
 
- 			descendant->propagateBonus(b);
 
- 	FOREACH_RED_PARENT(parent)
 
- 		parent->newRedDescendant(descendant);
 
- }
 
- void CBonusSystemNode::removedRedDescendant(CBonusSystemNode *descendant)
 
- {
 
- 	for(Bonus *b : exportedBonuses)
 
- 		if(b->propagator)
 
- 			descendant->unpropagateBonus(b);
 
- 	FOREACH_RED_PARENT(parent)
 
- 		parent->removedRedDescendant(descendant);
 
- }
 
- void CBonusSystemNode::getRedAncestors(TNodes &out)
 
- {
 
- 	getRedParents(out);
 
- 	FOREACH_RED_PARENT(p)
 
- 		p->getRedAncestors(out);
 
- }
 
- void CBonusSystemNode::getRedDescendants(TNodes &out)
 
- {
 
- 	getRedChildren(out);
 
- 	FOREACH_RED_CHILD(c)
 
- 		c->getRedChildren(out);
 
- }
 
- void CBonusSystemNode::battleTurnPassed()
 
- {
 
- 	BonusList bonusesCpy = exportedBonuses; //copy, because removing bonuses invalidates iters
 
- 	for (auto & elem : bonusesCpy)
 
- 	{
 
- 		Bonus *b = elem;
 
- 		if(b->duration & Bonus::N_TURNS)
 
- 		{
 
- 			b->turnsRemain--;
 
- 			if(b->turnsRemain <= 0)
 
- 				removeBonus(b);
 
- 		}
 
- 	}
 
- }
 
- void CBonusSystemNode::exportBonus(Bonus * b)
 
- {
 
- 	if(b->propagator)
 
- 		propagateBonus(b);
 
- 	else
 
- 		bonuses.push_back(b);
 
- 	CBonusSystemNode::treeHasChanged();
 
- }
 
- void CBonusSystemNode::exportBonuses()
 
- {
 
- 	for(Bonus *b : exportedBonuses)
 
- 		exportBonus(b);
 
- }
 
- CBonusSystemNode::ENodeTypes CBonusSystemNode::getNodeType() const
 
- {
 
- 	return nodeType;
 
- }
 
- BonusList& CBonusSystemNode::getBonusList()
 
- {
 
- 	return bonuses;
 
- }
 
- const BonusList& CBonusSystemNode::getBonusList() const
 
- {
 
- 	return bonuses;
 
- }
 
- const TNodesVector& CBonusSystemNode::getParentNodes() const
 
- {
 
- 	return parents;
 
- }
 
- const TNodesVector& CBonusSystemNode::getChildrenNodes() const
 
- {
 
- 	return children;
 
- }
 
- void CBonusSystemNode::setNodeType(CBonusSystemNode::ENodeTypes type)
 
- {
 
- 	nodeType = type;
 
- }
 
- BonusList& CBonusSystemNode::getExportedBonusList()
 
- {
 
- 	return exportedBonuses;
 
- }
 
- const std::string& CBonusSystemNode::getDescription() const
 
- {
 
- 	return description;
 
- }
 
- void CBonusSystemNode::setDescription(const std::string &description)
 
- {
 
- 	this->description = description;
 
- }
 
- void CBonusSystemNode::limitBonuses(const BonusList &allBonuses, BonusList &out) const
 
- {
 
- 	assert(&allBonuses != &out); //todo should it work in-place?
 
- 	BonusList undecided = allBonuses,
 
- 		&accepted = out;
 
- 	while(true)
 
- 	{
 
- 		int undecidedCount = undecided.size();
 
- 		for(int i = 0; i < undecided.size(); i++)
 
- 		{
 
- 			Bonus *b = undecided[i];
 
- 			BonusLimitationContext context = {b, *this, out};
 
- 			int decision = b->limiter ? b->limiter->limit(context) : ILimiter::ACCEPT; //bonuses without limiters will be accepted by default
 
- 			if(decision == ILimiter::DISCARD)
 
- 			{
 
- 				undecided.erase(i);
 
- 				i--; continue;
 
- 			}
 
- 			else if(decision == ILimiter::ACCEPT)
 
- 			{
 
- 				accepted.push_back(b);
 
- 				undecided.erase(i);
 
- 				i--; continue;
 
- 			}
 
- 			else
 
- 				assert(decision == ILimiter::NOT_SURE);
 
- 		}
 
- 		if(undecided.size() == undecidedCount) //we haven't moved a single bonus -> limiters reached a stable state
 
- 			return;
 
- 	}
 
- }
 
- TBonusListPtr CBonusSystemNode::limitBonuses(const BonusList &allBonuses) const
 
- {
 
- 	auto ret = make_shared<BonusList>();
 
- 	limitBonuses(allBonuses, *ret);
 
- 	return ret;
 
- }
 
- void CBonusSystemNode::treeHasChanged()
 
- {
 
- 	treeChanged++;
 
- }
 
- int NBonus::valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
 
- {
 
- 	if(obj)
 
- 		return obj->valOfBonuses(type, subtype);
 
- 	return 0;
 
- }
 
- bool NBonus::hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
 
- {
 
- 	if(obj)
 
- 		return obj->hasBonusOfType(type, subtype);
 
- 	return false;
 
- }
 
- int NBonus::getCount(const CBonusSystemNode *obj, Bonus::BonusSource from, int id)
 
- {
 
- 	if(obj)
 
- 		return obj->getBonusesCount(from, id);
 
- 	return 0;
 
- }
 
- const CSpell * Bonus::sourceSpell() const
 
- {
 
- 	if(source == SPELL_EFFECT)
 
- 		return SpellID(sid).toSpell();
 
- 	return nullptr;
 
- }
 
- std::string Bonus::Description() const
 
- {
 
- 	std::ostringstream str;
 
- 	
 
- 	if(description.empty())
 
- 		switch(source)
 
- 		{
 
- 		case ARTIFACT:
 
- 			str << VLC->arth->artifacts[sid]->Name();
 
- 			break;;
 
- 		case SPELL_EFFECT:
 
- 			str << SpellID(sid).toSpell()->name;
 
- 			break;
 
- 		case CREATURE_ABILITY:
 
- 			str << VLC->creh->creatures[sid]->namePl;
 
- 			break;
 
- 		case SECONDARY_SKILL:
 
- 			str << VLC->generaltexth->skillName[sid]/* << " secondary skill"*/;
 
- 			break;
 
- 		default:
 
- 			//todo: handle all possible sources
 
- 			str << "Unknown"; 
 
- 			break;
 
- 		}
 
- 	else
 
- 		str << description;
 
- 		
 
- 	if(val != 0)
 
- 		str << " " << std::showpos << val;
 
- 	
 
- 	return str.str();
 
- }
 
- Bonus::Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype/*=-1*/)
 
- 	: duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), sid(ID), description(Desc)
 
- {
 
- 	additionalInfo = -1;
 
- 	turnsRemain = 0;
 
- 	valType = ADDITIVE_VALUE;
 
- 	effectRange = NO_LIMIT;
 
- 	boost::algorithm::trim(description);
 
- }
 
- Bonus::Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype/*=-1*/, ValueType ValType /*= ADDITIVE_VALUE*/)
 
- 	: duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), sid(ID), valType(ValType)
 
- {
 
- 	additionalInfo = -1;
 
- 	turnsRemain = 0;
 
- 	effectRange = NO_LIMIT;
 
- }
 
- Bonus::Bonus()   
 
- {
 
- 	duration = PERMANENT;
 
- 	turnsRemain = 0;
 
- 	type = NONE;
 
- 	subtype = -1;
 
- 	additionalInfo = -1;
 
- 	
 
- 	valType = ADDITIVE_VALUE;
 
- 	effectRange = NO_LIMIT;
 
- 	val = 0;
 
- 	source = OTHER;
 
- }
 
- Bonus::~Bonus()
 
- {
 
- }
 
- Bonus * Bonus::addPropagator(TPropagatorPtr Propagator)
 
- {
 
- 	propagator = Propagator;
 
- 	return this;
 
- }
 
- namespace Selector
 
- {
 
- 	DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type(&Bonus::type);
 
- 	DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype(&Bonus::subtype);
 
- 	DLL_LINKAGE CSelectFieldEqual<si32> info(&Bonus::additionalInfo);
 
- 	DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType(&Bonus::source);
 
- 	DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange(&Bonus::effectRange);
 
- 	DLL_LINKAGE CWillLastTurns turns;
 
- 	DLL_LINKAGE CSelectFieldAny<Bonus::LimitEffect> anyRange(&Bonus::effectRange);
 
- 	CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype)
 
- 	{
 
- 		return type(Type).And(subtype(Subtype));
 
- 	}
 
- 	CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info)
 
- 	{
 
- 		return CSelectFieldEqual<Bonus::BonusType>(&Bonus::type)(type)
 
- 			.And(CSelectFieldEqual<TBonusSubtype>(&Bonus::subtype)(subtype))
 
- 			.And(CSelectFieldEqual<si32>(&Bonus::additionalInfo)(info));
 
- 	}
 
- 	CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID)
 
- 	{
 
- 		return CSelectFieldEqual<Bonus::BonusSource>(&Bonus::source)(source)
 
- 			.And(CSelectFieldEqual<ui32>(&Bonus::sid)(sourceID));
 
- 	}
 
- 	CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source)
 
- 	{
 
- 		return CSelectFieldEqual<Bonus::BonusSource>(&Bonus::source)(source);
 
- 	}
 
- 	bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type)
 
- 	{
 
- 		Bonus dummy;
 
- 		dummy.type = type;
 
- 		return sel(&dummy);
 
- 	}
 
- 	bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype)
 
- 	{
 
- 		Bonus dummy;
 
- 		dummy.type = type;
 
- 		dummy.subtype = subtype;
 
- 		return sel(&dummy);
 
- 	}
 
- 	bool DLL_LINKAGE positiveSpellEffects(const Bonus *b)
 
- 	{
 
- 		if(b->source == Bonus::SPELL_EFFECT)
 
- 		{
 
- 			CSpell *sp = SpellID(b->sid).toSpell();
 
- 			return sp->isPositive();
 
- 		}
 
- 		return false; //not a spell effect
 
- 	}
 
- }
 
- const CStack * retreiveStackBattle(const CBonusSystemNode *node)
 
- {
 
- 	switch(node->getNodeType())
 
- 	{
 
- 	case CBonusSystemNode::STACK_BATTLE:
 
- 		return static_cast<const CStack*>(node);
 
- 	default:
 
- 		return nullptr;
 
- 	}
 
- }
 
- const CStackInstance * retreiveStackInstance(const CBonusSystemNode *node)
 
- {
 
- 	switch(node->getNodeType())
 
- 	{
 
- 	case CBonusSystemNode::STACK_INSTANCE:
 
- 		return (static_cast<const CStackInstance *>(node));
 
- 	case CBonusSystemNode::STACK_BATTLE:
 
- 		return (static_cast<const CStack*>(node))->base;
 
- 	default:
 
- 		return nullptr;
 
- 	}
 
- }
 
- const CCreature * retrieveCreature(const CBonusSystemNode *node)
 
- {
 
- 	switch(node->getNodeType())
 
- 	{
 
- 	case CBonusSystemNode::CREATURE:
 
- 		return (static_cast<const CCreature *>(node));
 
- 	default:
 
- 		const CStackInstance *csi = retreiveStackInstance(node);
 
- 		if(csi)
 
- 			return csi->type;
 
- 		return nullptr;
 
- 	}
 
- }
 
- DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList)
 
- {
 
- 	for (ui32 i = 0; i < bonusList.size(); i++)
 
- 	{
 
- 		Bonus *b = bonusList[i];
 
- 		out << "Bonus " << i << "\n" << *b << std::endl;
 
- 	}
 
- 	return out;
 
- }
 
- DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus)
 
- {
 
- 	for(auto i = bonusNameMap.cbegin(); i != bonusNameMap.cend(); i++)
 
- 		if(i->second == bonus.type)
 
- 			out << "\tType: " << i->first << " \t";
 
- #define printField(field) out << "\t" #field ": " << (int)bonus.field << "\n"
 
- 	printField(val);
 
- 	printField(subtype);
 
- 	printField(duration);
 
- 	printField(source);
 
- 	printField(sid);
 
- 	printField(additionalInfo);
 
- 	printField(turnsRemain);
 
- 	printField(valType);
 
- 	printField(effectRange);
 
- #undef printField
 
- 	return out;
 
- }
 
- Bonus * Bonus::addLimiter(TLimiterPtr Limiter)
 
- {
 
- 	if (limiter)
 
- 	{
 
- 		//If we already have limiter list, retrieve it
 
- 		auto limiterList = std::dynamic_pointer_cast<LimiterList>(limiter);
 
- 		if(!limiterList)
 
- 		{
 
- 			//Create a new limiter list with old limiter and the new one will be pushed later
 
- 			limiterList = make_shared<LimiterList>();
 
- 			limiterList->add(limiter);
 
- 			limiter = limiterList;
 
- 		}
 
- 		limiterList->add(Limiter);
 
- 	}
 
- 	else
 
- 	{
 
- 		limiter = Limiter;
 
- 	}
 
- 	return this;
 
- }
 
- ILimiter::~ILimiter()
 
- {
 
- }
 
- int ILimiter::limit(const BonusLimitationContext &context) const /*return true to drop the bonus */
 
- {
 
- 	return false;
 
- }
 
- int CCreatureTypeLimiter::limit(const BonusLimitationContext &context) const
 
- {
 
- 	const CCreature *c = retrieveCreature(&context.node);
 
- 	if(!c)
 
- 		return true;
 
- 	return c != creature   &&   (!includeUpgrades || !creature->isMyUpgrade(c));
 
- 	//drop bonus if it's not our creature and (we don`t check upgrades or its not our upgrade)
 
- }
 
- CCreatureTypeLimiter::CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades /*= true*/)
 
- 	:creature(&Creature), includeUpgrades(IncludeUpgrades)
 
- {
 
- }
 
- CCreatureTypeLimiter::CCreatureTypeLimiter()
 
- {
 
- 	creature = nullptr;
 
- 	includeUpgrades = false;
 
- }
 
- void CCreatureTypeLimiter::setCreature (CreatureID id)
 
- {
 
- 	creature = VLC->creh->creatures[id];
 
- }
 
- HasAnotherBonusLimiter::HasAnotherBonusLimiter( Bonus::BonusType bonus )
 
- 	: type(bonus), subtype(0), isSubtypeRelevant(false)
 
- {
 
- }
 
- HasAnotherBonusLimiter::HasAnotherBonusLimiter( Bonus::BonusType bonus, TBonusSubtype _subtype )
 
- 	: type(bonus), subtype(_subtype), isSubtypeRelevant(true)
 
- {
 
- }
 
- int HasAnotherBonusLimiter::limit(const BonusLimitationContext &context) const
 
- {
 
- 	CSelector mySelector = isSubtypeRelevant
 
- 							? Selector::typeSubtype(type, subtype)
 
- 							: Selector::type(type);
 
- 	//if we have a bonus of required type accepted, limiter should accept also this bonus
 
- 	if(context.alreadyAccepted.getFirst(mySelector))
 
- 		return ACCEPT;
 
- 	//do not accept for now but it may change if more bonuses gets included
 
- 	return NOT_SURE;
 
- }
 
- IPropagator::~IPropagator()
 
- {
 
- }
 
- // CBonusSystemNode * IPropagator::getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild)
 
- // {
 
- // 	return source;
 
- // }
 
- bool IPropagator::shouldBeAttached(CBonusSystemNode *dest)
 
- {
 
- 	return false;
 
- }
 
- // CBonusSystemNode * CPropagatorNodeType::getDestNode(CBonusSystemNode *source, CBonusSystemNode *redParent, CBonusSystemNode *redChild)
 
- // {
 
- // 	return nullptr;
 
- // }
 
- CPropagatorNodeType::CPropagatorNodeType()
 
- {
 
- }
 
- CPropagatorNodeType::CPropagatorNodeType(int NodeType)
 
- 	: nodeType(NodeType)
 
- {
 
- }
 
- bool CPropagatorNodeType::shouldBeAttached(CBonusSystemNode *dest)
 
- {
 
- 	return nodeType == dest->getNodeType();
 
- }
 
- CreatureNativeTerrainLimiter::CreatureNativeTerrainLimiter(int TerrainType)
 
- 	: terrainType(TerrainType)
 
- {
 
- }
 
- CreatureNativeTerrainLimiter::CreatureNativeTerrainLimiter()
 
- {
 
- }
 
- int CreatureNativeTerrainLimiter::limit(const BonusLimitationContext &context) const
 
- {
 
- 	const CCreature *c = retrieveCreature(&context.node);
 
- 	return !c || !c->isItNativeTerrain(terrainType); //drop bonus for non-creatures or non-native residents
 
- 	//TODO neutral creatues
 
- }
 
- CreatureFactionLimiter::CreatureFactionLimiter(int Faction)
 
- 	: faction(Faction)
 
- {
 
- }
 
- CreatureFactionLimiter::CreatureFactionLimiter()
 
- {
 
- }
 
- int CreatureFactionLimiter::limit(const BonusLimitationContext &context) const
 
- {
 
- 	const CCreature *c = retrieveCreature(&context.node);
 
- 	return !c || c->faction != faction; //drop bonus for non-creatures or non-native residents
 
- }
 
- CreatureAlignmentLimiter::CreatureAlignmentLimiter()
 
- {
 
- }
 
- CreatureAlignmentLimiter::CreatureAlignmentLimiter(si8 Alignment)
 
- 	: alignment(Alignment)
 
- {
 
- }
 
- int CreatureAlignmentLimiter::limit(const BonusLimitationContext &context) const
 
- {
 
- 	const CCreature *c = retrieveCreature(&context.node);
 
- 	if(!c)
 
- 		return true;
 
- 	switch(alignment)
 
- 	{
 
- 	case EAlignment::GOOD:
 
- 		return !c->isGood(); //if not good -> return true (drop bonus)
 
- 	case EAlignment::NEUTRAL:
 
- 		return c->isEvil() || c->isGood();
 
- 	case EAlignment::EVIL:
 
- 		return !c->isEvil();
 
- 	default:
 
-         logBonus->warnStream() << "Warning: illegal alignment in limiter!";
 
-         return true;
 
- 	}
 
- }
 
- RankRangeLimiter::RankRangeLimiter(ui8 Min, ui8 Max)
 
- 	:minRank(Min), maxRank(Max)
 
- {
 
- }
 
- RankRangeLimiter::RankRangeLimiter()
 
- {
 
- 	minRank = maxRank = -1;
 
- }
 
- int RankRangeLimiter::limit(const BonusLimitationContext &context) const
 
- {
 
- 	const CStackInstance *csi = retreiveStackInstance(&context.node);
 
- 	if(csi)
 
- 	{
 
- 		if (csi->getNodeType() == CBonusSystemNode::COMMANDER) //no stack exp bonuses for commander creatures
 
- 			return true;
 
- 		return csi->getExpRank() < minRank || csi->getExpRank() > maxRank;
 
- 	}
 
- 	return true;
 
- }
 
- int StackOwnerLimiter::limit(const BonusLimitationContext &context) const
 
- {
 
- 	const CStack *s = retreiveStackBattle(&context.node);
 
- 	if(s)
 
- 		return s->owner != owner;
 
-  	const CStackInstance *csi = retreiveStackInstance(&context.node);
 
-  	if(csi && csi->armyObj)
 
-  		return csi->armyObj->tempOwner != owner;
 
-  	return true;
 
- }
 
- StackOwnerLimiter::StackOwnerLimiter()
 
- 	: owner(-1)
 
- {
 
- }
 
- StackOwnerLimiter::StackOwnerLimiter(PlayerColor Owner)
 
- 	: owner(Owner)
 
- {
 
- }
 
- // int Bonus::limit(const BonusLimitationContext &context) const
 
- //  	1162	{
 
- //  	1163	        if (limiter)
 
- //  	1164	                return limiter->callNext(context);
 
- //  	1165	        else
 
- //  	1166	                return ILimiter::ACCEPT; //accept if there's no limiter
 
- //  	1167	}
 
-  	//1168
 
- int LimiterList::limit( const BonusLimitationContext &context ) const
 
- {
 
- 	bool wasntSure = false;
 
- 	for(auto limiter : limiters)
 
- 	{
 
- 		auto result = limiter->limit(context);
 
- 		if(result == ILimiter::DISCARD)
 
- 			return result;
 
- 		if(result == ILimiter::NOT_SURE)
 
- 			wasntSure = true;
 
- 	}
 
- 	return wasntSure ? ILimiter::NOT_SURE : ILimiter::ACCEPT;
 
- }
 
- void LimiterList::add( TLimiterPtr limiter )
 
- {
 
- 	limiters.push_back(limiter);
 
- }
 
 
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