BasicTypes.cpp 7.0 KB

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  1. /*
  2. * BasicTypes.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "VCMI_Lib.h"
  12. #include "GameConstants.h"
  13. #include "IGameSettings.h"
  14. #include "bonuses/BonusList.h"
  15. #include "bonuses/Bonus.h"
  16. #include "bonuses/IBonusBearer.h"
  17. #include <vcmi/Creature.h>
  18. #include <vcmi/Faction.h>
  19. #include <vcmi/FactionMember.h>
  20. #include <vcmi/FactionService.h>
  21. VCMI_LIB_NAMESPACE_BEGIN
  22. bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const
  23. {
  24. auto native = getNativeTerrain();
  25. return native == terrain || native == ETerrainId::ANY_TERRAIN;
  26. }
  27. TerrainId AFactionMember::getNativeTerrain() const
  28. {
  29. const std::string cachingStringNoTerrainPenalty = "type_TERRAIN_NATIVE_NONE";
  30. static const auto selectorNoTerrainPenalty = Selector::typeSubtype(BonusType::TERRAIN_NATIVE, BonusSubtypeID());
  31. //this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
  32. //and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
  33. return getBonusBearer()->hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty)
  34. ? TerrainId::ANY_TERRAIN : VLC->factions()->getById(getFaction())->getNativeTerrain();
  35. }
  36. int32_t AFactionMember::magicResistance() const
  37. {
  38. si32 val = getBonusBearer()->valOfBonuses(Selector::type()(BonusType::MAGIC_RESISTANCE));
  39. vstd::amin (val, 100);
  40. return val;
  41. }
  42. int AFactionMember::getAttack(bool ranged) const
  43. {
  44. const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
  45. static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK));
  46. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  47. }
  48. int AFactionMember::getDefense(bool ranged) const
  49. {
  50. const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
  51. static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE));
  52. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  53. }
  54. int AFactionMember::getMinDamage(bool ranged) const
  55. {
  56. const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
  57. static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMin));
  58. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  59. }
  60. int AFactionMember::getMaxDamage(bool ranged) const
  61. {
  62. const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
  63. static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMax));
  64. return getBonusBearer()->valOfBonuses(selector, cachingStr);
  65. }
  66. int AFactionMember::getPrimSkillLevel(PrimarySkill id) const
  67. {
  68. static const CSelector selectorAllSkills = Selector::type()(BonusType::PRIMARY_SKILL);
  69. static const std::string keyAllSkills = "type_PRIMARY_SKILL";
  70. auto allSkills = getBonusBearer()->getBonuses(selectorAllSkills, keyAllSkills);
  71. auto ret = allSkills->valOfBonuses(Selector::subtype()(BonusSubtypeID(id)));
  72. auto minSkillValue = VLC->engineSettings()->getVector(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS)[id.getNum()];
  73. return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
  74. }
  75. int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
  76. {
  77. int32_t maxGoodMorale = VLC->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
  78. int32_t maxBadMorale = - (int32_t) VLC->engineSettings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
  79. if(getBonusBearer()->hasBonusOfType(BonusType::MAX_MORALE))
  80. {
  81. if(bonusList && !bonusList->empty())
  82. bonusList = std::make_shared<const BonusList>();
  83. return maxGoodMorale;
  84. }
  85. static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::UNDEAD))
  86. .Or(Selector::type()(BonusType::SIEGE_WEAPON)).Or(Selector::type()(BonusType::NO_MORALE));
  87. static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
  88. auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
  89. if(unaffected)
  90. {
  91. if(bonusList && !bonusList->empty())
  92. bonusList = std::make_shared<const BonusList>();
  93. return 0;
  94. }
  95. static const auto moraleSelector = Selector::type()(BonusType::MORALE);
  96. static const std::string cachingStrMor = "type_MORALE";
  97. bonusList = getBonusBearer()->getBonuses(moraleSelector, cachingStrMor);
  98. return std::clamp(bonusList->totalValue(), maxBadMorale, maxGoodMorale);
  99. }
  100. int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
  101. {
  102. int32_t maxGoodLuck = VLC->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
  103. int32_t maxBadLuck = - (int32_t) VLC->engineSettings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
  104. if(getBonusBearer()->hasBonusOfType(BonusType::MAX_LUCK))
  105. {
  106. if(bonusList && !bonusList->empty())
  107. bonusList = std::make_shared<const BonusList>();
  108. return maxGoodLuck;
  109. }
  110. if(getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
  111. {
  112. if(bonusList && !bonusList->empty())
  113. bonusList = std::make_shared<const BonusList>();
  114. return 0;
  115. }
  116. static const auto luckSelector = Selector::type()(BonusType::LUCK);
  117. static const std::string cachingStrLuck = "type_LUCK";
  118. bonusList = getBonusBearer()->getBonuses(luckSelector, cachingStrLuck);
  119. return std::clamp(bonusList->totalValue(), maxBadLuck, maxGoodLuck);
  120. }
  121. int AFactionMember::moraleVal() const
  122. {
  123. TConstBonusListPtr tmp = nullptr;
  124. return moraleValAndBonusList(tmp);
  125. }
  126. int AFactionMember::luckVal() const
  127. {
  128. TConstBonusListPtr tmp = nullptr;
  129. return luckValAndBonusList(tmp);
  130. }
  131. ui32 ACreature::getMaxHealth() const
  132. {
  133. const std::string cachingStr = "type_STACK_HEALTH";
  134. static const auto selector = Selector::type()(BonusType::STACK_HEALTH);
  135. auto value = getBonusBearer()->valOfBonuses(selector, cachingStr);
  136. return std::max(1, value); //never 0
  137. }
  138. ui32 ACreature::getMovementRange(int turn) const
  139. {
  140. //war machines cannot move
  141. if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn))))
  142. {
  143. return 0;
  144. }
  145. if(getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn))))
  146. {
  147. return 0;
  148. }
  149. return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)));
  150. }
  151. bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
  152. {
  153. static const std::string cachingStr = "ACreature::isLiving";
  154. static const CSelector selector = Selector::type()(BonusType::UNDEAD)
  155. .Or(Selector::type()(BonusType::NON_LIVING))
  156. .Or(Selector::type()(BonusType::GARGOYLE))
  157. .Or(Selector::type()(BonusType::SIEGE_WEAPON));
  158. return !getBonusBearer()->hasBonus(selector, cachingStr);
  159. }
  160. VCMI_LIB_NAMESPACE_END