HeroBonus.h 40 KB

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  1. /*
  2. * HeroBonus.h, 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. #pragma once
  11. #include "GameConstants.h"
  12. class CCreature;
  13. struct Bonus;
  14. class IBonusBearer;
  15. class CBonusSystemNode;
  16. class ILimiter;
  17. class IPropagator;
  18. class IUpdater;
  19. class BonusList;
  20. typedef std::shared_ptr<BonusList> TBonusListPtr;
  21. typedef std::shared_ptr<ILimiter> TLimiterPtr;
  22. typedef std::shared_ptr<IPropagator> TPropagatorPtr;
  23. typedef std::shared_ptr<IUpdater> TUpdaterPtr;
  24. typedef std::set<CBonusSystemNode*> TNodes;
  25. typedef std::set<const CBonusSystemNode*> TCNodes;
  26. typedef std::vector<CBonusSystemNode *> TNodesVector;
  27. class CSelector : std::function<bool(const Bonus*)>
  28. {
  29. typedef std::function<bool(const Bonus*)> TBase;
  30. public:
  31. CSelector() {}
  32. template<typename T>
  33. CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class
  34. //(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
  35. typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
  36. : TBase(t)
  37. {}
  38. CSelector(std::nullptr_t)
  39. {}
  40. CSelector And(CSelector rhs) const
  41. {
  42. //lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer)
  43. auto thisCopy = *this;
  44. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); };
  45. }
  46. CSelector Or(CSelector rhs) const
  47. {
  48. auto thisCopy = *this;
  49. return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); };
  50. }
  51. bool operator()(const Bonus *b) const
  52. {
  53. return TBase::operator()(b);
  54. }
  55. operator bool() const
  56. {
  57. return !!static_cast<const TBase&>(*this);
  58. }
  59. };
  60. class DLL_LINKAGE CBonusProxy
  61. {
  62. public:
  63. CBonusProxy(const IBonusBearer * Target, CSelector Selector);
  64. CBonusProxy(const CBonusProxy & other);
  65. CBonusProxy(CBonusProxy && other);
  66. CBonusProxy & operator=(CBonusProxy && other);
  67. CBonusProxy & operator=(const CBonusProxy & other);
  68. TBonusListPtr get() const;
  69. const BonusList * operator->() const;
  70. private:
  71. mutable int64_t cachedLast;
  72. const IBonusBearer * target;
  73. CSelector selector;
  74. mutable TBonusListPtr data;
  75. };
  76. #define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
  77. #define BONUS_LIST \
  78. BONUS_NAME(NONE) \
  79. BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
  80. BONUS_NAME(MOVEMENT) /*both water/land*/ \
  81. BONUS_NAME(LAND_MOVEMENT) \
  82. BONUS_NAME(SEA_MOVEMENT) \
  83. BONUS_NAME(MORALE) \
  84. BONUS_NAME(LUCK) \
  85. BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
  86. BONUS_NAME(SIGHT_RADIOUS) /*the correct word is RADIUS, but this one's already used in mods */\
  87. BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
  88. BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
  89. BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
  90. BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
  91. BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
  92. BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
  93. BONUS_NAME(FLYING_MOVEMENT) /*value - penalty percentage*/ \
  94. BONUS_NAME(SPELL_DURATION) \
  95. BONUS_NAME(AIR_SPELL_DMG_PREMY) \
  96. BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
  97. BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
  98. BONUS_NAME(WATER_SPELL_DMG_PREMY) \
  99. BONUS_NAME(WATER_WALKING) /*value - penalty percentage*/ \
  100. BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
  101. BONUS_NAME(STACK_HEALTH) \
  102. BONUS_NAME(BLOCK_MORALE) \
  103. BONUS_NAME(BLOCK_LUCK) \
  104. BONUS_NAME(FIRE_SPELLS) \
  105. BONUS_NAME(AIR_SPELLS) \
  106. BONUS_NAME(WATER_SPELLS) \
  107. BONUS_NAME(EARTH_SPELLS) \
  108. BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
  109. BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
  110. BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
  111. BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
  112. BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
  113. BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
  114. BONUS_NAME(MAGIC_SCHOOL_SKILL) /* //eg. for magic plains terrain, subtype: school of magic (0 - all, 1 - fire, 2 - air, 4 - water, 8 - earth), value - level*/ \
  115. BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
  116. BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
  117. BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
  118. BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
  119. BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
  120. BONUS_NAME(NO_TYPE) \
  121. BONUS_NAME(FLYING) \
  122. BONUS_NAME(SHOOTER) \
  123. BONUS_NAME(CHARGE_IMMUNITY) \
  124. BONUS_NAME(ADDITIONAL_ATTACK) \
  125. BONUS_NAME(UNLIMITED_RETALIATIONS) \
  126. BONUS_NAME(NO_MELEE_PENALTY) \
  127. BONUS_NAME(JOUSTING) /*for champions*/ \
  128. BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
  129. BONUS_NAME(KING1) \
  130. BONUS_NAME(KING2) \
  131. BONUS_NAME(KING3) \
  132. BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
  133. BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
  134. BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
  135. BONUS_NAME(SPELL_AFTER_ATTACK) /* subtype - spell id, value - chance %, additional info % 1000 - level, (additional info)/1000 -> [0 - all attacks, 1 - shot only, 2 - melee only*/ \
  136. BONUS_NAME(SPELL_BEFORE_ATTACK) /* subtype - spell id, value - chance %, additional info % 1000 - level, (additional info)/1000 -> [0 - all attacks, 1 - shot only, 2 - melee only*/ \
  137. BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
  138. BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus */ \
  139. BONUS_NAME(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
  140. BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells*/ \
  141. BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
  142. BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
  143. BONUS_NAME(NO_WALL_PENALTY) \
  144. BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
  145. BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, val - level*/ \
  146. BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
  147. BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
  148. BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
  149. BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
  150. BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
  151. BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
  152. BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
  153. BONUS_NAME(WATER_IMMUNITY) \
  154. BONUS_NAME(EARTH_IMMUNITY) \
  155. BONUS_NAME(AIR_IMMUNITY) \
  156. BONUS_NAME(MIND_IMMUNITY) \
  157. BONUS_NAME(FIRE_SHIELD) \
  158. BONUS_NAME(UNDEAD) \
  159. BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
  160. BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
  161. BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
  162. BONUS_NAME(LIFE_DRAIN) \
  163. BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
  164. BONUS_NAME(RETURN_AFTER_STRIKE) \
  165. BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
  166. BONUS_NAME(SPELLCASTER) /*subtype - spell id, value - level of school, additional info - weighted chance. use SPECIFIC_SPELL_POWER, CREATURE_SPELL_POWER or CREATURE_ENCHANT_POWER for calculating the power*/ \
  167. BONUS_NAME(CATAPULT) \
  168. BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
  169. BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
  170. BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
  171. BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
  172. BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
  173. BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
  174. BONUS_NAME(FEAR) \
  175. BONUS_NAME(FEARLESS) \
  176. BONUS_NAME(NO_DISTANCE_PENALTY) \
  177. BONUS_NAME(SELF_LUCK) /*halfling*/ \
  178. BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
  179. BONUS_NAME(HEALER) \
  180. BONUS_NAME(SIEGE_WEAPON) \
  181. BONUS_NAME(HYPNOTIZED) \
  182. BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
  183. BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
  184. BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
  185. BONUS_NAME(ALWAYS_MINIMUM_DAMAGE) /*unit does its minimum damage from range; subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage penalty (it'll subtracted from dmg), additional info - multiplicative anti-bonus for dmg in % [eg 20 means that creature will inflict 80% of normal minimal dmg]*/ \
  186. BONUS_NAME(ALWAYS_MAXIMUM_DAMAGE) /*eg. bless effect, subtype: -1 - any attack, 0 - melee, 1 - ranged, value: additional damage, additional info - multiplicative bonus for dmg in %*/ \
  187. BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
  188. BONUS_NAME(IN_FRENZY) /*value - level*/ \
  189. BONUS_NAME(SLAYER) /*value - level*/ \
  190. BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
  191. BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
  192. BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
  193. BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
  194. BONUS_NAME(DARKNESS) /*val = radius */ \
  195. BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
  196. BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
  197. BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
  198. BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
  199. BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
  200. BONUS_NAME(MAXED_SPELL) /*val = id*/\
  201. BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
  202. BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
  203. BONUS_NAME(DRAGON_NATURE) \
  204. BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
  205. BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
  206. BONUS_NAME(SHOTS)\
  207. BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
  208. BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
  209. BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
  210. BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
  211. BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
  212. BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
  213. BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
  214. BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\
  215. BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
  216. BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
  217. BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
  218. BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
  219. BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
  220. BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
  221. BONUS_NAME(BLOCK)\
  222. BONUS_NAME(DISGUISED) /* subtype - spell level */\
  223. BONUS_NAME(VISIONS) /* subtype - spell level */\
  224. BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
  225. BONUS_NAME(SOUL_STEAL) /*val - number of units gained per enemy killed, subtype = 0 - gained units survive after battle, 1 - they do not*/ \
  226. BONUS_NAME(TRANSMUTATION) /*val - chance to trigger in %, subtype = 0 - resurrection based on HP, 1 - based on unit count, additional info - target creature ID (attacker default)*/\
  227. BONUS_NAME(SUMMON_GUARDIANS) /*val - amount in % of stack count, subtype = creature ID*/\
  228. BONUS_NAME(CATAPULT_EXTRA_SHOTS) /*val - number of additional shots, requires CATAPULT bonus to work*/\
  229. BONUS_NAME(RANGED_RETALIATION) /*allows shooters to perform ranged retaliation*/\
  230. BONUS_NAME(BLOCKS_RANGED_RETALIATION) /*disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus is for melee retaliation only*/\
  231. BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/ \
  232. BONUS_NAME(MANUAL_CONTROL) /* manually control warmachine with id = subtype, chance = val */ \
  233. BONUS_NAME(WIDE_BREATH) /* initial desigh: dragon breath affecting multiple nearby hexes */\
  234. BONUS_NAME(FIRST_STRIKE) /* first counterattack, then attack if possible */\
  235. BONUS_NAME(SYNERGY_TARGET) /* dummy skill for alternative upgrades mod */\
  236. BONUS_NAME(SHOOTS_ALL_ADJACENT) /* H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics */\
  237. BONUS_NAME(BLOCK_MAGIC_BELOW) /*blocks casting spells of the level < value */ \
  238. BONUS_NAME(DESTRUCTION) /*kills extra units after hit, subtype = 0 - kill percentage of units, 1 - kill amount, val = chance in percent to trigger, additional info - amount/percentage to kill*/ \
  239. /* end of list */
  240. #define BONUS_SOURCE_LIST \
  241. BONUS_SOURCE(ARTIFACT)\
  242. BONUS_SOURCE(ARTIFACT_INSTANCE)\
  243. BONUS_SOURCE(OBJECT)\
  244. BONUS_SOURCE(CREATURE_ABILITY)\
  245. BONUS_SOURCE(TERRAIN_NATIVE)\
  246. BONUS_SOURCE(TERRAIN_OVERLAY)\
  247. BONUS_SOURCE(SPELL_EFFECT)\
  248. BONUS_SOURCE(TOWN_STRUCTURE)\
  249. BONUS_SOURCE(HERO_BASE_SKILL)\
  250. BONUS_SOURCE(SECONDARY_SKILL)\
  251. BONUS_SOURCE(HERO_SPECIAL)\
  252. BONUS_SOURCE(ARMY)\
  253. BONUS_SOURCE(CAMPAIGN_BONUS)\
  254. BONUS_SOURCE(SPECIAL_WEEK)\
  255. BONUS_SOURCE(STACK_EXPERIENCE)\
  256. BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
  257. BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
  258. #define BONUS_VALUE_LIST \
  259. BONUS_VALUE(ADDITIVE_VALUE)\
  260. BONUS_VALUE(BASE_NUMBER)\
  261. BONUS_VALUE(PERCENT_TO_ALL)\
  262. BONUS_VALUE(PERCENT_TO_BASE)\
  263. BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus */\
  264. BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
  265. /// Struct for handling bonuses of several types. Can be transferred to any hero
  266. struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
  267. {
  268. enum { EVERY_TYPE = -1 };
  269. enum BonusType
  270. {
  271. #define BONUS_NAME(x) x,
  272. BONUS_LIST
  273. #undef BONUS_NAME
  274. };
  275. enum BonusDuration //when bonus is automatically removed
  276. {
  277. PERMANENT = 1,
  278. ONE_BATTLE = 2, //at the end of battle
  279. ONE_DAY = 4, //at the end of day
  280. ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
  281. N_TURNS = 16, //used during battles, after battle bonus is always removed
  282. N_DAYS = 32,
  283. UNTIL_BEING_ATTACKED = 64, /*removed after attack and counterattacks are performed*/
  284. UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
  285. STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
  286. COMMANDER_KILLED = 512
  287. };
  288. enum BonusSource
  289. {
  290. #define BONUS_SOURCE(x) x,
  291. BONUS_SOURCE_LIST
  292. #undef BONUS_SOURCE
  293. };
  294. enum LimitEffect
  295. {
  296. NO_LIMIT = 0,
  297. ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
  298. ONLY_ENEMY_ARMY
  299. };
  300. enum ValueType
  301. {
  302. #define BONUS_VALUE(x) x,
  303. BONUS_VALUE_LIST
  304. #undef BONUS_VALUE
  305. };
  306. ui16 duration; //uses BonusDuration values
  307. si16 turnsRemain; //used if duration is N_TURNS, N_DAYS or ONE_WEEK
  308. BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
  309. TBonusSubtype subtype; //-1 if not applicable - 4 bytes
  310. BonusSource source;//source type" uses BonusSource values - what gave that bonus
  311. si32 val;
  312. ui32 sid; //source id: id of object/artifact/spell
  313. ValueType valType;
  314. si32 additionalInfo;
  315. LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
  316. TLimiterPtr limiter;
  317. TPropagatorPtr propagator;
  318. TUpdaterPtr updater;
  319. std::string description;
  320. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
  321. Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
  322. Bonus();
  323. template <typename Handler> void serialize(Handler &h, const int version)
  324. {
  325. h & duration;
  326. h & type;
  327. h & subtype;
  328. h & source;
  329. h & val;
  330. h & sid;
  331. h & description;
  332. h & additionalInfo;
  333. h & turnsRemain;
  334. h & valType;
  335. h & effectRange;
  336. h & limiter;
  337. h & propagator;
  338. h & updater;
  339. }
  340. template <typename Ptr>
  341. static bool compareByAdditionalInfo(const Ptr& a, const Ptr& b)
  342. {
  343. return a->additionalInfo < b->additionalInfo;
  344. }
  345. static bool NDays(const Bonus *hb)
  346. {
  347. return hb->duration & Bonus::N_DAYS;
  348. }
  349. static bool NTurns(const Bonus *hb)
  350. {
  351. return hb->duration & Bonus::N_TURNS;
  352. }
  353. static bool OneDay(const Bonus *hb)
  354. {
  355. return hb->duration & Bonus::ONE_DAY;
  356. }
  357. static bool OneWeek(const Bonus *hb)
  358. {
  359. return hb->duration & Bonus::ONE_WEEK;
  360. }
  361. static bool OneBattle(const Bonus *hb)
  362. {
  363. return hb->duration & Bonus::ONE_BATTLE;
  364. }
  365. static bool Permanent(const Bonus *hb)
  366. {
  367. return hb->duration & Bonus::PERMANENT;
  368. }
  369. static bool UntilGetsTurn(const Bonus *hb)
  370. {
  371. return hb->duration & Bonus::STACK_GETS_TURN;
  372. }
  373. static bool UntilAttack(const Bonus *hb)
  374. {
  375. return hb->duration & Bonus::UNTIL_ATTACK;
  376. }
  377. static bool UntilBeingAttacked(const Bonus *hb)
  378. {
  379. return hb->duration & Bonus::UNTIL_BEING_ATTACKED;
  380. }
  381. static bool UntilCommanderKilled(const Bonus *hb)
  382. {
  383. return hb->duration & Bonus::COMMANDER_KILLED;
  384. }
  385. inline bool operator == (const BonusType & cf) const
  386. {
  387. return type == cf;
  388. }
  389. inline void operator += (const ui32 Val) //no return
  390. {
  391. val += Val;
  392. }
  393. std::string Description() const;
  394. std::shared_ptr<Bonus> addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
  395. std::shared_ptr<Bonus> addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
  396. std::shared_ptr<Bonus> addUpdater(TUpdaterPtr Updater); //returns this for convenient chain-calls
  397. };
  398. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
  399. class DLL_LINKAGE BonusList
  400. {
  401. public:
  402. typedef std::vector<std::shared_ptr<Bonus>> TInternalContainer;
  403. private:
  404. TInternalContainer bonuses;
  405. bool belongsToTree;
  406. void changed();
  407. public:
  408. typedef TInternalContainer::const_reference const_reference;
  409. typedef TInternalContainer::value_type value_type;
  410. typedef TInternalContainer::const_iterator const_iterator;
  411. typedef TInternalContainer::iterator iterator;
  412. BonusList(bool BelongsToTree = false);
  413. BonusList(const BonusList &bonusList);
  414. BonusList(BonusList && other);
  415. BonusList& operator=(const BonusList &bonusList);
  416. // wrapper functions of the STL vector container
  417. TInternalContainer::size_type size() const { return bonuses.size(); }
  418. void push_back(std::shared_ptr<Bonus> x);
  419. TInternalContainer::iterator erase (const int position);
  420. void clear();
  421. bool empty() const { return bonuses.empty(); }
  422. void resize(TInternalContainer::size_type sz, std::shared_ptr<Bonus> c = nullptr );
  423. std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) { return bonuses[n]; }
  424. const std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) const { return bonuses[n]; }
  425. std::shared_ptr<Bonus> &back() { return bonuses.back(); }
  426. std::shared_ptr<Bonus> &front() { return bonuses.front(); }
  427. const std::shared_ptr<Bonus> &back() const { return bonuses.back(); }
  428. const std::shared_ptr<Bonus> &front() const { return bonuses.front(); }
  429. // There should be no non-const access to provide solid,robust bonus caching
  430. TInternalContainer::const_iterator begin() const { return bonuses.begin(); }
  431. TInternalContainer::const_iterator end() const { return bonuses.end(); }
  432. TInternalContainer::size_type operator-=(std::shared_ptr<Bonus> const &i);
  433. // BonusList functions
  434. int totalValue() const;
  435. void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  436. void getAllBonuses(BonusList &out) const;
  437. void getBonuses(BonusList & out, const CSelector &selector) const;
  438. //special find functions
  439. std::shared_ptr<Bonus> getFirst(const CSelector &select);
  440. const std::shared_ptr<Bonus> getFirst(const CSelector &select) const;
  441. int valOfBonuses(const CSelector &select) const;
  442. void eliminateDuplicates();
  443. bool updateBonuses(const CBonusSystemNode & node);
  444. // remove_if implementation for STL vector types
  445. template <class Predicate>
  446. void remove_if(Predicate pred)
  447. {
  448. BonusList newList;
  449. for (ui32 i = 0; i < bonuses.size(); i++)
  450. {
  451. auto b = bonuses[i];
  452. if (!pred(b.get()))
  453. newList.push_back(b);
  454. }
  455. bonuses.clear();
  456. bonuses.resize(newList.size());
  457. std::copy(newList.begin(), newList.end(), bonuses.begin());
  458. }
  459. template <class InputIterator>
  460. void insert(const int position, InputIterator first, InputIterator last);
  461. void insert(TInternalContainer::iterator position, TInternalContainer::size_type n, std::shared_ptr<Bonus> const &x);
  462. template <typename Handler>
  463. void serialize(Handler &h, const int version)
  464. {
  465. h & static_cast<TInternalContainer&>(bonuses);
  466. }
  467. // C++ for range support
  468. auto begin () -> decltype (bonuses.begin())
  469. {
  470. return bonuses.begin();
  471. }
  472. auto end () -> decltype (bonuses.end())
  473. {
  474. return bonuses.end();
  475. }
  476. };
  477. // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
  478. // Don't touch/call this functions
  479. inline BonusList::iterator range_begin(BonusList & x)
  480. {
  481. return x.begin();
  482. }
  483. inline BonusList::iterator range_end(BonusList & x)
  484. {
  485. return x.end();
  486. }
  487. inline BonusList::const_iterator range_begin(BonusList const &x)
  488. {
  489. return x.begin();
  490. }
  491. inline BonusList::const_iterator range_end(BonusList const &x)
  492. {
  493. return x.end();
  494. }
  495. DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
  496. class DLL_LINKAGE IPropagator
  497. {
  498. public:
  499. virtual ~IPropagator();
  500. virtual bool shouldBeAttached(CBonusSystemNode *dest);
  501. template <typename Handler> void serialize(Handler &h, const int version)
  502. {}
  503. };
  504. class DLL_LINKAGE CPropagatorNodeType : public IPropagator
  505. {
  506. int nodeType; //CBonusSystemNode::ENodeTypes
  507. public:
  508. CPropagatorNodeType();
  509. CPropagatorNodeType(int NodeType);
  510. bool shouldBeAttached(CBonusSystemNode *dest) override;
  511. template <typename Handler> void serialize(Handler &h, const int version)
  512. {
  513. h & nodeType;
  514. }
  515. };
  516. struct BonusLimitationContext
  517. {
  518. const std::shared_ptr<Bonus> b;
  519. const CBonusSystemNode &node;
  520. const BonusList &alreadyAccepted;
  521. };
  522. class DLL_LINKAGE ILimiter
  523. {
  524. public:
  525. enum EDecision {ACCEPT, DISCARD, NOT_SURE};
  526. virtual ~ILimiter();
  527. virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
  528. template <typename Handler> void serialize(Handler &h, const int version)
  529. {
  530. }
  531. };
  532. class DLL_LINKAGE IBonusBearer
  533. {
  534. public:
  535. //new bonusing node interface
  536. // * selector is predicate that tests if HeroBonus matches our criteria
  537. // * root is node on which call was made (nullptr will be replaced with this)
  538. //interface
  539. virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0;
  540. int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  541. bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
  542. bool hasBonus(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  543. const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
  544. const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
  545. const std::shared_ptr<Bonus> getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
  546. //legacy interface
  547. int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
  548. int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
  549. bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
  550. bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
  551. //various hlp functions for non-trivial values
  552. //used for stacks and creatures only
  553. virtual int getMinDamage(bool ranged) const;
  554. virtual int getMaxDamage(bool ranged) const;
  555. virtual int getAttack(bool ranged) const;
  556. virtual int getDefence(bool ranged) const;
  557. int MoraleVal() const; //range [-3, +3]
  558. int LuckVal() const; //range [-3, +3]
  559. ui32 MaxHealth() const; //get max HP of stack with all modifiers
  560. bool isLiving() const; //non-undead, non-non living or alive
  561. virtual si32 magicResistance() const;
  562. ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
  563. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  564. int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
  565. virtual int64_t getTreeVersion() const = 0;
  566. };
  567. class DLL_LINKAGE CBonusSystemNode : public virtual IBonusBearer, public boost::noncopyable
  568. {
  569. public:
  570. enum ENodeTypes
  571. {
  572. UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
  573. TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS
  574. };
  575. private:
  576. BonusList bonuses; //wielded bonuses (local or up-propagated here)
  577. BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
  578. TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
  579. TNodesVector children;
  580. ENodeTypes nodeType;
  581. std::string description;
  582. static const bool cachingEnabled;
  583. mutable BonusList cachedBonuses;
  584. mutable int64_t cachedLast;
  585. static std::atomic<int32_t> treeChanged;
  586. // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
  587. // This string needs to be unique, that's why it has to be setted in the following manner:
  588. // [property key]_[value] => only for selector
  589. mutable std::map<std::string, TBonusListPtr > cachedRequests;
  590. void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const;
  591. void getAllBonusesRec(BonusList &out) const;
  592. const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const;
  593. public:
  594. explicit CBonusSystemNode();
  595. explicit CBonusSystemNode(ENodeTypes NodeType);
  596. CBonusSystemNode(CBonusSystemNode && other);
  597. virtual ~CBonusSystemNode();
  598. void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
  599. TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
  600. const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
  601. void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
  602. const std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector) const;
  603. //non-const interface
  604. void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
  605. void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
  606. void getRedAncestors(TNodes &out);
  607. void getRedChildren(TNodes &out);
  608. void getRedDescendants(TNodes &out);
  609. std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector);
  610. void attachTo(CBonusSystemNode *parent);
  611. void detachFrom(CBonusSystemNode *parent);
  612. void detachFromAll();
  613. virtual void addNewBonus(const std::shared_ptr<Bonus>& b);
  614. void accumulateBonus(const std::shared_ptr<Bonus>& b); //add value of bonus with same type/subtype or create new
  615. void newChildAttached(CBonusSystemNode *child);
  616. void childDetached(CBonusSystemNode *child);
  617. void propagateBonus(std::shared_ptr<Bonus> b);
  618. void unpropagateBonus(std::shared_ptr<Bonus> b);
  619. void removeBonus(const std::shared_ptr<Bonus>& b);
  620. void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
  621. void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
  622. bool isIndependentNode() const; //node is independent when it has no parents nor children
  623. bool actsAsBonusSourceOnly() const;
  624. ///removes bonuses by selector
  625. void popBonuses(const CSelector &s);
  626. ///updates count of remaining turns and removes outdated bonuses by selector
  627. void reduceBonusDurations(const CSelector &s);
  628. //run updaters attached to bonuses
  629. void updateBonuses();
  630. virtual std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const {return "";}; //description or bonus name
  631. virtual std::string nodeName() const;
  632. void deserializationFix();
  633. void exportBonus(std::shared_ptr<Bonus> b);
  634. void exportBonuses();
  635. const BonusList &getBonusList() const;
  636. BonusList &getExportedBonusList();
  637. CBonusSystemNode::ENodeTypes getNodeType() const;
  638. void setNodeType(CBonusSystemNode::ENodeTypes type);
  639. const TNodesVector &getParentNodes() const;
  640. const TNodesVector &getChildrenNodes() const;
  641. const std::string &getDescription() const;
  642. void setDescription(const std::string &description);
  643. static void treeHasChanged();
  644. int64_t getTreeVersion() const override;
  645. template <typename Handler> void serialize(Handler &h, const int version)
  646. {
  647. // h & bonuses;
  648. h & nodeType;
  649. h & exportedBonuses;
  650. h & description;
  651. BONUS_TREE_DESERIALIZATION_FIX
  652. //h & parents & children;
  653. }
  654. friend class CBonusProxy;
  655. };
  656. namespace NBonus
  657. {
  658. //set of methods that may be safely called with nullptr objs
  659. DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
  660. DLL_LINKAGE bool hasOfType(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1);//determines if hero has a bonus of given type (and optionally subtype)
  661. }
  662. template<typename T>
  663. class CSelectFieldEqual
  664. {
  665. T Bonus::*ptr;
  666. public:
  667. CSelectFieldEqual(T Bonus::*Ptr)
  668. : ptr(Ptr)
  669. {
  670. }
  671. CSelector operator()(const T &valueToCompareAgainst) const
  672. {
  673. auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
  674. return [ptr2, valueToCompareAgainst](const Bonus *bonus) { return bonus->*ptr2 == valueToCompareAgainst; };
  675. }
  676. };
  677. template<typename T> //can be same, needed for subtype field
  678. class CSelectFieldEqualOrEvery
  679. {
  680. T Bonus::*ptr;
  681. T val;
  682. public:
  683. CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
  684. : ptr(Ptr), val(Val)
  685. {
  686. }
  687. bool operator()(const Bonus *bonus) const
  688. {
  689. return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
  690. }
  691. CSelectFieldEqualOrEvery& operator()(const T &setVal)
  692. {
  693. val = setVal;
  694. return *this;
  695. }
  696. };
  697. class DLL_LINKAGE CWillLastTurns
  698. {
  699. public:
  700. int turnsRequested;
  701. bool operator()(const Bonus *bonus) const
  702. {
  703. return turnsRequested <= 0 //every present effect will last zero (or "less") turns
  704. || !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect
  705. || bonus->turnsRemain > turnsRequested;
  706. }
  707. CWillLastTurns& operator()(const int &setVal)
  708. {
  709. turnsRequested = setVal;
  710. return *this;
  711. }
  712. };
  713. class DLL_LINKAGE CWillLastDays
  714. {
  715. public:
  716. int daysRequested;
  717. bool operator()(const Bonus *bonus) const
  718. {
  719. if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus))
  720. return true;
  721. else if(Bonus::OneDay(bonus))
  722. return false;
  723. else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus))
  724. {
  725. return bonus->turnsRemain > daysRequested;
  726. }
  727. return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations
  728. }
  729. CWillLastDays& operator()(const int &setVal)
  730. {
  731. daysRequested = setVal;
  732. return *this;
  733. }
  734. };
  735. //Stores multiple limiters. If any of them fails -> bonus is dropped.
  736. class DLL_LINKAGE LimiterList : public ILimiter
  737. {
  738. std::vector<TLimiterPtr> limiters;
  739. public:
  740. int limit(const BonusLimitationContext &context) const override;
  741. void add(TLimiterPtr limiter);
  742. };
  743. class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
  744. {
  745. public:
  746. const CCreature *creature;
  747. bool includeUpgrades;
  748. CCreatureTypeLimiter();
  749. CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true);
  750. void setCreature (CreatureID id);
  751. int limit(const BonusLimitationContext &context) const override;
  752. template <typename Handler> void serialize(Handler &h, const int version)
  753. {
  754. h & static_cast<ILimiter&>(*this);
  755. h & creature;
  756. h & includeUpgrades;
  757. }
  758. };
  759. class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
  760. {
  761. public:
  762. Bonus::BonusType type;
  763. TBonusSubtype subtype;
  764. bool isSubtypeRelevant; //check for subtype only if this is true
  765. HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
  766. HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
  767. int limit(const BonusLimitationContext &context) const override;
  768. template <typename Handler> void serialize(Handler &h, const int version)
  769. {
  770. h & static_cast<ILimiter&>(*this);
  771. h & type;
  772. h & subtype;
  773. h & isSubtypeRelevant;
  774. }
  775. };
  776. class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
  777. {
  778. public:
  779. int terrainType;
  780. CreatureNativeTerrainLimiter();
  781. CreatureNativeTerrainLimiter(int TerrainType);
  782. int limit(const BonusLimitationContext &context) const override;
  783. template <typename Handler> void serialize(Handler &h, const int version)
  784. {
  785. h & static_cast<ILimiter&>(*this);
  786. h & terrainType;
  787. }
  788. };
  789. class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
  790. {
  791. public:
  792. si8 faction;
  793. CreatureFactionLimiter();
  794. CreatureFactionLimiter(int TerrainType);
  795. int limit(const BonusLimitationContext &context) const override;
  796. template <typename Handler> void serialize(Handler &h, const int version)
  797. {
  798. h & static_cast<ILimiter&>(*this);
  799. h & faction;
  800. }
  801. };
  802. class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
  803. {
  804. public:
  805. si8 alignment;
  806. CreatureAlignmentLimiter();
  807. CreatureAlignmentLimiter(si8 Alignment);
  808. int limit(const BonusLimitationContext &context) const override;
  809. template <typename Handler> void serialize(Handler &h, const int version)
  810. {
  811. h & static_cast<ILimiter&>(*this);
  812. h & alignment;
  813. }
  814. };
  815. class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
  816. {
  817. public:
  818. PlayerColor owner;
  819. StackOwnerLimiter();
  820. StackOwnerLimiter(PlayerColor Owner);
  821. int limit(const BonusLimitationContext &context) const override;
  822. template <typename Handler> void serialize(Handler &h, const int version)
  823. {
  824. h & static_cast<ILimiter&>(*this);
  825. h & owner;
  826. }
  827. };
  828. class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
  829. {
  830. public:
  831. ui8 minRank, maxRank;
  832. RankRangeLimiter();
  833. RankRangeLimiter(ui8 Min, ui8 Max = 255);
  834. int limit(const BonusLimitationContext &context) const override;
  835. template <typename Handler> void serialize(Handler &h, const int version)
  836. {
  837. h & static_cast<ILimiter&>(*this);
  838. h & minRank;
  839. h & maxRank;
  840. }
  841. };
  842. namespace Selector
  843. {
  844. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type;
  845. extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
  846. extern DLL_LINKAGE CSelectFieldEqual<si32> info;
  847. extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
  848. extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
  849. extern DLL_LINKAGE CWillLastTurns turns;
  850. extern DLL_LINKAGE CWillLastDays days;
  851. CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
  852. CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info);
  853. CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
  854. CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
  855. CSelector DLL_LINKAGE valueType(Bonus::ValueType valType);
  856. /**
  857. * Selects all bonuses
  858. * Usage example: Selector::all.And(<functor>).And(<functor>)...)
  859. */
  860. extern DLL_LINKAGE CSelector all;
  861. /**
  862. * Selects nothing
  863. * Usage example: Selector::none.Or(<functor>).Or(<functor>)...)
  864. */
  865. extern DLL_LINKAGE CSelector none;
  866. bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
  867. bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
  868. }
  869. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
  870. extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
  871. extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
  872. extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
  873. extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
  874. extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
  875. extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
  876. // BonusList template that requires full interface of CBonusSystemNode
  877. template <class InputIterator>
  878. void BonusList::insert(const int position, InputIterator first, InputIterator last)
  879. {
  880. bonuses.insert(bonuses.begin() + position, first, last);
  881. changed();
  882. }
  883. // observers for updating bonuses based on certain events (e.g. hero gaining level)
  884. class DLL_LINKAGE IUpdater
  885. {
  886. public:
  887. virtual ~IUpdater();
  888. virtual bool update(Bonus & b, const CBonusSystemNode & context) const = 0;
  889. template <typename Handler> void serialize(Handler &h, const int version)
  890. {
  891. }
  892. };
  893. struct DLL_LINKAGE ScalingUpdater : public IUpdater
  894. {
  895. int valPer20;
  896. int stepSize;
  897. ScalingUpdater();
  898. ScalingUpdater(int valPer20, int stepSize = 1);
  899. template <typename Handler> void serialize(Handler &h, const int version)
  900. {
  901. h & static_cast<IUpdater &>(*this);
  902. h & valPer20;
  903. h & stepSize;
  904. }
  905. bool update(Bonus & b, const CBonusSystemNode & context) const override;
  906. };