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- /*
- * BonusCache.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 "BonusCache.h"
- #include "IBonusBearer.h"
- #include "BonusSelector.h"
- #include "BonusList.h"
- #include "../GameLibrary.h"
- #include "../IGameSettings.h"
- #include "../spells/SpellSchoolHandler.h"
- VCMI_LIB_NAMESPACE_BEGIN
- int BonusCacheBase::getBonusValueImpl(BonusCacheEntry & currentValue, const CSelector & selector, BonusCacheMode mode) const
- {
- if (target->getTreeVersion() == currentValue.version)
- {
- return currentValue.value;
- }
- else
- {
- // NOTE: following code theoretically can fail if bonus tree was changed by another thread between two following lines
- // However, this situation should not be possible - gamestate modification should only happen in single-treaded mode with locked gamestate mutex
- int newValue;
- if (mode == BonusCacheMode::VALUE)
- newValue = target->valOfBonuses(selector);
- else
- newValue = target->hasBonus(selector);
- currentValue.value = newValue;
- currentValue.version = target->getTreeVersion();
- return newValue;
- }
- }
- BonusValueCache::BonusValueCache(const IBonusBearer * target, const CSelector & selector)
- :BonusCacheBase(target),selector(selector)
- {}
- int BonusValueCache::getValue() const
- {
- return getBonusValueImpl(value, selector, BonusCacheMode::VALUE);
- }
- bool BonusValueCache::hasBonus() const
- {
- return getBonusValueImpl(value, selector, BonusCacheMode::PRESENCE);
- }
- MagicSchoolMasteryCache::MagicSchoolMasteryCache(const IBonusBearer * target)
- :target(target)
- ,schools(LIBRARY->spellSchoolHandler->getAllObjects().size() + 1)
- {}
- void MagicSchoolMasteryCache::update() const
- {
- static const CSelector allBonusesSelector = Selector::type()(BonusType::MAGIC_SCHOOL_SKILL);
- auto list = target->getBonuses(allBonusesSelector);
- schools[0] = list->valOfBonuses(Selector::subtype()(SpellSchool::ANY));
- for (int i = 1; i < schools.size(); ++i)
- schools[i] = list->valOfBonuses(Selector::subtype()(SpellSchool(i-1)));
- version = target->getTreeVersion();
- }
- int32_t MagicSchoolMasteryCache::getMastery(const SpellSchool & school) const
- {
- if (target->getTreeVersion() != version)
- update();
- return schools[school.num + 1];
- }
- PrimarySkillsCache::PrimarySkillsCache(const IBonusBearer * target)
- :target(target)
- {}
- void PrimarySkillsCache::update() const
- {
- static const CSelector primarySkillsSelector = Selector::type()(BonusType::PRIMARY_SKILL);
- static const CSelector attackSelector = Selector::subtype()(PrimarySkill::ATTACK);
- static const CSelector defenceSelector = Selector::subtype()(PrimarySkill::DEFENSE);
- static const CSelector spellPowerSelector = Selector::subtype()(PrimarySkill::SPELL_POWER);
- static const CSelector knowledgeSelector = Selector::subtype()(PrimarySkill::KNOWLEDGE);
- std::array<int, 4> minValues = {
- LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::ATTACK),
- LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::DEFENSE),
- LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::SPELL_POWER),
- LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::KNOWLEDGE)
- };
- auto list = target->getBonuses(primarySkillsSelector);
- skills[PrimarySkill::ATTACK] = std::max(minValues[PrimarySkill::ATTACK], list->valOfBonuses(attackSelector));
- skills[PrimarySkill::DEFENSE] = std::max(minValues[PrimarySkill::DEFENSE], list->valOfBonuses(defenceSelector));
- skills[PrimarySkill::SPELL_POWER] = std::max(minValues[PrimarySkill::SPELL_POWER], list->valOfBonuses(spellPowerSelector));
- skills[PrimarySkill::KNOWLEDGE] = std::max(minValues[PrimarySkill::KNOWLEDGE], list->valOfBonuses(knowledgeSelector));
- version = target->getTreeVersion();
- }
- const std::array<std::atomic<int32_t>, 4> & PrimarySkillsCache::getSkills() const
- {
- if (target->getTreeVersion() != version)
- update();
- return skills;
- }
- int BonusCachePerTurn::getValueUncached(int turns) const
- {
- std::lock_guard lock(bonusListMutex);
- int nodeTreeVersion = target->getTreeVersion();
- if (bonusListVersion != nodeTreeVersion)
- {
- bonusList = target->getBonuses(selector);
- bonusListVersion = nodeTreeVersion;
- }
- if (mode == BonusCacheMode::VALUE)
- {
- if (turns != 0)
- return bonusList->valOfBonuses(Selector::turns(turns));
- else
- return bonusList->totalValue();
- }
- else
- {
- if (turns != 0)
- return bonusList->getFirst(Selector::turns(turns)) != nullptr;
- else
- return !bonusList->empty();
- }
- }
- int BonusCachePerTurn::getValue(int turns) const
- {
- int nodeTreeVersion = target->getTreeVersion();
- if (turns < cachedTurns)
- {
- auto & entry = cache[turns];
- if (entry.version == nodeTreeVersion)
- {
- // best case: value is in cache and up-to-date
- return entry.value;
- }
- else
- {
- // else - compute value and update it in the cache
- int newValue = getValueUncached(turns);
- entry.value = newValue;
- entry.version = nodeTreeVersion;
- return newValue;
- }
- }
- else
- {
- // non-cacheable value - compute and return (should be 0 / close to 0 calls)
- return getValueUncached(turns);
- }
- }
- const UnitBonusValuesProxy::SelectorsArray * UnitBonusValuesProxy::generateSelectors()
- {
- static const CSelector additionalAttack = Selector::type()(BonusType::ADDITIONAL_ATTACK);
- static const CSelector selectorMelee = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT));
- static const CSelector selectorRanged = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT));
- static const CSelector minDamage = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMin));
- static const CSelector maxDamage = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMax));
- static const CSelector attack = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK));
- static const CSelector defence = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE));
- static const UnitBonusValuesProxy::SelectorsArray selectors = {
- additionalAttack.And(selectorMelee), //TOTAL_ATTACKS_MELEE,
- additionalAttack.And(selectorRanged), //TOTAL_ATTACKS_RANGED,
- minDamage.And(selectorMelee), //MIN_DAMAGE_MELEE,
- minDamage.And(selectorRanged), //MIN_DAMAGE_RANGED,
- maxDamage.And(selectorMelee), //MAX_DAMAGE_MELEE,
- maxDamage.And(selectorRanged), //MAX_DAMAGE_RANGED,
- attack.And(selectorMelee),//ATTACK_MELEE,
- attack.And(selectorRanged),//ATTACK_RANGED,
- defence.And(selectorMelee),//DEFENCE_MELEE,
- defence.And(selectorRanged),//DEFENCE_RANGED,
- Selector::type()(BonusType::IN_FRENZY),//IN_FRENZY,
- Selector::type()(BonusType::HYPNOTIZED),//HYPNOTIZED,
- Selector::type()(BonusType::FORGETFULL),//FORGETFULL,
- Selector::type()(BonusType::FREE_SHOOTING).Or(Selector::type()(BonusType::SIEGE_WEAPON)),//HAS_FREE_SHOOTING,
- Selector::type()(BonusType::STACK_HEALTH),//STACK_HEALTH,
- Selector::type()(BonusType::INVINCIBLE),//INVINCIBLE,
- Selector::type()(BonusType::NONE).And(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(SpellID(SpellID::CLONE))))
- };
- return &selectors;
- }
- VCMI_LIB_NAMESPACE_END
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