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							- /*
 
-  * BasicTypes.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 "GameLibrary.h"
 
- #include "GameConstants.h"
 
- #include "IGameSettings.h"
 
- #include "bonuses/BonusList.h"
 
- #include "bonuses/Bonus.h"
 
- #include "bonuses/IBonusBearer.h"
 
- #include <vcmi/Creature.h>
 
- #include <vcmi/Faction.h>
 
- #include <vcmi/FactionMember.h>
 
- #include <vcmi/FactionService.h>
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const
 
- {
 
- 	auto native = getNativeTerrain();
 
- 	return native == terrain || native == ETerrainId::ANY_TERRAIN;
 
- }
 
- TerrainId AFactionMember::getNativeTerrain() const
 
- {
 
- 	//this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
 
- 	//and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
 
- 	return getBonusBearer()->hasBonusOfType(BonusType::TERRAIN_NATIVE)
 
- 			 ? TerrainId::ANY_TERRAIN : getFactionID().toEntity(LIBRARY)->getNativeTerrain();
 
- }
 
- int32_t AFactionMember::magicResistance() const
 
- {
 
- 	si32 val = getBonusBearer()->valOfBonuses(BonusType::MAGIC_RESISTANCE);
 
- 	vstd::amin (val, 100);
 
- 	return val;
 
- }
 
- int AFactionMember::getAttack(bool ranged) const
 
- {
 
- 	return getBonusBearer()->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK));
 
- }
 
- int AFactionMember::getDefense(bool ranged) const
 
- {
 
- 	return getBonusBearer()->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE));
 
- }
 
- int AFactionMember::getMinDamage(bool ranged) const
 
- {
 
- 	const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
 
- 	static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMin));
 
- 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 
- }
 
- int AFactionMember::getMaxDamage(bool ranged) const
 
- {
 
- 	const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
 
- 	static const auto selector = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMax));
 
- 	return getBonusBearer()->valOfBonuses(selector, cachingStr);
 
- }
 
- int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
 
- {
 
- 	int32_t maxGoodMorale = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
 
- 	int32_t maxBadMorale = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
 
- 	if(getBonusBearer()->hasBonusOfType(BonusType::MAX_MORALE))
 
- 	{
 
- 		if(bonusList && !bonusList->empty())
 
- 			bonusList = std::make_shared<const BonusList>();
 
- 		return maxGoodMorale;
 
- 	}
 
- 	static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::MECHANICAL)).Or(Selector::type()(BonusType::UNDEAD))
 
- 													.Or(Selector::type()(BonusType::SIEGE_WEAPON)).Or(Selector::type()(BonusType::NO_MORALE));
 
- 	static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
 
- 	auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
 
- 	if(unaffected)
 
- 	{
 
- 		if(bonusList && !bonusList->empty())
 
- 			bonusList = std::make_shared<const BonusList>();
 
- 		return 0;
 
- 	}
 
- 	bonusList = getBonusBearer()->getBonusesOfType(BonusType::MORALE);
 
- 	return std::clamp(bonusList->totalValue(), maxBadMorale, maxGoodMorale);
 
- }
 
- int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
 
- {
 
- 	int32_t maxGoodLuck = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
 
- 	int32_t maxBadLuck = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
 
- 	if(getBonusBearer()->hasBonusOfType(BonusType::MAX_LUCK))
 
- 	{
 
- 		if(bonusList && !bonusList->empty())
 
- 			bonusList = std::make_shared<const BonusList>();
 
- 		return maxGoodLuck;
 
- 	}
 
- 	if(getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
 
- 	{
 
- 		if(bonusList && !bonusList->empty())
 
- 			bonusList = std::make_shared<const BonusList>();
 
- 		return 0;
 
- 	}
 
- 	bonusList = getBonusBearer()->getBonusesOfType(BonusType::LUCK);
 
- 	return std::clamp(bonusList->totalValue(), maxBadLuck, maxGoodLuck);
 
- }
 
- int AFactionMember::moraleVal() const
 
- {
 
- 	TConstBonusListPtr tmp = nullptr;
 
- 	return moraleValAndBonusList(tmp);
 
- }
 
- int AFactionMember::luckVal() const
 
- {
 
- 	TConstBonusListPtr tmp = nullptr;
 
- 	return luckValAndBonusList(tmp);
 
- }
 
- ui32 ACreature::getMaxHealth() const
 
- {
 
- 	auto value = getBonusBearer()->valOfBonuses(BonusType::STACK_HEALTH);
 
- 	return std::max(1, value); //never 0
 
- }
 
- ui32 ACreature::getMovementRange() const
 
- {
 
- 	//war machines cannot move
 
- 	if (getBonusBearer()->hasBonusOfType(BonusType::SIEGE_WEAPON))
 
- 		return 0;
 
- 	if (getBonusBearer()->hasBonusOfType(BonusType::BIND_EFFECT))
 
- 		return 0;
 
- 	return getBonusBearer()->valOfBonuses(BonusType::STACKS_SPEED);
 
- }
 
- int32_t ACreature::getInitiative(int turn) const
 
- {
 
- 	if (turn == 0)
 
- 	{
 
- 		return getBonusBearer()->valOfBonuses(BonusType::STACKS_SPEED);
 
- 	}
 
- 	else
 
- 	{
 
- 		const std::string cachingStrSS = "type_STACKS_SPEED_turns_" + std::to_string(turn);
 
- 		return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)), cachingStrSS);
 
- 	}
 
- }
 
- ui32 ACreature::getMovementRange(int turn) const
 
- {
 
- 	if (turn == 0)
 
- 		return getMovementRange();
 
- 	const std::string cachingStrSW = "type_SIEGE_WEAPON_turns_" + std::to_string(turn);
 
- 	const std::string cachingStrBE = "type_BIND_EFFECT_turns_" + std::to_string(turn);
 
- 	const std::string cachingStrSS = "type_STACKS_SPEED_turns_" + std::to_string(turn);
 
- 	//war machines cannot move
 
- 	if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn)), cachingStrSW))
 
- 		return 0;
 
- 	if(getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn)), cachingStrBE))
 
- 		return 0;
 
- 	return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)), cachingStrSS);
 
- }
 
- bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
 
- {
 
- 	static const std::string cachingStr = "ACreature::isLiving";
 
- 	static const CSelector selector = Selector::type()(BonusType::UNDEAD)
 
- 		.Or(Selector::type()(BonusType::NON_LIVING))
 
- 		.Or(Selector::type()(BonusType::MECHANICAL))
 
- 		.Or(Selector::type()(BonusType::GARGOYLE))
 
- 		.Or(Selector::type()(BonusType::SIEGE_WEAPON));
 
- 	return !getBonusBearer()->hasBonus(selector, cachingStr);
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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