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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 "CTownHandler.h"#include "CGeneralTextHandler.h"#include "CSkillHandler.h"#include "CStack.h"#include "CArtHandler.h"#include "CModHandler.h"#include "TerrainHandler.h"#include "StringConstants.h"#include "battle/BattleInfo.h"VCMI_LIB_NAMESPACE_BEGIN#define FOREACH_PARENT(pname) 	TNodes lparents; getParents(lparents); for(CBonusSystemNode *pname : lparents)#define FOREACH_RED_CHILD(pname) 	TNodes lchildren; getRedChildren(lchildren); for(CBonusSystemNode *pname : lchildren)#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(UNTIL_BEING_ATTACKED)	BONUS_ITEM(UNTIL_ATTACK)	BONUS_ITEM(STACK_GETS_TURN)	BONUS_ITEM(COMMANDER_KILLED)	{ "UNITL_BEING_ATTACKED", Bonus::UNTIL_BEING_ATTACKED }//typo, but used in some mods};const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect ={	BONUS_ITEM(NO_LIMIT)	BONUS_ITEM(ONLY_DISTANCE_FIGHT)	BONUS_ITEM(ONLY_MELEE_FIGHT)};const std::map<std::string, TLimiterPtr> bonusLimiterMap ={	{"SHOOTER_ONLY", std::make_shared<HasAnotherBonusLimiter>(Bonus::SHOOTER)},	{"DRAGON_NATURE", std::make_shared<HasAnotherBonusLimiter>(Bonus::DRAGON_NATURE)},	{"IS_UNDEAD", std::make_shared<HasAnotherBonusLimiter>(Bonus::UNDEAD)},	{"CREATURE_NATIVE_TERRAIN", std::make_shared<CreatureTerrainLimiter>()},	{"CREATURE_FACTION", std::make_shared<CreatureFactionLimiter>()},	{"CREATURE_LEVEL", std::make_shared<CreatureLevelLimiter>()},	{"OPPOSITE_SIDE", std::make_shared<OppositeSideLimiter>()},	{"UNIT_ON_HEXES", std::make_shared<UnitOnHexLimiter>()}};const std::map<std::string, TPropagatorPtr> bonusPropagatorMap ={	{"BATTLE_WIDE", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE)},	{"VISITED_TOWN_AND_VISITOR", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::TOWN_AND_VISITOR)},	{"PLAYER_PROPAGATOR", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::PLAYER)},	{"HERO", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO)},	{"TEAM_PROPAGATOR", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::TEAM)}, //untested	{"GLOBAL_EFFECT", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::GLOBAL_EFFECTS)}}; //untestedconst std::map<std::string, TUpdaterPtr> bonusUpdaterMap ={	{"TIMES_HERO_LEVEL", std::make_shared<TimesHeroLevelUpdater>()},	{"TIMES_STACK_LEVEL", std::make_shared<TimesStackLevelUpdater>()},	{"ARMY_MOVEMENT", std::make_shared<ArmyMovementUpdater>()},	{"BONUS_OWNER_UPDATER", std::make_shared<OwnerUpdater>()}};const std::set<std::string> deprecatedBonusSet = {	"SECONDARY_SKILL_PREMY",	"SECONDARY_SKILL_VAL2",	"MAXED_SPELL",	"LAND_MOVEMENT",	"SEA_MOVEMENT",	"SIGHT_RADIOUS",	"NO_TYPE",	"SPECIAL_SECONDARY_SKILL",	"FULL_HP_REGENERATION",	"KING1",	"KING2",	"KING3",	"BLOCK_MORALE",	"BLOCK_LUCK",	"SELF_MORALE",	"SELF_LUCK"};///CBonusProxyCBonusProxy::CBonusProxy(const IBonusBearer * Target, CSelector Selector):	bonusListCachedLast(0),	target(Target),	selector(std::move(Selector)),	currentBonusListIndex(0){}CBonusProxy::CBonusProxy(const CBonusProxy & other):	bonusListCachedLast(other.bonusListCachedLast),	target(other.target),	selector(other.selector),	currentBonusListIndex(other.currentBonusListIndex){	bonusList[currentBonusListIndex] = other.bonusList[currentBonusListIndex];}CBonusProxy::CBonusProxy(CBonusProxy && other) noexcept:	bonusListCachedLast(0),	target(other.target),	currentBonusListIndex(0){	std::swap(bonusListCachedLast, other.bonusListCachedLast);	std::swap(selector, other.selector);	std::swap(bonusList, other.bonusList);	std::swap(currentBonusListIndex, other.currentBonusListIndex);}CBonusProxy & CBonusProxy::operator=(const CBonusProxy & other){	boost::lock_guard<boost::mutex> lock(swapGuard);	selector = other.selector;	swapBonusList(other.bonusList[other.currentBonusListIndex]);	bonusListCachedLast = other.bonusListCachedLast;	return *this;}CBonusProxy & CBonusProxy::operator=(CBonusProxy && other) noexcept{	std::swap(bonusListCachedLast, other.bonusListCachedLast);	std::swap(selector, other.selector);	std::swap(bonusList, other.bonusList);	std::swap(currentBonusListIndex, other.currentBonusListIndex);	return *this;}void CBonusProxy::swapBonusList(TConstBonusListPtr other) const{	// The idea here is to avoid changing active bonusList while it can be read by a different thread.	// Because such use of shared ptr is not thread safe	// So to avoid this we change the second offline instance and swap active index	auto newCurrent = 1 - currentBonusListIndex;	bonusList[newCurrent] = std::move(other);	currentBonusListIndex = newCurrent;}TConstBonusListPtr CBonusProxy::getBonusList() const{	auto needUpdateBonusList = [&]() -> bool	{		return target->getTreeVersion() != bonusListCachedLast || !bonusList[currentBonusListIndex];	};	// avoid locking if everything is up-to-date	if(needUpdateBonusList())	{		boost::lock_guard<boost::mutex>lock(swapGuard);		if(needUpdateBonusList())		{			//TODO: support limiters			swapBonusList(target->getAllBonuses(selector, Selector::all));			bonusListCachedLast = target->getTreeVersion();		}	}	return bonusList[currentBonusListIndex];}const BonusList * CBonusProxy::operator->() const{	return getBonusList().get();}CTotalsProxy::CTotalsProxy(const IBonusBearer * Target, CSelector Selector, int InitialValue):	CBonusProxy(Target, std::move(Selector)),	initialValue(InitialValue),	meleeCachedLast(0),	meleeValue(0),	rangedCachedLast(0),	rangedValue(0){}CTotalsProxy::CTotalsProxy(const CTotalsProxy & other)	: CBonusProxy(other),	initialValue(other.initialValue),	meleeCachedLast(other.meleeCachedLast),	meleeValue(other.meleeValue),	rangedCachedLast(other.rangedCachedLast),	rangedValue(other.rangedValue){}int CTotalsProxy::getValue() const{	const auto treeVersion = target->getTreeVersion();	if(treeVersion != valueCachedLast)	{		auto bonuses = getBonusList();		value = initialValue + bonuses->totalValue();		valueCachedLast = treeVersion;	}	return value;}int CTotalsProxy::getValueAndList(TConstBonusListPtr & outBonusList) const{	const auto treeVersion = target->getTreeVersion();	outBonusList = getBonusList();	if(treeVersion != valueCachedLast)	{		value = initialValue + outBonusList->totalValue();		valueCachedLast = treeVersion;	}	return value;}int CTotalsProxy::getMeleeValue() const{	static const auto limit = Selector::effectRange()(Bonus::NO_LIMIT).Or(Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT));	const auto treeVersion = target->getTreeVersion();	if(treeVersion != meleeCachedLast)	{		auto bonuses = target->getBonuses(selector, limit);		meleeValue = initialValue + bonuses->totalValue();		meleeCachedLast = treeVersion;	}	return meleeValue;}int CTotalsProxy::getRangedValue() const{	static const auto limit = Selector::effectRange()(Bonus::NO_LIMIT).Or(Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT));	const auto treeVersion = target->getTreeVersion();	if(treeVersion != rangedCachedLast)	{		auto bonuses = target->getBonuses(selector, limit);		rangedValue = initialValue + bonuses->totalValue();		rangedCachedLast = treeVersion;	}	return rangedValue;}///CCheckProxyCCheckProxy::CCheckProxy(const IBonusBearer * Target, CSelector Selector):	target(Target),	selector(std::move(Selector)),	cachedLast(0),	hasBonus(false){}//This constructor should be placed here to avoid side effectsCCheckProxy::CCheckProxy(const CCheckProxy & other) = default;bool CCheckProxy::getHasBonus() const{	const auto treeVersion = target->getTreeVersion();	if(treeVersion != cachedLast)	{		hasBonus = target->hasBonus(selector);		cachedLast = treeVersion;	}	return hasBonus;}//This constructor should be placed here to avoid side effectsCAddInfo::CAddInfo() = default;CAddInfo::CAddInfo(si32 value){	if(value != CAddInfo::NONE)		push_back(value);}bool CAddInfo::operator==(si32 value) const{	switch(size())	{	case 0:		return value == CAddInfo::NONE;	case 1:		return operator[](0) == value;	default:		return false;	}}bool CAddInfo::operator!=(si32 value) const{	return !operator==(value);}si32 & CAddInfo::operator[](size_type pos){	if(pos >= size())		resize(pos + 1, CAddInfo::NONE);	return vector::operator[](pos);}si32 CAddInfo::operator[](size_type pos) const{	return pos < size() ? vector::operator[](pos) : CAddInfo::NONE;}std::string CAddInfo::toString() const{	return toJsonNode().toJson(true);}JsonNode CAddInfo::toJsonNode() const{	if(size() < 2)	{		return JsonUtils::intNode(operator[](0));	}	else	{		JsonNode node(JsonNode::JsonType::DATA_VECTOR);		for(si32 value : *this)			node.Vector().push_back(JsonUtils::intNode(value));		return node;	}}std::atomic<int64_t> CBonusSystemNode::treeChanged(1);constexpr bool CBonusSystemNode::cachingEnabled = true;BonusList::BonusList(bool BelongsToTree) : belongsToTree(BelongsToTree){}BonusList::BonusList(const BonusList & bonusList): belongsToTree(false){	bonuses.resize(bonusList.size());	std::copy(bonusList.begin(), bonusList.end(), bonuses.begin());}BonusList::BonusList(BonusList && other) noexcept: belongsToTree(false){	std::swap(belongsToTree, other.belongsToTree);	std::swap(bonuses, other.bonuses);}BonusList& BonusList::operator=(const BonusList &bonusList){	bonuses.resize(bonusList.size());	std::copy(bonusList.begin(), bonusList.end(), bonuses.begin());	belongsToTree = false;	return *this;}void BonusList::changed() const{    if(belongsToTree)		CBonusSystemNode::treeHasChanged();}void BonusList::stackBonuses(){	boost::sort(bonuses, [](const std::shared_ptr<Bonus> & b1, const std::shared_ptr<Bonus> & b2) -> bool	{		if(b1 == b2)			return false;#define COMPARE_ATT(ATT) if(b1->ATT != b2->ATT) return b1->ATT < b2->ATT		COMPARE_ATT(stacking);		COMPARE_ATT(type);		COMPARE_ATT(subtype);		COMPARE_ATT(valType);#undef COMPARE_ATT		return b1->val > b2->val;	});	// remove non-stacking	size_t next = 1;	while(next < bonuses.size())	{		bool remove = false;		std::shared_ptr<Bonus> last = bonuses[next-1];		std::shared_ptr<Bonus> current = bonuses[next];		if(current->stacking.empty())			remove = current == last;		else if(current->stacking == "ALWAYS")			remove = false;		else			remove = current->stacking == last->stacking				&& current->type == last->type				&& current->subtype == last->subtype				&& current->valType == last->valType;		if(remove)			bonuses.erase(bonuses.begin() + next);		else			next++;	}}int BonusList::totalValue() const{	struct BonusCollection	{		int base = 0;		int percentToBase = 0;		int percentToAll = 0;		int additive = 0;		int percentToSource = 0;		int indepMin = std::numeric_limits<int>::max();		int indepMax = std::numeric_limits<int>::min();	};	auto percent = [](int64_t base, int64_t percent) -> int {		return static_cast<int>(vstd::clamp((base * (100 + percent)) / 100, std::numeric_limits<int>::min(), std::numeric_limits<int>::max()));	};	std::array <BonusCollection, Bonus::BonusSource::NUM_BONUS_SOURCE> sources = {};	BonusCollection any;	bool hasIndepMax = false;	bool hasIndepMin = false;	for(const auto & b : bonuses)	{		switch(b->valType)		{		case Bonus::BASE_NUMBER:			sources[b->source].base += b->val;			break;		case Bonus::PERCENT_TO_ALL:			sources[b->source].percentToAll += b->val;			break;		case Bonus::PERCENT_TO_BASE:			sources[b->source].percentToBase += b->val;			break;		case Bonus::PERCENT_TO_SOURCE:			sources[b->source].percentToSource += b->val;			break;		case Bonus::PERCENT_TO_TARGET_TYPE:			sources[b->targetSourceType].percentToSource += b->val;			break;		case Bonus::ADDITIVE_VALUE:			sources[b->source].additive += b->val;			break;		case Bonus::INDEPENDENT_MAX:			hasIndepMax = true;			vstd::amax(sources[b->source].indepMax, b->val);			break;		case Bonus::INDEPENDENT_MIN:			hasIndepMin = true;			vstd::amin(sources[b->source].indepMin, b->val);			break;		}	}	for(const auto & src : sources)	{		any.base += percent(src.base, src.percentToSource);		any.percentToBase += percent(src.percentToBase, src.percentToSource);		any.percentToAll += percent(src.percentToAll, src.percentToSource);		any.additive += percent(src.additive, src.percentToSource);		if(hasIndepMin)			vstd::amin(any.indepMin, percent(src.indepMin, src.percentToSource));		if(hasIndepMax)			vstd::amax(any.indepMax, percent(src.indepMax, src.percentToSource));	}	any.base = percent(any.base, any.percentToBase);	any.base += any.additive;	auto valFirst = percent(any.base ,any.percentToAll);	if(hasIndepMin && hasIndepMax && any.indepMin < any.indepMax)		any.indepMax = any.indepMin;	const int notIndepBonuses = static_cast<int>(std::count_if(bonuses.cbegin(), bonuses.cend(), [](const std::shared_ptr<Bonus>& b)	{		return b->valType != Bonus::INDEPENDENT_MAX && b->valType != Bonus::INDEPENDENT_MIN;	}));	if(notIndepBonuses)		return vstd::clamp(valFirst, any.indepMax, any.indepMin);		return hasIndepMin ? any.indepMin : hasIndepMax ? any.indepMax : 0;}std::shared_ptr<Bonus> BonusList::getFirst(const CSelector &select){	for (auto & b : bonuses)	{		if(select(b.get()))			return b;	}	return nullptr;}std::shared_ptr<const Bonus> BonusList::getFirst(const CSelector &selector) const{	for(const auto & b : bonuses)	{		if(selector(b.get()))			return b;	}	return nullptr;}void BonusList::getBonuses(BonusList & out, const CSelector &selector, const CSelector &limit) const{	out.reserve(bonuses.size());	for(const auto & b : bonuses)	{		//add matching bonuses that matches limit predicate or have NO_LIMIT if no given predicate		auto noFightLimit = b->effectRange == Bonus::NO_LIMIT;		if(selector(b.get()) && ((!limit && noFightLimit) || ((bool)limit && limit(b.get()))))			out.push_back(b);	}}void BonusList::getAllBonuses(BonusList &out) const{	for(const auto & b : bonuses)		out.push_back(b);}int BonusList::valOfBonuses(const CSelector &select) const{	BonusList ret;	CSelector limit = nullptr;	getBonuses(ret, select, limit);	return ret.totalValue();}JsonNode BonusList::toJsonNode() const{	JsonNode node(JsonNode::JsonType::DATA_VECTOR);	for(const std::shared_ptr<Bonus> & b : bonuses)		node.Vector().push_back(b->toJsonNode());	return node;}void BonusList::push_back(const std::shared_ptr<Bonus> & x){	bonuses.push_back(x);	changed();}BonusList::TInternalContainer::iterator BonusList::erase(const int position){	changed();	return bonuses.erase(bonuses.begin() + position);}void BonusList::clear(){	bonuses.clear();	changed();}std::vector<BonusList *>::size_type BonusList::operator-=(const std::shared_ptr<Bonus> & i){	auto itr = std::find(bonuses.begin(), bonuses.end(), i);	if(itr == bonuses.end())		return false;	bonuses.erase(itr);	changed();	return true;}void BonusList::resize(BonusList::TInternalContainer::size_type sz, const std::shared_ptr<Bonus> & c){	bonuses.resize(sz, c);	changed();}void BonusList::reserve(TInternalContainer::size_type sz){	bonuses.reserve(sz);}void BonusList::insert(BonusList::TInternalContainer::iterator position, BonusList::TInternalContainer::size_type n, const std::shared_ptr<Bonus> & x){	bonuses.insert(position, n, x);	changed();}CSelector IBonusBearer::anaffectedByMoraleSelector =Selector::type()(Bonus::NON_LIVING).Or(Selector::type()(Bonus::UNDEAD)).Or(Selector::type()(Bonus::SIEGE_WEAPON)).Or(Selector::type()(Bonus::NO_MORALE));CSelector IBonusBearer::moraleSelector = Selector::type()(Bonus::MORALE);CSelector IBonusBearer::luckSelector = Selector::type()(Bonus::LUCK);IBonusBearer::IBonusBearer()	:anaffectedByMorale(this, anaffectedByMoraleSelector),	moraleValue(this, moraleSelector, 0),	luckValue(this, luckSelector, 0){}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) const{	//This part is performance-critical	std::string cachingStr = "type_" + std::to_string(static_cast<int>(type)) + "_" + std::to_string(subtype);	CSelector s = Selector::type()(type);	if(subtype != -1)		s = s.And(Selector::subtype()(subtype));	return valOfBonuses(s, cachingStr);}int IBonusBearer::valOfBonuses(const CSelector &selector, const std::string &cachingStr) const{	CSelector limit = nullptr;	TConstBonusListPtr hlp = getAllBonuses(selector, limit, nullptr, cachingStr);	return hlp->totalValue();}bool IBonusBearer::hasBonus(const CSelector &selector, const std::string &cachingStr) const{	//TODO: We don't need to count all bonuses and could break on first matching	return getBonuses(selector, cachingStr)->size() > 0;}bool IBonusBearer::hasBonus(const CSelector &selector, const CSelector &limit, const std::string &cachingStr) const{	return getBonuses(selector, limit, cachingStr)->size() > 0;}bool IBonusBearer::hasBonusOfType(Bonus::BonusType type, int subtype) const{	//This part is performance-ciritcal	std::string cachingStr = "type_" + std::to_string(static_cast<int>(type)) + "_" + std::to_string(subtype);	CSelector s = Selector::type()(type);	if(subtype != -1)		s = s.And(Selector::subtype()(subtype));	return hasBonus(s, cachingStr);}TConstBonusListPtr IBonusBearer::getBonuses(const CSelector &selector, const std::string &cachingStr) const{	return getAllBonuses(selector, nullptr, nullptr, cachingStr);}TConstBonusListPtr 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{	boost::format fmt("source_%did_%d");	fmt % static_cast<int>(source) % sourceID;	return hasBonus(Selector::source(source,sourceID), fmt.str());}int IBonusBearer::MoraleVal() const{	if(anaffectedByMorale.getHasBonus())		return 0;	int ret = moraleValue.getValue();	return vstd::abetween(ret, -3, +3);}int IBonusBearer::LuckVal() const{	if(hasBonusOfType(Bonus::NO_LUCK))		return 0;	int ret = luckValue.getValue();	return vstd::abetween(ret, -3, +3);}int IBonusBearer::MoraleValAndBonusList(TConstBonusListPtr & bonusList) const{	if(anaffectedByMorale.getHasBonus())	{		if(!bonusList->empty())			bonusList = std::make_shared<const BonusList>();		return 0;	}	int ret = moraleValue.getValueAndList(bonusList);	return vstd::abetween(ret, -3, +3);}int IBonusBearer::LuckValAndBonusList(TConstBonusListPtr & bonusList) const{	if(hasBonusOfType(Bonus::NO_LUCK))	{		if(!bonusList->empty())			bonusList = std::make_shared<const BonusList>();		return 0;	}	int ret = luckValue.getValueAndList(bonusList);	return vstd::abetween(ret, -3, +3);}ui32 IBonusBearer::MaxHealth() const{	const std::string cachingStr = "type_STACK_HEALTH";	static const auto selector = Selector::type()(Bonus::STACK_HEALTH);	auto value = valOfBonuses(selector, cachingStr);	return std::max(1, value); //never 0}int IBonusBearer::getAttack(bool ranged) const{	const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";	static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);	return getBonuses(selector, nullptr, cachingStr)->totalValue();}int IBonusBearer::getDefense(bool ranged) const{	const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";	static const auto selector = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);	return getBonuses(selector, nullptr, cachingStr)->totalValue();}int IBonusBearer::getMinDamage(bool ranged) const{	const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";	static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1));	return valOfBonuses(selector, cachingStr);}int IBonusBearer::getMaxDamage(bool ranged) const{	const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";	static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2));	return valOfBonuses(selector, cachingStr);}si32 IBonusBearer::manaLimit() const{	return 0;}int IBonusBearer::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const{	static const CSelector selectorAllSkills = Selector::type()(Bonus::PRIMARY_SKILL);	static const std::string keyAllSkills = "type_PRIMARY_SKILL";	auto allSkills = getBonuses(selectorAllSkills, keyAllSkills);	auto ret = allSkills->valOfBonuses(Selector::subtype()(id));	auto minSkillValue = (id == PrimarySkill::SPELL_POWER || id == PrimarySkill::KNOWLEDGE) ? 1 : 0;	vstd::amax(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect	return ret; //sp=0 works in old saves}si32 IBonusBearer::magicResistance() const{	return valOfBonuses(Bonus::MAGIC_RESISTANCE);}ui32 IBonusBearer::Speed(int turn, bool useBind) 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 && hasBonus(Selector::type()(Bonus::BIND_EFFECT).And(Selector::turns(turn))))	{		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{	static const std::string cachingStr = "IBonusBearer::isLiving";	static const CSelector selector = Selector::type()(Bonus::UNDEAD)		.Or(Selector::type()(Bonus::NON_LIVING))		.Or(Selector::type()(Bonus::GARGOYLE))		.Or(Selector::type()(Bonus::SIEGE_WEAPON));	return !hasBonus(selector, cachingStr);}std::shared_ptr<const Bonus> IBonusBearer::getBonus(const CSelector &selector) const{	auto bonuses = getAllBonuses(selector, Selector::all);	return bonuses->getFirst(Selector::all);}const CStack * retrieveStackBattle(const CBonusSystemNode * node){	switch(node->getNodeType())	{	case CBonusSystemNode::STACK_BATTLE:		return dynamic_cast<const CStack *>(node);	default:		return nullptr;	}}const CStackInstance * retrieveStackInstance(const CBonusSystemNode * node){	switch(node->getNodeType())	{	case CBonusSystemNode::STACK_INSTANCE:		return (dynamic_cast<const CStackInstance *>(node));	case CBonusSystemNode::STACK_BATTLE:		return (dynamic_cast<const CStack *>(node))->base;	default:		return nullptr;	}}PlayerColor CBonusSystemNode::retrieveNodeOwner(const CBonusSystemNode * node){	return node ? node->getOwner() : PlayerColor::CANNOT_DETERMINE;}std::shared_ptr<Bonus> CBonusSystemNode::getBonusLocalFirst(const CSelector & selector){	auto ret = bonuses.getFirst(selector);	if(ret)		return ret;	FOREACH_PARENT(pname)	{		ret = pname->getBonusLocalFirst(selector);		if (ret)			return ret;	}	return nullptr;}std::shared_ptr<const Bonus> CBonusSystemNode::getBonusLocalFirst(const CSelector & selector) const{	return (const_cast<CBonusSystemNode*>(this))->getBonusLocalFirst(selector);}void CBonusSystemNode::getParents(TCNodes & out) const /*retrieves list of parent nodes (nodes to inherit bonuses from) */{	for(const 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::getAllParents(TCNodes & out) const //retrieves list of parent nodes (nodes to inherit bonuses from){	for(auto * parent : parents)	{		out.insert(parent);		parent->getAllParents(out);	}}void CBonusSystemNode::getAllBonusesRec(BonusList &out, const CSelector & selector) const{	//out has been reserved sufficient capacity at getAllBonuses() call	BonusList beforeUpdate;	TCNodes lparents;	getAllParents(lparents);	if(!lparents.empty())	{		//estimate on how many bonuses are missing yet - must be positive		beforeUpdate.reserve(std::max(out.capacity() - out.size(), bonuses.size()));	}	else	{		beforeUpdate.reserve(bonuses.size()); //at most all local bonuses	}	for(const auto * parent : lparents)	{		parent->getAllBonusesRec(beforeUpdate, selector);	}	bonuses.getAllBonuses(beforeUpdate);	for(const auto & b : beforeUpdate)	{		//We should not run updaters on non-selected bonuses		auto updated = selector(b.get()) && b->updater			? getUpdatedBonus(b, b->updater)			: b;		//do not add bonus with updater		bool bonusExists = false;		for(const auto & bonus : out)		{			if (bonus == updated)				bonusExists = true;			if (bonus->updater && bonus->updater == updated->updater)				bonusExists = true;		}		if (!bonusExists)			out.push_back(updated);	}}TConstBonusListPtr CBonusSystemNode::getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root, 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		boost::lock_guard<boost::mutex> lock(sync);		// 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)		{			BonusList allBonuses;			allBonuses.reserve(cachedBonuses.capacity()); //we assume we'll get about the same number of bonuses			cachedBonuses.clear();			cachedRequests.clear();			getAllBonusesRec(allBonuses, Selector::all);			limitBonuses(allBonuses, cachedBonuses);			cachedBonuses.stackBonuses();			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.empty())		{			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 = std::make_shared<BonusList>();		cachedBonuses.getBonuses(*ret, selector, limit);		// Save the results in the cache		if(!cachingStr.empty())			cachedRequests[cachingStr] = ret;		return ret;	}	else	{		return getAllBonusesWithoutCaching(selector, limit, root);	}}TConstBonusListPtr CBonusSystemNode::getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root) const{	auto ret = std::make_shared<BonusList>();	// Get bonus results without caching enabled.	BonusList beforeLimiting;	BonusList afterLimiting;	getAllBonusesRec(beforeLimiting, selector);	if(!root || root == this)	{		limitBonuses(beforeLimiting, afterLimiting);	}	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;		BonusList limitedRootBonuses;		getAllBonusesRec(rootBonuses, selector);		for(const auto & b : beforeLimiting)			rootBonuses.push_back(b);		root->limitBonuses(rootBonuses, limitedRootBonuses);		for(const auto & b : beforeLimiting)			if(vstd::contains(limitedRootBonuses, b))				afterLimiting.push_back(b);	}	afterLimiting.getBonuses(*ret, selector, limit);	ret->stackBonuses();	return ret;}std::shared_ptr<Bonus> CBonusSystemNode::getUpdatedBonus(const std::shared_ptr<Bonus> & b, const TUpdaterPtr & updater) const{	assert(updater);	return updater->createUpdatedBonus(b, * this);}CBonusSystemNode::CBonusSystemNode()	:CBonusSystemNode(false){}CBonusSystemNode::CBonusSystemNode(bool isHypotetic):	bonuses(true),	exportedBonuses(true),	nodeType(UNKNOWN),	cachedLast(0),	isHypotheticNode(isHypotetic){}CBonusSystemNode::CBonusSystemNode(ENodeTypes NodeType):	bonuses(true),	exportedBonuses(true),	nodeType(NodeType),	cachedLast(0),	isHypotheticNode(false){}CBonusSystemNode::CBonusSystemNode(CBonusSystemNode && other) noexcept:	bonuses(std::move(other.bonuses)),	exportedBonuses(std::move(other.exportedBonuses)),	nodeType(other.nodeType),	description(other.description),	cachedLast(0),	isHypotheticNode(other.isHypotheticNode){	std::swap(parents, other.parents);	std::swap(children, other.children);	//fixing bonus tree without recalculation	if(!isHypothetic())	{		for(CBonusSystemNode * n : parents)		{			n->children -= &other;			n->children.push_back(this);		}	}	for(CBonusSystemNode * n : children)	{		n->parents -= &other;		n->parents.push_back(this);	}	//cache ignored	//cachedBonuses	//cachedRequests}CBonusSystemNode::~CBonusSystemNode(){	detachFromAll();	if(!children.empty())	{		while(!children.empty())			children.front()->detachFrom(*this);	}}void CBonusSystemNode::attachTo(CBonusSystemNode & parent){	assert(!vstd::contains(parents, &parent));	parents.push_back(&parent);	if(!isHypothetic())	{		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(!isHypothetic())	{		if(parent.actsAsBonusSourceOnly())			parent.removedRedDescendant(*this);		else			removedRedDescendant(parent);	}	if (vstd::contains(parents, &parent))	{		parents -= &parent;	}	else	{		logBonus->error("Error on Detach. Node %s (nodeType=%d) has not parent %s (nodeType=%d)"			, nodeShortInfo(), nodeType, parent.nodeShortInfo(), parent.nodeType);	}	if(!isHypothetic())	{		parent.childDetached(*this);	}	CBonusSystemNode::treeHasChanged();}void CBonusSystemNode::removeBonusesRecursive(const CSelector & s){	removeBonuses(s);	for(CBonusSystemNode * child : children)		child->removeBonusesRecursive(s);}void CBonusSystemNode::reduceBonusDurations(const CSelector &s){	BonusList bl;	exportedBonuses.getBonuses(bl, s, Selector::all);	for(const auto & b : bl)	{		b->turnsRemain--;		if(b->turnsRemain <= 0)			removeBonus(b);	}	for(CBonusSystemNode *child : children)		child->reduceBonusDurations(s);}void CBonusSystemNode::addNewBonus(const std::shared_ptr<Bonus>& b){	//turnsRemain shouldn't be zero for following durations	if(Bonus::NTurns(b.get()) || Bonus::NDays(b.get()) || Bonus::OneWeek(b.get()))	{		assert(b->turnsRemain);	}	assert(!vstd::contains(exportedBonuses, b));	exportedBonuses.push_back(b);	exportBonus(b);	CBonusSystemNode::treeHasChanged();}void CBonusSystemNode::accumulateBonus(const std::shared_ptr<Bonus>& b){	auto 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(std::make_shared<Bonus>(*b)); //duplicate needed, original may get destroyed}void CBonusSystemNode::removeBonus(const std::shared_ptr<Bonus>& b){	exportedBonuses -= b;	if(b->propagator)		unpropagateBonus(b);	else		bonuses -= b;	CBonusSystemNode::treeHasChanged();}void CBonusSystemNode::removeBonuses(const CSelector & selector){	BonusList toRemove;	exportedBonuses.getBonuses(toRemove, selector, Selector::all);	for(const auto & bonus : toRemove)		removeBonus(bonus);}bool CBonusSystemNode::actsAsBonusSourceOnly() const{	switch(nodeType)	{	case CREATURE:	case ARTIFACT:	case ARTIFACT_INSTANCE:		return true;	default:		return false;	}}void CBonusSystemNode::propagateBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & source){	if(b->propagator->shouldBeAttached(this))	{		auto propagated = b->propagationUpdater 			? source.getUpdatedBonus(b, b->propagationUpdater)			: b;		bonuses.push_back(propagated);		logBonus->trace("#$# %s #propagated to# %s",  propagated->Description(), nodeName());	}	FOREACH_RED_CHILD(child)		child->propagateBonus(b, source);}void CBonusSystemNode::unpropagateBonus(const std::shared_ptr<Bonus> & b){	if(b->propagator->shouldBeAttached(this))	{		bonuses -= b;		logBonus->trace("#$# %s #is no longer propagated to# %s",  b->Description(), nodeName());	}	FOREACH_RED_CHILD(child)		child->unpropagateBonus(b);}void CBonusSystemNode::newChildAttached(CBonusSystemNode & child){	assert(!vstd::contains(children, &child));	children.push_back(&child);}void CBonusSystemNode::childDetached(CBonusSystemNode & child){	if(vstd::contains(children, &child))		children -= &child;	else	{		logBonus->error("Error on Detach. Node %s (nodeType=%d) is not a child of %s (nodeType=%d)"			, child.nodeShortInfo(), child.nodeType, nodeShortInfo(), nodeType);	}}void CBonusSystemNode::detachFromAll(){	while(!parents.empty())		detachFrom(*parents.front());}bool CBonusSystemNode::isIndependentNode() const{	return parents.empty() && children.empty();}std::string CBonusSystemNode::nodeName() const{	return !description.empty()		? description		: std::string("Bonus system node of type ") + typeid(*this).name();}std::string CBonusSystemNode::nodeShortInfo() const{	std::ostringstream str;	str << "'" << typeid(* this).name() << "'";	description.length() > 0 		? str << " (" << description << ")"		: str << " (no description)";	return str.str();}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(const auto & b : exportedBonuses)	{		if(b->propagator)			descendant.propagateBonus(b, *this);	}	TNodes redParents;	getRedAncestors(redParents); //get all red parents recursively	for(auto * parent : redParents)	{		for(const auto & b : parent->exportedBonuses)		{			if(b->propagator)				descendant.propagateBonus(b, *this);		}	}}void CBonusSystemNode::removedRedDescendant(CBonusSystemNode & descendant){	for(const auto & b : exportedBonuses)		if(b->propagator)			descendant.unpropagateBonus(b);	TNodes redParents;	getRedAncestors(redParents); //get all red parents recursively	for(auto * parent : redParents)	{		for(const auto & b : parent->exportedBonuses)			if(b->propagator)				descendant.unpropagateBonus(b);	}}void CBonusSystemNode::getRedAncestors(TNodes &out){	getRedParents(out);	TNodes redParents; 	getRedParents(redParents);	for(CBonusSystemNode * parent : redParents)		parent->getRedAncestors(out);}void CBonusSystemNode::exportBonus(const std::shared_ptr<Bonus> & b){	if(b->propagator)		propagateBonus(b, *this);	else		bonuses.push_back(b);	CBonusSystemNode::treeHasChanged();}void CBonusSystemNode::exportBonuses(){	for(const auto & b : exportedBonuses)		exportBonus(b);}CBonusSystemNode::ENodeTypes CBonusSystemNode::getNodeType() const{	return nodeType;}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 BonusList & CBonusSystemNode::getExportedBonusList() const{	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;	BonusList & accepted = out;	while(true)	{		int undecidedCount = static_cast<int>(undecided.size());		for(int i = 0; i < undecided.size(); i++)		{			auto b = undecided[i];			BonusLimitationContext context = {b, *this, out, undecided};			auto decision = b->limiter ? b->limiter->limit(context) : ILimiter::EDecision::ACCEPT; //bonuses without limiters will be accepted by default			if(decision == ILimiter::EDecision::DISCARD)			{				undecided.erase(i);				i--; continue;			}			else if(decision == ILimiter::EDecision::ACCEPT)			{				accepted.push_back(b);				undecided.erase(i);				i--; continue;			}			else				assert(decision == ILimiter::EDecision::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 = std::make_shared<BonusList>();	limitBonuses(allBonuses, *ret);	return ret;}void CBonusSystemNode::treeHasChanged(){	treeChanged++;}int64_t CBonusSystemNode::getTreeVersion() const{	return treeChanged;}std::string Bonus::Description(boost::optional<si32> customValue) const{	std::ostringstream str;	if(description.empty())	{		if(stacking.empty() || stacking == "ALWAYS")		{			switch(source)			{			case ARTIFACT:				str << ArtifactID(sid).toArtifact(VLC->artifacts())->getNameTranslated();				break;			case SPELL_EFFECT:				str << SpellID(sid).toSpell(VLC->spells())->getNameTranslated();				break;			case CREATURE_ABILITY:				str << VLC->creh->objects[sid]->getNamePluralTranslated();				break;			case SECONDARY_SKILL:				str << VLC->skillh->getByIndex(sid)->getNameTranslated();				break;			case HERO_SPECIAL:				str << VLC->heroh->objects[sid]->getNameTranslated();				break;			default:				//todo: handle all possible sources				str << "Unknown";				break;			}		}		else			str << stacking;	}	else	{		str << description;	}	if(auto value = customValue.value_or(val))		str << " " << std::showpos << value;	return str.str();}JsonNode subtypeToJson(Bonus::BonusType type, int subtype){	switch(type)	{	case Bonus::PRIMARY_SKILL:		return JsonUtils::stringNode("primSkill." + PrimarySkill::names[subtype]);	case Bonus::SPECIAL_SPELL_LEV:	case Bonus::SPECIFIC_SPELL_DAMAGE:	case Bonus::SPELL:	case Bonus::SPECIAL_PECULIAR_ENCHANT:	case Bonus::SPECIAL_ADD_VALUE_ENCHANT:	case Bonus::SPECIAL_FIXED_VALUE_ENCHANT:		return JsonUtils::stringNode(CModHandler::makeFullIdentifier("", "spell", SpellID::encode(subtype)));	case Bonus::IMPROVED_NECROMANCY:	case Bonus::SPECIAL_UPGRADE:		return JsonUtils::stringNode(CModHandler::makeFullIdentifier("", "creature", CreatureID::encode(subtype)));	case Bonus::GENERATE_RESOURCE:		return JsonUtils::stringNode("resource." + GameConstants::RESOURCE_NAMES[subtype]);	default:		return JsonUtils::intNode(subtype);	}}JsonNode additionalInfoToJson(Bonus::BonusType type, CAddInfo addInfo){	switch(type)	{	case Bonus::SPECIAL_UPGRADE:		return JsonUtils::stringNode(CModHandler::makeFullIdentifier("", "creature", CreatureID::encode(addInfo[0])));	default:		return addInfo.toJsonNode();	}}JsonNode durationToJson(ui16 duration){	std::vector<std::string> durationNames;	for(ui16 durBit = 1; durBit; durBit = durBit << 1)	{		if(duration & durBit)			durationNames.push_back(vstd::findKey(bonusDurationMap, durBit));	}	if(durationNames.size() == 1)	{		return JsonUtils::stringNode(durationNames[0]);	}	else	{		JsonNode node(JsonNode::JsonType::DATA_VECTOR);		for(const std::string & dur : durationNames)			node.Vector().push_back(JsonUtils::stringNode(dur));		return node;	}}JsonNode Bonus::toJsonNode() const{	JsonNode root(JsonNode::JsonType::DATA_STRUCT);	// only add values that might reasonably be found in config files	root["type"].String() = vstd::findKey(bonusNameMap, type);	if(subtype != -1)		root["subtype"] = subtypeToJson(type, subtype);	if(additionalInfo != CAddInfo::NONE)		root["addInfo"] = additionalInfoToJson(type, additionalInfo);	if(duration != 0)	{		JsonNode durationVec(JsonNode::JsonType::DATA_VECTOR);		for(const auto & kv : bonusDurationMap)		{			if(duration & kv.second)				durationVec.Vector().push_back(JsonUtils::stringNode(kv.first));		}		root["duration"] = durationVec;	}	if(turnsRemain != 0)		root["turns"].Integer() = turnsRemain;	if(source != OTHER)		root["sourceType"].String() = vstd::findKey(bonusSourceMap, source);	if(targetSourceType != OTHER)		root["targetSourceType"].String() = vstd::findKey(bonusSourceMap, targetSourceType);	if(sid != 0)		root["sourceID"].Integer() = sid;	if(val != 0)		root["val"].Integer() = val;	if(valType != ADDITIVE_VALUE)		root["valueType"].String() = vstd::findKey(bonusValueMap, valType);	if(!stacking.empty())		root["stacking"].String() = stacking;	if(!description.empty())		root["description"].String() = description;	if(effectRange != NO_LIMIT)		root["effectRange"].String() = vstd::findKey(bonusLimitEffect, effectRange);	if(duration != PERMANENT)		root["duration"] = durationToJson(duration);	if(turnsRemain)		root["turns"].Integer() = turnsRemain;	if(limiter)		root["limiters"] = limiter->toJsonNode();	if(updater)		root["updater"] = updater->toJsonNode();	if(propagator)		root["propagator"].String() = vstd::findKey(bonusPropagatorMap, propagator);	return root;}std::string Bonus::nameForBonus() const{	switch(type)	{	case Bonus::PRIMARY_SKILL:		return PrimarySkill::names[subtype];	case Bonus::SPECIAL_SPELL_LEV:	case Bonus::SPECIFIC_SPELL_DAMAGE:	case Bonus::SPELL:	case Bonus::SPECIAL_PECULIAR_ENCHANT:	case Bonus::SPECIAL_ADD_VALUE_ENCHANT:	case Bonus::SPECIAL_FIXED_VALUE_ENCHANT:		return VLC->spells()->getByIndex(subtype)->getJsonKey();	case Bonus::SPECIAL_UPGRADE:		return CreatureID::encode(subtype) + "2" + CreatureID::encode(additionalInfo[0]);	case Bonus::GENERATE_RESOURCE:		return GameConstants::RESOURCE_NAMES[subtype];	case Bonus::STACKS_SPEED:		return "speed";	default:		return vstd::findKey(bonusNameMap, type);	}}BonusParams::BonusParams(std::string deprecatedTypeStr, std::string deprecatedSubtypeStr, int deprecatedSubtype):	isConverted(true){	if(deprecatedTypeStr == "SECONDARY_SKILL_PREMY" || deprecatedTypeStr == "SPECIAL_SECONDARY_SKILL")	{		if(deprecatedSubtype == SecondarySkill::PATHFINDING || deprecatedSubtypeStr == "skill.pathfinding")			type = Bonus::ROUGH_TERRAIN_DISCOUNT;		else if(deprecatedSubtype == SecondarySkill::DIPLOMACY || deprecatedSubtypeStr == "skill.diplomacy")			type = Bonus::WANDERING_CREATURES_JOIN_BONUS;		else if(deprecatedSubtype == SecondarySkill::WISDOM || deprecatedSubtypeStr == "skill.wisdom")			type = Bonus::MAX_LEARNABLE_SPELL_LEVEL;		else if(deprecatedSubtype == SecondarySkill::MYSTICISM || deprecatedSubtypeStr == "skill.mysticism")			type = Bonus::MANA_REGENERATION;		else if(deprecatedSubtype == SecondarySkill::NECROMANCY || deprecatedSubtypeStr == "skill.necromancy")			type = Bonus::UNDEAD_RAISE_PERCENTAGE;		else if(deprecatedSubtype == SecondarySkill::LEARNING || deprecatedSubtypeStr == "skill.learning")			type = Bonus::HERO_EXPERIENCE_GAIN_PERCENT;		else if(deprecatedSubtype == SecondarySkill::RESISTANCE || deprecatedSubtypeStr == "skill.resistance")			type = Bonus::MAGIC_RESISTANCE;		else if(deprecatedSubtype == SecondarySkill::EAGLE_EYE || deprecatedSubtypeStr == "skill.eagleEye")			type = Bonus::LEARN_BATTLE_SPELL_CHANCE;		else if(deprecatedSubtype == SecondarySkill::SCOUTING || deprecatedSubtypeStr == "skill.scouting")			type = Bonus::SIGHT_RADIUS;		else if(deprecatedSubtype == SecondarySkill::INTELLIGENCE || deprecatedSubtypeStr == "skill.intelligence")		{			type = Bonus::MANA_PER_KNOWLEDGE;			valueType = Bonus::PERCENT_TO_BASE;			valueTypeRelevant = true;		}		else if(deprecatedSubtype == SecondarySkill::SORCERY || deprecatedSubtypeStr == "skill.sorcery")			type = Bonus::SPELL_DAMAGE;		else if(deprecatedSubtype == SecondarySkill::SCHOLAR || deprecatedSubtypeStr == "skill.scholar")			type = Bonus::LEARN_MEETING_SPELL_LIMIT;		else if(deprecatedSubtype == SecondarySkill::ARCHERY|| deprecatedSubtypeStr == "skill.archery")		{			subtype = 1;			subtypeRelevant = true;			type = Bonus::PERCENTAGE_DAMAGE_BOOST;		}		else if(deprecatedSubtype == SecondarySkill::OFFENCE || deprecatedSubtypeStr == "skill.offence")		{			subtype = 0;			subtypeRelevant = true;			type = Bonus::PERCENTAGE_DAMAGE_BOOST;		}		else if(deprecatedSubtype == SecondarySkill::ARMORER || deprecatedSubtypeStr == "skill.armorer")		{			subtype = -1;			subtypeRelevant = true;			type = Bonus::GENERAL_DAMAGE_REDUCTION;		}		else if(deprecatedSubtype == SecondarySkill::NAVIGATION || deprecatedSubtypeStr == "skill.navigation")		{			subtype = 0;			subtypeRelevant = true;			valueType = Bonus::PERCENT_TO_BASE;			valueTypeRelevant = true;			type = Bonus::MOVEMENT;		}		else if(deprecatedSubtype == SecondarySkill::LOGISTICS || deprecatedSubtypeStr == "skill.logistics")		{			subtype = 0;			subtypeRelevant = true;			valueType = Bonus::PERCENT_TO_BASE;			valueTypeRelevant = true;			type = Bonus::MOVEMENT;		}		else if(deprecatedSubtype == SecondarySkill::ESTATES || deprecatedSubtypeStr == "skill.estates")		{			type = Bonus::GENERATE_RESOURCE;			subtype = GameResID(EGameResID::GOLD);			subtypeRelevant = true;		}		else if(deprecatedSubtype == SecondarySkill::AIR_MAGIC || deprecatedSubtypeStr == "skill.airMagic")		{			type = Bonus::MAGIC_SCHOOL_SKILL;			subtypeRelevant = true;			subtype = 4;		}		else if(deprecatedSubtype == SecondarySkill::WATER_MAGIC || deprecatedSubtypeStr == "skill.waterMagic")		{			type = Bonus::MAGIC_SCHOOL_SKILL;			subtypeRelevant = true;			subtype = 1;		}		else if(deprecatedSubtype == SecondarySkill::FIRE_MAGIC || deprecatedSubtypeStr == "skill.fireMagic")		{			type = Bonus::MAGIC_SCHOOL_SKILL;			subtypeRelevant = true;			subtype = 2;		}		else if(deprecatedSubtype == SecondarySkill::EARTH_MAGIC || deprecatedSubtypeStr == "skill.earthMagic")		{			type = Bonus::MAGIC_SCHOOL_SKILL;			subtypeRelevant = true;			subtype = 8;		}		else if (deprecatedSubtype == SecondarySkill::ARTILLERY || deprecatedSubtypeStr == "skill.artillery")		{			type = Bonus::BONUS_DAMAGE_CHANCE;			subtypeRelevant = true;			subtypeStr = "core:creature.ballista";		}		else if (deprecatedSubtype == SecondarySkill::FIRST_AID || deprecatedSubtypeStr == "skill.firstAid")		{			type = Bonus::SPECIFIC_SPELL_POWER;			subtypeRelevant = true;			subtypeStr = "core:spell.firstAid";		}		else if (deprecatedSubtype == SecondarySkill::BALLISTICS || deprecatedSubtypeStr == "skill.ballistics")		{			type = Bonus::CATAPULT_EXTRA_SHOTS;			subtypeRelevant = true;			subtypeStr = "core:spell.catapultShot";		}		else			isConverted = false;	}	else if (deprecatedTypeStr == "SECONDARY_SKILL_VAL2")	{		if(deprecatedSubtype == SecondarySkill::EAGLE_EYE || deprecatedSubtypeStr == "skill.eagleEye")			type = Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT;		else if (deprecatedSubtype == SecondarySkill::ARTILLERY || deprecatedSubtypeStr == "skill.artillery")		{			type = Bonus::HERO_GRANTS_ATTACKS;			subtypeRelevant = true;			subtypeStr = "core:creature.ballista";		}		else			isConverted = false;	}	else if (deprecatedTypeStr == "SEA_MOVEMENT")	{		subtype = 0;		subtypeRelevant = true;		valueType = Bonus::ADDITIVE_VALUE;		valueTypeRelevant = true;		type = Bonus::MOVEMENT;	}	else if (deprecatedTypeStr == "LAND_MOVEMENT")	{		subtype = 1;		subtypeRelevant = true;		valueType = Bonus::ADDITIVE_VALUE;		valueTypeRelevant = true;		type = Bonus::MOVEMENT;	}	else if (deprecatedTypeStr == "MAXED_SPELL")	{		type = Bonus::SPELL;		subtypeStr = deprecatedSubtypeStr;		subtypeRelevant = true;		valueType = Bonus::INDEPENDENT_MAX;		valueTypeRelevant = true;		val = 3;		valRelevant = true;	}	else if (deprecatedTypeStr == "FULL_HP_REGENERATION")	{		type = Bonus::HP_REGENERATION;		val = 100000; //very high value to always chose stack health		valRelevant = true;	}	else if (deprecatedTypeStr == "KING1")	{		type = Bonus::KING;		val = 0;		valRelevant = true;	}	else if (deprecatedTypeStr == "KING2")	{		type = Bonus::KING;		val = 2;		valRelevant = true;	}	else if (deprecatedTypeStr == "KING3")	{		type = Bonus::KING;		val = 3;		valRelevant = true;	}	else if (deprecatedTypeStr == "SIGHT_RADIOUS")		type = Bonus::SIGHT_RADIUS;	else if (deprecatedTypeStr == "SELF_MORALE")	{		type = Bonus::MORALE;		val = 1;		valRelevant = true;		valueType = Bonus::INDEPENDENT_MAX;		valueTypeRelevant = true;	}	else if (deprecatedTypeStr == "SELF_LUCK")	{		type = Bonus::LUCK;		val = 1;		valRelevant = true;		valueType = Bonus::INDEPENDENT_MAX;		valueTypeRelevant = true;	}	else		isConverted = false;}const JsonNode & BonusParams::toJson(){	assert(isConverted);	if(ret.isNull())	{		ret["type"].String() = vstd::findKey(bonusNameMap, type);		if(subtypeRelevant && !subtypeStr.empty())			ret["subtype"].String() = subtypeStr;		else if(subtypeRelevant)			ret["subtype"].Integer() = subtype;		if(valueTypeRelevant)			ret["valueType"].String() = vstd::findKey(bonusValueMap, valueType);		if(valRelevant)			ret["val"].Float() = val;		if(targetTypeRelevant)			ret["targetSourceType"].String() = vstd::findKey(bonusSourceMap, targetType);		jsonCreated = true;	}	return ret;};CSelector BonusParams::toSelector(){	assert(isConverted);	if(subtypeRelevant && !subtypeStr.empty())		JsonUtils::resolveIdentifier(subtype, toJson(), "subtype");	auto ret = Selector::type()(type);	if(subtypeRelevant)		ret = ret.And(Selector::subtype()(subtype));	if(valueTypeRelevant)		ret = ret.And(Selector::valueType(valueType));	if(targetTypeRelevant)		ret = ret.And(Selector::targetSourceType()(targetType));	return ret;}Bonus::Bonus(Bonus::BonusDuration Duration, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype):	duration(static_cast<ui16>(Duration)),	type(Type),	subtype(Subtype),	source(Src),	val(Val),	sid(ID),	description(std::move(Desc)){	boost::algorithm::trim(description);	targetSourceType = OTHER;}Bonus::Bonus(Bonus::BonusDuration Duration, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype, ValueType ValType):	duration(static_cast<ui16>(Duration)),	type(Type),	subtype(Subtype),	source(Src),	val(Val),	sid(ID),	valType(ValType){	turnsRemain = 0;	effectRange = NO_LIMIT;	targetSourceType = OTHER;}std::shared_ptr<Bonus> Bonus::addPropagator(const TPropagatorPtr & Propagator){	propagator = Propagator;	return this->shared_from_this();}namespace Selector{	DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> & type()	{		static CSelectFieldEqual<Bonus::BonusType> stype(&Bonus::type);		return stype;	}	DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> & subtype()	{		static CSelectFieldEqual<TBonusSubtype> ssubtype(&Bonus::subtype);		return ssubtype;	}	DLL_LINKAGE CSelectFieldEqual<CAddInfo> & info()	{		static CSelectFieldEqual<CAddInfo> sinfo(&Bonus::additionalInfo);		return sinfo;	}	DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> & sourceType()	{		static CSelectFieldEqual<Bonus::BonusSource> ssourceType(&Bonus::source);		return ssourceType;	}	DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> & targetSourceType()	{		static CSelectFieldEqual<Bonus::BonusSource> ssourceType(&Bonus::targetSourceType);		return ssourceType;	}	DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> & effectRange()	{		static CSelectFieldEqual<Bonus::LimitEffect> seffectRange(&Bonus::effectRange);		return seffectRange;	}	DLL_LINKAGE CWillLastTurns turns;	DLL_LINKAGE CWillLastDays days;	CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype)	{		return type()(Type).And(subtype()(Subtype));	}	CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, const CAddInfo & info)	{		return CSelectFieldEqual<Bonus::BonusType>(&Bonus::type)(type)			.And(CSelectFieldEqual<TBonusSubtype>(&Bonus::subtype)(subtype))			.And(CSelectFieldEqual<CAddInfo>(&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);	}	CSelector DLL_LINKAGE valueType(Bonus::ValueType valType)	{		return CSelectFieldEqual<Bonus::ValueType>(&Bonus::valType)(valType);	}	DLL_LINKAGE CSelector all([](const Bonus * b){return true;});	DLL_LINKAGE CSelector none([](const Bonus * b){return false;});}const CCreature * retrieveCreature(const CBonusSystemNode *node){	switch(node->getNodeType())	{	case CBonusSystemNode::CREATURE:		return (dynamic_cast<const CCreature *>(node));	case CBonusSystemNode::STACK_BATTLE:		return (dynamic_cast<const CStack *>(node))->type;	default:		const CStackInstance * csi = retrieveStackInstance(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++)	{		const auto & b = bonusList[i];		out << "Bonus " << i << "\n" << *b << std::endl;	}	return out;}DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus){	for(const auto & i : bonusNameMap)	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);	if(bonus.additionalInfo != CAddInfo::NONE)		out << "\taddInfo: " << bonus.additionalInfo.toString() << "\n";	printField(turnsRemain);	printField(valType);	if(!bonus.stacking.empty())		out << "\tstacking: \"" << bonus.stacking << "\"\n";	printField(effectRange);#undef printField	if(bonus.limiter)		out << "\tLimiter: " << bonus.limiter->toString() << "\n";	if(bonus.updater)		out << "\tUpdater: " << bonus.updater->toString() << "\n";	return out;}std::shared_ptr<Bonus> Bonus::addLimiter(const TLimiterPtr & Limiter){	if (limiter)	{		//If we already have limiter list, retrieve it		auto limiterList = std::dynamic_pointer_cast<AllOfLimiter>(limiter);		if(!limiterList)		{			//Create a new limiter list with old limiter and the new one will be pushed later			limiterList = std::make_shared<AllOfLimiter>();			limiterList->add(limiter);			limiter = limiterList;		}		limiterList->add(Limiter);	}	else	{		limiter = Limiter;	}	return this->shared_from_this();}ILimiter::EDecision ILimiter::limit(const BonusLimitationContext &context) const /*return true to drop the bonus */{	return ILimiter::EDecision::ACCEPT;}std::string ILimiter::toString() const{	return typeid(*this).name();}JsonNode ILimiter::toJsonNode() const{	JsonNode root(JsonNode::JsonType::DATA_STRUCT);	root["type"].String() = toString();	return root;}ILimiter::EDecision CCreatureTypeLimiter::limit(const BonusLimitationContext &context) const{	const CCreature *c = retrieveCreature(&context.node);	if(!c)		return ILimiter::EDecision::DISCARD;		auto accept =  c->getId() == creature->getId() || (includeUpgrades && creature->isMyUpgrade(c));	return accept ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;	//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)	: creature(&creature_), includeUpgrades(IncludeUpgrades){}void CCreatureTypeLimiter::setCreature(const CreatureID & id){	creature = VLC->creh->objects[id];}std::string CCreatureTypeLimiter::toString() const{	boost::format fmt("CCreatureTypeLimiter(creature=%s, includeUpgrades=%s)");	fmt % creature->getJsonKey() % (includeUpgrades ? "true" : "false");	return fmt.str();}JsonNode CCreatureTypeLimiter::toJsonNode() const{	JsonNode root(JsonNode::JsonType::DATA_STRUCT);	root["type"].String() = "CREATURE_TYPE_LIMITER";	root["parameters"].Vector().push_back(JsonUtils::stringNode(creature->getJsonKey()));	root["parameters"].Vector().push_back(JsonUtils::boolNode(includeUpgrades));	return root;}HasAnotherBonusLimiter::HasAnotherBonusLimiter( Bonus::BonusType bonus )	: type(bonus), subtype(0), isSubtypeRelevant(false), isSourceRelevant(false), isSourceIDRelevant(false){}HasAnotherBonusLimiter::HasAnotherBonusLimiter( Bonus::BonusType bonus, TBonusSubtype _subtype )	: type(bonus), subtype(_subtype), isSubtypeRelevant(true), isSourceRelevant(false), isSourceIDRelevant(false){}HasAnotherBonusLimiter::HasAnotherBonusLimiter(Bonus::BonusType bonus, Bonus::BonusSource src)	: type(bonus), source(src), isSubtypeRelevant(false), isSourceRelevant(true), isSourceIDRelevant(false){}HasAnotherBonusLimiter::HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype, Bonus::BonusSource src)	: type(bonus), subtype(_subtype), isSubtypeRelevant(true), source(src), isSourceRelevant(true), isSourceIDRelevant(false){}ILimiter::EDecision HasAnotherBonusLimiter::limit(const BonusLimitationContext &context) const{	//TODO: proper selector config with parsing of JSON	auto mySelector = Selector::type()(type);	if(isSubtypeRelevant)		mySelector = mySelector.And(Selector::subtype()(subtype));	if(isSourceRelevant && isSourceIDRelevant)		mySelector = mySelector.And(Selector::source(source, sid));	else if (isSourceRelevant)		mySelector = mySelector.And(Selector::sourceTypeSel(source));	//if we have a bonus of required type accepted, limiter should accept also this bonus	if(context.alreadyAccepted.getFirst(mySelector))		return ILimiter::EDecision::ACCEPT;	//if there are no matching bonuses pending, we can (and must) reject right away	if(!context.stillUndecided.getFirst(mySelector))		return ILimiter::EDecision::DISCARD;	//do not accept for now but it may change if more bonuses gets included	return ILimiter::EDecision::NOT_SURE;}std::string HasAnotherBonusLimiter::toString() const{	std::string typeName = vstd::findKey(bonusNameMap, type);	if(isSubtypeRelevant)	{		boost::format fmt("HasAnotherBonusLimiter(type=%s, subtype=%d)");		fmt % typeName % subtype;		return fmt.str();	}	else	{		boost::format fmt("HasAnotherBonusLimiter(type=%s)");		fmt % typeName;		return fmt.str();	}}JsonNode HasAnotherBonusLimiter::toJsonNode() const{	JsonNode root(JsonNode::JsonType::DATA_STRUCT);	std::string typeName = vstd::findKey(bonusNameMap, type);	auto sourceTypeName = vstd::findKey(bonusSourceMap, source);	root["type"].String() = "HAS_ANOTHER_BONUS_LIMITER";	root["parameters"].Vector().push_back(JsonUtils::stringNode(typeName));	if(isSubtypeRelevant)		root["parameters"].Vector().push_back(JsonUtils::intNode(subtype));	if(isSourceRelevant)		root["parameters"].Vector().push_back(JsonUtils::stringNode(sourceTypeName));	return root;}ILimiter::EDecision UnitOnHexLimiter::limit(const BonusLimitationContext &context) const{	const auto * stack = retrieveStackBattle(&context.node);	if(!stack)		return ILimiter::EDecision::DISCARD;	auto accept = false;	for (const auto & hex : stack->getHexes())		accept |= !!applicableHexes.count(hex);	return accept ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;}UnitOnHexLimiter::UnitOnHexLimiter(const std::set<BattleHex> & applicableHexes):	applicableHexes(applicableHexes){}JsonNode UnitOnHexLimiter::toJsonNode() const{	JsonNode root(JsonNode::JsonType::DATA_STRUCT);	root["type"].String() = "UNIT_ON_HEXES";	for(const auto & hex : applicableHexes)		root["parameters"].Vector().push_back(JsonUtils::intNode(hex));	return root;}bool IPropagator::shouldBeAttached(CBonusSystemNode *dest){	return false;}CBonusSystemNode::ENodeTypes IPropagator::getPropagatorType() const{	return CBonusSystemNode::ENodeTypes::NONE;}CPropagatorNodeType::CPropagatorNodeType()	:nodeType(CBonusSystemNode::ENodeTypes::UNKNOWN){}CPropagatorNodeType::CPropagatorNodeType(CBonusSystemNode::ENodeTypes NodeType)	: nodeType(NodeType){}CBonusSystemNode::ENodeTypes CPropagatorNodeType::getPropagatorType() const{	return nodeType;}bool CPropagatorNodeType::shouldBeAttached(CBonusSystemNode *dest){	return nodeType == dest->getNodeType();}CreatureTerrainLimiter::CreatureTerrainLimiter()	: terrainType(ETerrainId::NATIVE_TERRAIN){}CreatureTerrainLimiter::CreatureTerrainLimiter(TerrainId terrain):	terrainType(terrain){}ILimiter::EDecision CreatureTerrainLimiter::limit(const BonusLimitationContext &context) const{	const CStack *stack = retrieveStackBattle(&context.node);	if(stack)	{		if (terrainType == ETerrainId::NATIVE_TERRAIN && stack->isOnNativeTerrain())//terrainType not specified = native			return ILimiter::EDecision::ACCEPT;		if(terrainType != ETerrainId::NATIVE_TERRAIN && stack->isOnTerrain(terrainType))			return ILimiter::EDecision::ACCEPT;	}	return ILimiter::EDecision::DISCARD;	//TODO neutral creatues}std::string CreatureTerrainLimiter::toString() const{	boost::format fmt("CreatureTerrainLimiter(terrainType=%s)");	auto terrainName = VLC->terrainTypeHandler->getById(terrainType)->getJsonKey();	fmt % (terrainType == ETerrainId::NATIVE_TERRAIN ? "native" : terrainName);	return fmt.str();}JsonNode CreatureTerrainLimiter::toJsonNode() const{	JsonNode root(JsonNode::JsonType::DATA_STRUCT);	root["type"].String() = "CREATURE_TERRAIN_LIMITER";	auto terrainName = VLC->terrainTypeHandler->getById(terrainType)->getJsonKey();	root["parameters"].Vector().push_back(JsonUtils::stringNode(terrainName));	return root;}CreatureFactionLimiter::CreatureFactionLimiter(FactionID creatureFaction)	: faction(creatureFaction){}ILimiter::EDecision CreatureFactionLimiter::limit(const BonusLimitationContext &context) const{	const CCreature *c = retrieveCreature(&context.node);	auto accept = c && (c->getFactionIndex() == faction || faction == FactionID::ANY);	return accept ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD; //drop bonus for non-creatures or non-native residents}std::string CreatureFactionLimiter::toString() const{	boost::format fmt("CreatureFactionLimiter(faction=%s)");	fmt % VLC->factions()->getByIndex(faction)->getJsonKey();	return fmt.str();}JsonNode CreatureFactionLimiter::toJsonNode() const{	JsonNode root(JsonNode::JsonType::DATA_STRUCT);	root["type"].String() = "CREATURE_FACTION_LIMITER";	root["parameters"].Vector().push_back(JsonUtils::stringNode(VLC->factions()->getByIndex(faction)->getJsonKey()));	return root;}CreatureLevelLimiter::CreatureLevelLimiter(uint32_t minLevel, uint32_t maxLevel) :	minLevel(minLevel),	maxLevel(maxLevel){}ILimiter::EDecision CreatureLevelLimiter::limit(const BonusLimitationContext &context) const{	const auto *c = retrieveCreature(&context.node);	auto accept = c && (c->getLevel() < maxLevel && c->getLevel() >= minLevel);	return accept ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD; //drop bonus for non-creatures or non-native residents}std::string CreatureLevelLimiter::toString() const{	boost::format fmt("CreatureLevelLimiter(minLevel=%d,maxLevel=%d)");	fmt % minLevel % maxLevel;	return fmt.str();}JsonNode CreatureLevelLimiter::toJsonNode() const{	JsonNode root(JsonNode::JsonType::DATA_STRUCT);	root["type"].String() = "CREATURE_LEVEL_LIMITER";	root["parameters"].Vector().push_back(JsonUtils::intNode(minLevel));	root["parameters"].Vector().push_back(JsonUtils::intNode(maxLevel));	return root;}CreatureAlignmentLimiter::CreatureAlignmentLimiter(EAlignment Alignment)	: alignment(Alignment){}ILimiter::EDecision CreatureAlignmentLimiter::limit(const BonusLimitationContext &context) const{	const auto * c = retrieveCreature(&context.node);	if(c) {		if(alignment == EAlignment::GOOD && c->isGood())			return ILimiter::EDecision::ACCEPT;		if(alignment == EAlignment::EVIL && c->isEvil())			return ILimiter::EDecision::ACCEPT;		if(alignment == EAlignment::NEUTRAL && !c->isEvil() && !c->isGood())			return ILimiter::EDecision::ACCEPT;	}	return ILimiter::EDecision::DISCARD;}std::string CreatureAlignmentLimiter::toString() const{	boost::format fmt("CreatureAlignmentLimiter(alignment=%s)");	fmt % GameConstants::ALIGNMENT_NAMES[vstd::to_underlying(alignment)];	return fmt.str();}JsonNode CreatureAlignmentLimiter::toJsonNode() const{	JsonNode root(JsonNode::JsonType::DATA_STRUCT);	root["type"].String() = "CREATURE_ALIGNMENT_LIMITER";	root["parameters"].Vector().push_back(JsonUtils::stringNode(GameConstants::ALIGNMENT_NAMES[vstd::to_underlying(alignment)]));	return root;}RankRangeLimiter::RankRangeLimiter(ui8 Min, ui8 Max)	:minRank(Min), maxRank(Max){}RankRangeLimiter::RankRangeLimiter(){	minRank = maxRank = -1;}ILimiter::EDecision RankRangeLimiter::limit(const BonusLimitationContext &context) const{	const CStackInstance * csi = retrieveStackInstance(&context.node);	if(csi)	{		if (csi->getNodeType() == CBonusSystemNode::COMMANDER) //no stack exp bonuses for commander creatures			return ILimiter::EDecision::DISCARD;		if (csi->getExpRank() > minRank && csi->getExpRank() < maxRank)			return ILimiter::EDecision::ACCEPT;	}	return ILimiter::EDecision::DISCARD;}ILimiter::EDecision StackOwnerLimiter::limit(const BonusLimitationContext &context) const{	const CStack * s = retrieveStackBattle(&context.node);	if(s && s->owner == owner)		return ILimiter::EDecision::ACCEPT;	const CStackInstance * csi = retrieveStackInstance(&context.node);	if(csi && csi->armyObj && csi->armyObj->tempOwner == owner)		return ILimiter::EDecision::ACCEPT;	return ILimiter::EDecision::DISCARD;}StackOwnerLimiter::StackOwnerLimiter()	: owner(-1){}StackOwnerLimiter::StackOwnerLimiter(const PlayerColor & Owner):	owner(Owner){}OppositeSideLimiter::OppositeSideLimiter():	owner(PlayerColor::CANNOT_DETERMINE){}OppositeSideLimiter::OppositeSideLimiter(const PlayerColor & Owner):	owner(Owner){}ILimiter::EDecision OppositeSideLimiter::limit(const BonusLimitationContext & context) const{	auto contextOwner = CBonusSystemNode::retrieveNodeOwner(& context.node);	auto decision = (owner == contextOwner || owner == PlayerColor::CANNOT_DETERMINE) ? ILimiter::EDecision::DISCARD : ILimiter::EDecision::ACCEPT;	return decision;}// Aggregate/Boolean Limitersvoid AggregateLimiter::add(const TLimiterPtr & limiter){	if(limiter)		limiters.push_back(limiter);}JsonNode AggregateLimiter::toJsonNode() const{	JsonNode result(JsonNode::JsonType::DATA_VECTOR);	result.Vector().push_back(JsonUtils::stringNode(getAggregator()));	for(const auto & l : limiters)		result.Vector().push_back(l->toJsonNode());	return result;}const std::string AllOfLimiter::aggregator = "allOf";const std::string & AllOfLimiter::getAggregator() const{	return aggregator;}ILimiter::EDecision AllOfLimiter::limit(const BonusLimitationContext & context) const{	bool wasntSure = false;	for(const auto & limiter : limiters)	{		auto result = limiter->limit(context);		if(result == ILimiter::EDecision::DISCARD)			return result;		if(result == ILimiter::EDecision::NOT_SURE)			wasntSure = true;	}	return wasntSure ? ILimiter::EDecision::NOT_SURE : ILimiter::EDecision::ACCEPT;}const std::string AnyOfLimiter::aggregator = "anyOf";const std::string & AnyOfLimiter::getAggregator() const{	return aggregator;}ILimiter::EDecision AnyOfLimiter::limit(const BonusLimitationContext & context) const{	bool wasntSure = false;	for(const auto & limiter : limiters)	{		auto result = limiter->limit(context);		if(result == ILimiter::EDecision::ACCEPT)			return result;		if(result == ILimiter::EDecision::NOT_SURE)			wasntSure = true;	}	return wasntSure ? ILimiter::EDecision::NOT_SURE : ILimiter::EDecision::DISCARD;}const std::string NoneOfLimiter::aggregator = "noneOf";const std::string & NoneOfLimiter::getAggregator() const{	return aggregator;}ILimiter::EDecision NoneOfLimiter::limit(const BonusLimitationContext & context) const{	bool wasntSure = false;	for(const auto & limiter : limiters)	{		auto result = limiter->limit(context);		if(result == ILimiter::EDecision::ACCEPT)			return ILimiter::EDecision::DISCARD;		if(result == ILimiter::EDecision::NOT_SURE)			wasntSure = true;	}	return wasntSure ? ILimiter::EDecision::NOT_SURE : ILimiter::EDecision::ACCEPT;}// Updatersstd::shared_ptr<Bonus> Bonus::addUpdater(const TUpdaterPtr & Updater){	updater = Updater;	return this->shared_from_this();}std::shared_ptr<Bonus> IUpdater::createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const{	return b;}std::string IUpdater::toString() const{	return typeid(*this).name();}JsonNode IUpdater::toJsonNode() const{	return JsonNode(JsonNode::JsonType::DATA_NULL);}GrowsWithLevelUpdater::GrowsWithLevelUpdater(int valPer20, int stepSize) : valPer20(valPer20), stepSize(stepSize){}std::shared_ptr<Bonus> GrowsWithLevelUpdater::createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const{	if(context.getNodeType() == CBonusSystemNode::HERO)	{		int level = dynamic_cast<const CGHeroInstance &>(context).level;		int steps = stepSize ? level / stepSize : level;		//rounding follows format for HMM3 creature specialty bonus		int newVal = (valPer20 * steps + 19) / 20;		//return copy of bonus with updated val		std::shared_ptr<Bonus> newBonus = std::make_shared<Bonus>(*b);		newBonus->val = newVal;		return newBonus;	}	return b;}std::string GrowsWithLevelUpdater::toString() const{	return boost::str(boost::format("GrowsWithLevelUpdater(valPer20=%d, stepSize=%d)") % valPer20 % stepSize);}JsonNode GrowsWithLevelUpdater::toJsonNode() const{	JsonNode root(JsonNode::JsonType::DATA_STRUCT);	root["type"].String() = "GROWS_WITH_LEVEL";	root["parameters"].Vector().push_back(JsonUtils::intNode(valPer20));	if(stepSize > 1)		root["parameters"].Vector().push_back(JsonUtils::intNode(stepSize));	return root;}std::shared_ptr<Bonus> TimesHeroLevelUpdater::createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const{	if(context.getNodeType() == CBonusSystemNode::HERO)	{		int level = dynamic_cast<const CGHeroInstance &>(context).level;		std::shared_ptr<Bonus> newBonus = std::make_shared<Bonus>(*b);		newBonus->val *= level;		return newBonus;	}	return b;}std::string TimesHeroLevelUpdater::toString() const{	return "TimesHeroLevelUpdater";}JsonNode TimesHeroLevelUpdater::toJsonNode() const{	return JsonUtils::stringNode("TIMES_HERO_LEVEL");}ArmyMovementUpdater::ArmyMovementUpdater():	base(20),	divider(3),	multiplier(10),	max(700){}ArmyMovementUpdater::ArmyMovementUpdater(int base, int divider, int multiplier, int max):	base(base),	divider(divider),	multiplier(multiplier),	max(max){}std::shared_ptr<Bonus> ArmyMovementUpdater::createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const{	if(b->type == Bonus::MOVEMENT && context.getNodeType() == CBonusSystemNode::HERO)	{		auto speed = static_cast<const CGHeroInstance &>(context).getLowestCreatureSpeed();		si32 armySpeed = speed * base / divider;		auto counted = armySpeed * multiplier;		auto newBonus = std::make_shared<Bonus>(*b);		newBonus->source = Bonus::ARMY;		newBonus->val += vstd::amin(counted, max);		return newBonus;	}	if(b->type != Bonus::MOVEMENT)		logGlobal->error("ArmyMovementUpdater should only be used for MOVEMENT bonus!");	return b;}std::string ArmyMovementUpdater::toString() const{	return "ArmyMovementUpdater";}JsonNode ArmyMovementUpdater::toJsonNode() const{	JsonNode root(JsonNode::JsonType::DATA_STRUCT);	root["type"].String() = "ARMY_MOVEMENT";	root["parameters"].Vector().push_back(JsonUtils::intNode(base));	root["parameters"].Vector().push_back(JsonUtils::intNode(divider));	root["parameters"].Vector().push_back(JsonUtils::intNode(multiplier));	root["parameters"].Vector().push_back(JsonUtils::intNode(max));	return root;}std::shared_ptr<Bonus> TimesStackLevelUpdater::createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const{	if(context.getNodeType() == CBonusSystemNode::STACK_INSTANCE)	{		int level = dynamic_cast<const CStackInstance &>(context).getLevel();		std::shared_ptr<Bonus> newBonus = std::make_shared<Bonus>(*b);		newBonus->val *= level;		return newBonus;	}	else if(context.getNodeType() == CBonusSystemNode::STACK_BATTLE)	{		const auto & stack = dynamic_cast<const CStack &>(context);		//only update if stack doesn't have an instance (summons, war machines)		//otherwise we'd end up multiplying twice		if(stack.base == nullptr)		{			int level = stack.type->getLevel();			std::shared_ptr<Bonus> newBonus = std::make_shared<Bonus>(*b);			newBonus->val *= level;			return newBonus;		}	}	return b;}std::string TimesStackLevelUpdater::toString() const{	return "TimesStackLevelUpdater";}JsonNode TimesStackLevelUpdater::toJsonNode() const{	return JsonUtils::stringNode("TIMES_STACK_LEVEL");}std::string OwnerUpdater::toString() const{	return "OwnerUpdater";}JsonNode OwnerUpdater::toJsonNode() const{	return JsonUtils::stringNode("BONUS_OWNER_UPDATER");}std::shared_ptr<Bonus> OwnerUpdater::createUpdatedBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & context) const{	auto owner = CBonusSystemNode::retrieveNodeOwner(&context);	if(owner == PlayerColor::UNFLAGGABLE)		owner = PlayerColor::NEUTRAL;	std::shared_ptr<Bonus> updated =		std::make_shared<Bonus>(static_cast<Bonus::BonusDuration>(b->duration), b->type, b->source, b->val, b->sid, b->subtype, b->valType);	updated->limiter = std::make_shared<OppositeSideLimiter>(owner);	return updated;}VCMI_LIB_NAMESPACE_END
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