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- #pragma once
- #include "GameConstants.h"
- /*
- * HeroBonus.h, 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
- *
- */
- class CCreature;
- struct Bonus;
- class CBonusSystemNode;
- class ILimiter;
- class IPropagator;
- class BonusList;
- typedef std::shared_ptr<BonusList> TBonusListPtr;
- typedef std::shared_ptr<ILimiter> TLimiterPtr;
- typedef std::shared_ptr<IPropagator> TPropagatorPtr;
- typedef std::set<CBonusSystemNode*> TNodes;
- typedef std::set<const CBonusSystemNode*> TCNodes;
- typedef std::vector<CBonusSystemNode *> TNodesVector;
- class CSelector : std::function<bool(const Bonus*)>
- {
- typedef std::function<bool(const Bonus*)> TBase;
- public:
- CSelector() {}
- template<typename T>
- CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class
- //(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
- typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
- : TBase(t)
- {}
- CSelector(std::nullptr_t)
- {}
- CSelector And(CSelector rhs) const
- {
- //lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer)
- auto thisCopy = *this;
- return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); };
- }
- CSelector Or(CSelector rhs) const
- {
- auto thisCopy = *this;
- return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); };
- }
- bool operator()(const Bonus *b) const
- {
- return TBase::operator()(b);
- }
- operator bool() const
- {
- return !!static_cast<const TBase&>(*this);
- }
- };
- #define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving) deserializationFix();
- #define BONUS_LIST \
- BONUS_NAME(NONE) \
- BONUS_NAME(LEVEL_COUNTER) /* for commander artifacts*/ \
- BONUS_NAME(MOVEMENT) /*both water/land*/ \
- BONUS_NAME(LAND_MOVEMENT) \
- BONUS_NAME(SEA_MOVEMENT) \
- BONUS_NAME(MORALE) \
- BONUS_NAME(LUCK) \
- BONUS_NAME(PRIMARY_SKILL) /*uses subtype to pick skill; additional info if set: 1 - only melee, 2 - only distance*/ \
- BONUS_NAME(SIGHT_RADIOUS) /*the correct word is RADIUS, but this one's already used in mods */\
- BONUS_NAME(MANA_REGENERATION) /*points per turn apart from normal (1 + mysticism)*/ \
- BONUS_NAME(FULL_MANA_REGENERATION) /*all mana points are replenished every day*/ \
- BONUS_NAME(NONEVIL_ALIGNMENT_MIX) /*good and neutral creatures can be mixed without morale penalty*/ \
- BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
- BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
- BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
- BONUS_NAME(FLYING_MOVEMENT) /*value - penalty percentage*/ \
- BONUS_NAME(SPELL_DURATION) \
- BONUS_NAME(AIR_SPELL_DMG_PREMY) \
- BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
- BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
- BONUS_NAME(WATER_SPELL_DMG_PREMY) \
- BONUS_NAME(WATER_WALKING) /*value - penalty percentage*/ \
- BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
- BONUS_NAME(STACK_HEALTH) \
- BONUS_NAME(BLOCK_MORALE) \
- BONUS_NAME(BLOCK_LUCK) \
- BONUS_NAME(FIRE_SPELLS) \
- BONUS_NAME(AIR_SPELLS) \
- BONUS_NAME(WATER_SPELLS) \
- BONUS_NAME(EARTH_SPELLS) \
- BONUS_NAME(GENERATE_RESOURCE) /*daily value, uses subtype (resource type)*/ \
- BONUS_NAME(CREATURE_GROWTH) /*for legion artifacts: value - week growth bonus, subtype - monster level if aplicable*/ \
- BONUS_NAME(WHIRLPOOL_PROTECTION) /*hero won't lose army when teleporting through whirlpool*/ \
- BONUS_NAME(SPELL) /*hero knows spell, val - skill level (0 - 3), subtype - spell id*/ \
- BONUS_NAME(SPELLS_OF_LEVEL) /*hero knows all spells of given level, val - skill level; subtype - level*/ \
- BONUS_NAME(BATTLE_NO_FLEEING) /*for shackles of war*/ \
- 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*/ \
- BONUS_NAME(FREE_SHOOTING) /*stacks can shoot even if otherwise blocked (sharpshooter's bow effect)*/ \
- BONUS_NAME(OPENING_BATTLE_SPELL) /*casts a spell at expert level at beginning of battle, val - spell power, subtype - spell id*/ \
- BONUS_NAME(IMPROVED_NECROMANCY) /*allows Necropolis units other than skeletons to be raised by necromancy*/ \
- BONUS_NAME(CREATURE_GROWTH_PERCENT) /*increases growth of all units in all towns, val - percentage*/ \
- BONUS_NAME(FREE_SHIP_BOARDING) /*movement points preserved with ship boarding and landing*/ \
- BONUS_NAME(NO_TYPE) \
- BONUS_NAME(FLYING) \
- BONUS_NAME(SHOOTER) \
- BONUS_NAME(CHARGE_IMMUNITY) \
- BONUS_NAME(ADDITIONAL_ATTACK) \
- BONUS_NAME(UNLIMITED_RETALIATIONS) \
- BONUS_NAME(NO_MELEE_PENALTY) \
- BONUS_NAME(JOUSTING) /*for champions*/ \
- BONUS_NAME(HATE) /*eg. angels hate devils, subtype - ID of hated creature, val - damage bonus percent */ \
- BONUS_NAME(KING1) \
- BONUS_NAME(KING2) \
- BONUS_NAME(KING3) \
- BONUS_NAME(MAGIC_RESISTANCE) /*in % (value)*/ \
- BONUS_NAME(CHANGES_SPELL_COST_FOR_ALLY) /*in mana points (value) , eg. mage*/ \
- BONUS_NAME(CHANGES_SPELL_COST_FOR_ENEMY) /*in mana points (value) , eg. pegasus */ \
- 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*/ \
- 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*/ \
- BONUS_NAME(SPELL_RESISTANCE_AURA) /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/ \
- BONUS_NAME(LEVEL_SPELL_IMMUNITY) /*creature is immune to all spell with level below or equal to value of this bonus */ \
- BONUS_NAME(BLOCK_MAGIC_ABOVE) /*blocks casting spells of the level > value */ \
- BONUS_NAME(BLOCK_ALL_MAGIC) /*blocks casting spells*/ \
- BONUS_NAME(TWO_HEX_ATTACK_BREATH) /*eg. dragons*/ \
- BONUS_NAME(SPELL_DAMAGE_REDUCTION) /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/ \
- BONUS_NAME(NO_WALL_PENALTY) \
- BONUS_NAME(NON_LIVING) /*eg. gargoyle*/ \
- BONUS_NAME(RANDOM_SPELLCASTER) /*eg. master genie, val - level*/ \
- BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
- BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
- BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
- BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
- BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
- BONUS_NAME(DAEMON_SUMMONING) /*pit lord, subtype - type of creatures, val - hp per unit*/ \
- BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \
- BONUS_NAME(WATER_IMMUNITY) \
- BONUS_NAME(EARTH_IMMUNITY) \
- BONUS_NAME(AIR_IMMUNITY) \
- BONUS_NAME(MIND_IMMUNITY) \
- BONUS_NAME(FIRE_SHIELD) \
- BONUS_NAME(UNDEAD) \
- BONUS_NAME(HP_REGENERATION) /*creature regenerates val HP every new round*/ \
- BONUS_NAME(FULL_HP_REGENERATION) /*first creature regenerates all HP every new round; subtype 0 - animation 4 (trolllike), 1 - animation 47 (wightlike)*/ \
- BONUS_NAME(MANA_DRAIN) /*value - spell points per turn*/ \
- BONUS_NAME(LIFE_DRAIN) \
- BONUS_NAME(DOUBLE_DAMAGE_CHANCE) /*value in %, eg. dread knight*/ \
- BONUS_NAME(RETURN_AFTER_STRIKE) \
- BONUS_NAME(SELF_MORALE) /*eg. minotaur*/ \
- 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*/ \
- BONUS_NAME(CATAPULT) \
- BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
- BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
- BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
- BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
- BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/ \
- BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \
- BONUS_NAME(FEAR) \
- BONUS_NAME(FEARLESS) \
- BONUS_NAME(NO_DISTANCE_PENALTY) \
- BONUS_NAME(SELF_LUCK) /*halfling*/ \
- BONUS_NAME(ENCHANTER)/* for Enchanter spells, val - skill level, subtype - spell id, additionalInfo - cooldown */ \
- BONUS_NAME(HEALER) \
- BONUS_NAME(SIEGE_WEAPON) \
- BONUS_NAME(HYPNOTIZED) \
- BONUS_NAME(NO_RETALIATION) /*temporary bonus for basilisk, unicorn and scorpicore paralyze*/\
- BONUS_NAME(ADDITIONAL_RETALIATION) /*value - number of additional retaliations*/ \
- BONUS_NAME(MAGIC_MIRROR) /* value - chance of redirecting in %*/ \
- 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]*/ \
- 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 %*/ \
- BONUS_NAME(ATTACKS_NEAREST_CREATURE) /*while in berserk*/ \
- BONUS_NAME(IN_FRENZY) /*value - level*/ \
- BONUS_NAME(SLAYER) /*value - level*/ \
- BONUS_NAME(FORGETFULL) /*forgetfulness spell effect, value - level*/ \
- BONUS_NAME(NOT_ACTIVE) /* subtype - spell ID (paralyze, blind, stone gaze) for graphical effect*/ \
- BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
- BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
- BONUS_NAME(DARKNESS) /*val = radius */ \
- BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
- BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
- BONUS_NAME(SPELL_DAMAGE) /*val = value*/\
- BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*subtype = id of spell, val = value*/\
- BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
- BONUS_NAME(MAXED_SPELL) /*val = id*/\
- BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
- BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
- BONUS_NAME(DRAGON_NATURE) \
- BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
- BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/\
- BONUS_NAME(SHOTS)\
- BONUS_NAME(DEATH_STARE) /*subtype 0 - gorgon, 1 - commander*/\
- BONUS_NAME(POISON) /*val - max health penalty from poison possible*/\
- BONUS_NAME(BIND_EFFECT) /*doesn't do anything particular, works as a marker)*/\
- BONUS_NAME(ACID_BREATH) /*additional val damage per creature after attack, additional info - chance in percent*/\
- BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
- BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
- BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
- BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\
- BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
- BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
- BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
- BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
- BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
- BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
- BONUS_NAME(BLOCK)\
- BONUS_NAME(DISGUISED) /* subtype - spell level */\
- BONUS_NAME(VISIONS) /* subtype - spell level */\
- BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
- /* end of list */
- #define BONUS_SOURCE_LIST \
- BONUS_SOURCE(ARTIFACT)\
- BONUS_SOURCE(ARTIFACT_INSTANCE)\
- BONUS_SOURCE(OBJECT)\
- BONUS_SOURCE(CREATURE_ABILITY)\
- BONUS_SOURCE(TERRAIN_NATIVE)\
- BONUS_SOURCE(TERRAIN_OVERLAY)\
- BONUS_SOURCE(SPELL_EFFECT)\
- BONUS_SOURCE(TOWN_STRUCTURE)\
- BONUS_SOURCE(HERO_BASE_SKILL)\
- BONUS_SOURCE(SECONDARY_SKILL)\
- BONUS_SOURCE(HERO_SPECIAL)\
- BONUS_SOURCE(ARMY)\
- BONUS_SOURCE(CAMPAIGN_BONUS)\
- BONUS_SOURCE(SPECIAL_WEEK)\
- BONUS_SOURCE(STACK_EXPERIENCE)\
- BONUS_SOURCE(COMMANDER) /*TODO: consider using simply STACK_INSTANCE */\
- BONUS_SOURCE(OTHER) /*used for defensive stance and default value of spell level limit*/
- #define BONUS_VALUE_LIST \
- BONUS_VALUE(ADDITIVE_VALUE)\
- BONUS_VALUE(BASE_NUMBER)\
- BONUS_VALUE(PERCENT_TO_ALL)\
- BONUS_VALUE(PERCENT_TO_BASE)\
- BONUS_VALUE(INDEPENDENT_MAX) /*used for SPELL bonus */\
- BONUS_VALUE(INDEPENDENT_MIN) //used for SECONDARY_SKILL_PREMY bonus
- /// Struct for handling bonuses of several types. Can be transferred to any hero
- struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
- {
- enum { EVERY_TYPE = -1 };
- enum BonusType
- {
- #define BONUS_NAME(x) x,
- BONUS_LIST
- #undef BONUS_NAME
- };
- enum BonusDuration //when bonus is automatically removed
- {
- PERMANENT = 1,
- ONE_BATTLE = 2, //at the end of battle
- ONE_DAY = 4, //at the end of day
- ONE_WEEK = 8, //at the end of week (bonus lasts till the end of week, thats NOT 7 days
- N_TURNS = 16, //used during battles, after battle bonus is always removed
- N_DAYS = 32,
- UNTIL_BEING_ATTACKED = 64, /*removed after attack and counterattacks are performed*/
- UNTIL_ATTACK = 128, /*removed after attack and counterattacks are performed*/
- STACK_GETS_TURN = 256, /*removed when stack gets its turn - used for defensive stance*/
- COMMANDER_KILLED = 512
- };
- enum BonusSource
- {
- #define BONUS_SOURCE(x) x,
- BONUS_SOURCE_LIST
- #undef BONUS_SOURCE
- };
- enum LimitEffect
- {
- NO_LIMIT = 0,
- ONLY_DISTANCE_FIGHT=1, ONLY_MELEE_FIGHT, //used to mark bonuses for attack/defense primary skills from spells like Precision (distance only)
- ONLY_ENEMY_ARMY
- };
- enum ValueType
- {
- #define BONUS_VALUE(x) x,
- BONUS_VALUE_LIST
- #undef BONUS_VALUE
- };
- ui16 duration; //uses BonusDuration values
- si16 turnsRemain; //used if duration is N_TURNS, N_DAYS or ONE_WEEK
- BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
- TBonusSubtype subtype; //-1 if not applicable - 4 bytes
- BonusSource source;//source type" uses BonusSource values - what gave that bonus
- si32 val;
- ui32 sid; //source id: id of object/artifact/spell
- ValueType valType;
- si32 additionalInfo;
- LimitEffect effectRange; //if not NO_LIMIT, bonus will be omitted by default
- TLimiterPtr limiter;
- TPropagatorPtr propagator;
- std::string description;
- Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
- Bonus(ui16 Dur, BonusType Type, BonusSource Src, si32 Val, ui32 ID, si32 Subtype=-1, ValueType ValType = ADDITIVE_VALUE);
- Bonus();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & duration & type & subtype & source & val & sid & description & additionalInfo & turnsRemain & valType & effectRange & limiter & propagator;
- }
- template <typename Ptr>
- static bool compareByAdditionalInfo(const Ptr& a, const Ptr& b)
- {
- return a->additionalInfo < b->additionalInfo;
- }
- static bool NDays(const Bonus *hb)
- {
- return hb->duration & Bonus::N_DAYS;
- }
- static bool NTurns(const Bonus *hb)
- {
- return hb->duration & Bonus::N_TURNS;
- }
- static bool OneDay(const Bonus *hb)
- {
- return hb->duration & Bonus::ONE_DAY;
- }
- static bool OneWeek(const Bonus *hb)
- {
- return hb->duration & Bonus::ONE_WEEK;
- }
- static bool OneBattle(const Bonus *hb)
- {
- return hb->duration & Bonus::ONE_BATTLE;
- }
- static bool Permanent(const Bonus *hb)
- {
- return hb->duration & Bonus::PERMANENT;
- }
- static bool UntilGetsTurn(const Bonus *hb)
- {
- return hb->duration & Bonus::STACK_GETS_TURN;
- }
- static bool UntilAttack(const Bonus *hb)
- {
- return hb->duration & Bonus::UNTIL_ATTACK;
- }
- static bool UntilBeingAttacked(const Bonus *hb)
- {
- return hb->duration & Bonus::UNTIL_BEING_ATTACKED;
- }
- static bool UntilCommanderKilled(const Bonus *hb)
- {
- return hb->duration & Bonus::COMMANDER_KILLED;
- }
- inline bool operator == (const BonusType & cf) const
- {
- return type == cf;
- }
- inline void operator += (const ui32 Val) //no return
- {
- val += Val;
- }
- std::string Description() const;
- std::shared_ptr<Bonus> addLimiter(TLimiterPtr Limiter); //returns this for convenient chain-calls
- std::shared_ptr<Bonus> addPropagator(TPropagatorPtr Propagator); //returns this for convenient chain-calls
- };
- DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
- class DLL_LINKAGE BonusList
- {
- public:
- typedef std::vector<std::shared_ptr<Bonus>> TInternalContainer;
- private:
- TInternalContainer bonuses;
- bool belongsToTree;
- void changed();
- public:
- typedef TInternalContainer::const_reference const_reference;
- typedef TInternalContainer::value_type value_type;
- typedef TInternalContainer::const_iterator const_iterator;
- typedef TInternalContainer::iterator iterator;
- BonusList(bool BelongsToTree = false);
- BonusList(const BonusList &bonusList);
- BonusList(BonusList && other);
- BonusList& operator=(const BonusList &bonusList);
- // wrapper functions of the STL vector container
- TInternalContainer::size_type size() const { return bonuses.size(); }
- void push_back(std::shared_ptr<Bonus> x);
- TInternalContainer::iterator erase (const int position);
- void clear();
- bool empty() const { return bonuses.empty(); }
- void resize(TInternalContainer::size_type sz, std::shared_ptr<Bonus> c = nullptr );
- std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) { return bonuses[n]; }
- const std::shared_ptr<Bonus> &operator[] (TInternalContainer::size_type n) const { return bonuses[n]; }
- std::shared_ptr<Bonus> &back() { return bonuses.back(); }
- std::shared_ptr<Bonus> &front() { return bonuses.front(); }
- const std::shared_ptr<Bonus> &back() const { return bonuses.back(); }
- const std::shared_ptr<Bonus> &front() const { return bonuses.front(); }
- // There should be no non-const access to provide solid,robust bonus caching
- TInternalContainer::const_iterator begin() const { return bonuses.begin(); }
- TInternalContainer::const_iterator end() const { return bonuses.end(); }
- TInternalContainer::size_type operator-=(std::shared_ptr<Bonus> const &i);
- // BonusList functions
- int totalValue() const; //subtype -> subtype of bonus, if -1 then any
- void getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit) const;
- void getAllBonuses(BonusList &out) const;
- void getBonuses(BonusList & out, const CSelector &selector) const;
- //special find functions
- std::shared_ptr<Bonus> getFirst(const CSelector &select);
- const std::shared_ptr<Bonus> getFirst(const CSelector &select) const;
- int valOfBonuses(const CSelector &select) const;
- void eliminateDuplicates();
- // remove_if implementation for STL vector types
- template <class Predicate>
- void remove_if(Predicate pred)
- {
- BonusList newList;
- for (ui32 i = 0; i < bonuses.size(); i++)
- {
- auto b = bonuses[i];
- if (!pred(b.get()))
- newList.push_back(b);
- }
- bonuses.clear();
- bonuses.resize(newList.size());
- std::copy(newList.begin(), newList.end(), bonuses.begin());
- }
- template <class InputIterator>
- void insert(const int position, InputIterator first, InputIterator last);
- void insert(TInternalContainer::iterator position, TInternalContainer::size_type n, std::shared_ptr<Bonus> const &x);
- template <typename Handler>
- void serialize(Handler &h, const int version)
- {
- h & static_cast<TInternalContainer&>(bonuses);
- }
- // C++ for range support
- auto begin () -> decltype (bonuses.begin())
- {
- return bonuses.begin();
- }
- auto end () -> decltype (bonuses.end())
- {
- return bonuses.end();
- }
- };
- // Extensions for BOOST_FOREACH to enable iterating of BonusList objects
- // Don't touch/call this functions
- inline BonusList::iterator range_begin(BonusList & x)
- {
- return x.begin();
- }
- inline BonusList::iterator range_end(BonusList & x)
- {
- return x.end();
- }
- inline BonusList::const_iterator range_begin(BonusList const &x)
- {
- return x.begin();
- }
- inline BonusList::const_iterator range_end(BonusList const &x)
- {
- return x.end();
- }
- DLL_LINKAGE std::ostream & operator<<(std::ostream &out, const BonusList &bonusList);
- class DLL_LINKAGE IPropagator
- {
- public:
- virtual ~IPropagator();
- virtual bool shouldBeAttached(CBonusSystemNode *dest);
- template <typename Handler> void serialize(Handler &h, const int version)
- {}
- };
- class DLL_LINKAGE CPropagatorNodeType : public IPropagator
- {
- int nodeType; //CBonusSystemNode::ENodeTypes
- public:
- CPropagatorNodeType();
- CPropagatorNodeType(int NodeType);
- bool shouldBeAttached(CBonusSystemNode *dest) override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & nodeType;
- }
- };
- struct BonusLimitationContext
- {
- const std::shared_ptr<Bonus> b;
- const CBonusSystemNode &node;
- const BonusList &alreadyAccepted;
- };
- class DLL_LINKAGE ILimiter
- {
- public:
- enum EDecision {ACCEPT, DISCARD, NOT_SURE};
- virtual ~ILimiter();
- virtual int limit(const BonusLimitationContext &context) const; //0 - accept bonus; 1 - drop bonus; 2 - delay (drops eventually)
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- }
- };
- class DLL_LINKAGE IBonusBearer
- {
- public:
- //new bonusing node interface
- // * selector is predicate that tests if HeroBonus matches our criteria
- // * root is node on which call was made (nullptr will be replaced with this)
- //interface
- virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const = 0;
- int valOfBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
- bool hasBonus(const CSelector &selector, const std::string &cachingStr = "") const;
- bool hasBonus(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
- const TBonusListPtr getBonuses(const CSelector &selector, const CSelector &limit, const std::string &cachingStr = "") const;
- const TBonusListPtr getBonuses(const CSelector &selector, const std::string &cachingStr = "") const;
- const std::shared_ptr<Bonus> getBonus(const CSelector &selector) const; //returns any bonus visible on node that matches (or nullptr if none matches)
- //legacy interface
- int valOfBonuses(Bonus::BonusType type, const CSelector &selector) const;
- int valOfBonuses(Bonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then anyt;
- bool hasBonusOfType(Bonus::BonusType type, int subtype = -1) const;//determines if hero has a bonus of given type (and optionally subtype)
- bool hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const;
- //various hlp functions for non-trivial values
- ui32 getMinDamage() const; //used for stacks and creatures only
- ui32 getMaxDamage() const;
- int MoraleVal() const; //range [-3, +3]
- int LuckVal() const; //range [-3, +3]
- si32 Attack() const; //get attack of stack with all modificators
- si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
- ui32 MaxHealth() const; //get max HP of stack with all modifiers
- bool isLiving() const; //non-undead, non-non living or alive
- virtual si32 magicResistance() const;
- ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
- si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
- int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
- };
- class DLL_LINKAGE CBonusSystemNode : public IBonusBearer, public boost::noncopyable
- {
- public:
- enum ENodeTypes
- {
- UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM,
- TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS
- };
- private:
- BonusList bonuses; //wielded bonuses (local or up-propagated here)
- BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
- TNodesVector parents; //parents -> we inherit bonuses from them, we may attach our bonuses to them
- TNodesVector children;
- ENodeTypes nodeType;
- std::string description;
- static const bool cachingEnabled;
- mutable BonusList cachedBonuses;
- mutable int cachedLast;
- static int treeChanged;
- // Setting a value to cachingStr before getting any bonuses caches the result for later requests.
- // This string needs to be unique, that's why it has to be setted in the following manner:
- // [property key]_[value] => only for selector
- mutable std::map<std::string, TBonusListPtr > cachedRequests;
- void getBonusesRec(BonusList &out, const CSelector &selector, const CSelector &limit) const;
- void getAllBonusesRec(BonusList &out) const;
- const TBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const;
- public:
- explicit CBonusSystemNode();
- CBonusSystemNode(CBonusSystemNode && other);
- virtual ~CBonusSystemNode();
- void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here
- TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence
- const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
- void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
- const std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector) const;
- //non-const interface
- void getParents(TNodes &out); //retrieves list of parent nodes (nodes to inherit bonuses from)
- void getRedParents(TNodes &out); //retrieves list of red parent nodes (nodes bonuses propagate from)
- void getRedAncestors(TNodes &out);
- void getRedChildren(TNodes &out);
- void getRedDescendants(TNodes &out);
- std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector &selector);
- void attachTo(CBonusSystemNode *parent);
- void detachFrom(CBonusSystemNode *parent);
- void detachFromAll();
- virtual void addNewBonus(const std::shared_ptr<Bonus>& b);
- void accumulateBonus(const std::shared_ptr<Bonus>& b); //add value of bonus with same type/subtype or create new
- void newChildAttached(CBonusSystemNode *child);
- void childDetached(CBonusSystemNode *child);
- void propagateBonus(std::shared_ptr<Bonus> b);
- void unpropagateBonus(std::shared_ptr<Bonus> b);
- void removeBonus(const std::shared_ptr<Bonus>& b);
- void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
- void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
- bool isIndependentNode() const; //node is independent when it has no parents nor children
- bool actsAsBonusSourceOnly() const;
- ///removes bonuses by selector
- void popBonuses(const CSelector &s);
- ///updates count of remaining turns and removes outdated bonuses by selector
- void updateBonuses(const CSelector &s);
- virtual std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const {return "";}; //description or bonus name
- virtual std::string nodeName() const;
- void deserializationFix();
- void exportBonus(std::shared_ptr<Bonus> b);
- void exportBonuses();
- const BonusList &getBonusList() const;
- BonusList &getExportedBonusList();
- CBonusSystemNode::ENodeTypes getNodeType() const;
- void setNodeType(CBonusSystemNode::ENodeTypes type);
- const TNodesVector &getParentNodes() const;
- const TNodesVector &getChildrenNodes() const;
- const std::string &getDescription() const;
- void setDescription(const std::string &description);
- static void treeHasChanged();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & /*bonuses & */nodeType;
- h & exportedBonuses;
- h & description;
- BONUS_TREE_DESERIALIZATION_FIX
- //h & parents & children;
- }
- };
- namespace NBonus
- {
- //set of methods that may be safely called with nullptr objs
- DLL_LINKAGE int valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype = -1); //subtype -> subtype of bonus, if -1 then any
- 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)
- }
- template<typename T>
- class CSelectFieldEqual
- {
- T Bonus::*ptr;
- public:
- CSelectFieldEqual(T Bonus::*Ptr)
- : ptr(Ptr)
- {
- }
- CSelector operator()(const T &valueToCompareAgainst) const
- {
- auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
- return [ptr2, valueToCompareAgainst](const Bonus *bonus) { return bonus->*ptr2 == valueToCompareAgainst; };
- }
- };
- template<typename T> //can be same, needed for subtype field
- class CSelectFieldEqualOrEvery
- {
- T Bonus::*ptr;
- T val;
- public:
- CSelectFieldEqualOrEvery(T Bonus::*Ptr, const T &Val)
- : ptr(Ptr), val(Val)
- {
- }
- bool operator()(const Bonus *bonus) const
- {
- return (bonus->*ptr == val) || (bonus->*ptr == static_cast<T>(Bonus::EVERY_TYPE));
- }
- CSelectFieldEqualOrEvery& operator()(const T &setVal)
- {
- val = setVal;
- return *this;
- }
- };
- class DLL_LINKAGE CWillLastTurns
- {
- public:
- int turnsRequested;
- bool operator()(const Bonus *bonus) const
- {
- return turnsRequested <= 0 //every present effect will last zero (or "less") turns
- || !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect
- || bonus->turnsRemain > turnsRequested;
- }
- CWillLastTurns& operator()(const int &setVal)
- {
- turnsRequested = setVal;
- return *this;
- }
- };
- class DLL_LINKAGE CWillLastDays
- {
- public:
- int daysRequested;
- bool operator()(const Bonus *bonus) const
- {
- if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus))
- return true;
- else if(Bonus::OneDay(bonus))
- return false;
- else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus))
- {
- return bonus->turnsRemain > daysRequested;
- }
- return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations
- }
- CWillLastDays& operator()(const int &setVal)
- {
- daysRequested = setVal;
- return *this;
- }
- };
- //Stores multiple limiters. If any of them fails -> bonus is dropped.
- class DLL_LINKAGE LimiterList : public ILimiter
- {
- std::vector<TLimiterPtr> limiters;
- public:
- int limit(const BonusLimitationContext &context) const override;
- void add(TLimiterPtr limiter);
- };
- class DLL_LINKAGE CCreatureTypeLimiter : public ILimiter //affect only stacks of given creature (and optionally it's upgrades)
- {
- public:
- const CCreature *creature;
- bool includeUpgrades;
- CCreatureTypeLimiter();
- CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades = true);
- void setCreature (CreatureID id);
- int limit(const BonusLimitationContext &context) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<ILimiter&>(*this);
- h & creature & includeUpgrades;
- }
- };
- class DLL_LINKAGE HasAnotherBonusLimiter : public ILimiter //applies only to nodes that have another bonus working
- {
- public:
- Bonus::BonusType type;
- TBonusSubtype subtype;
- bool isSubtypeRelevant; //check for subtype only if this is true
- HasAnotherBonusLimiter(Bonus::BonusType bonus = Bonus::NONE);
- HasAnotherBonusLimiter(Bonus::BonusType bonus, TBonusSubtype _subtype);
- int limit(const BonusLimitationContext &context) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<ILimiter&>(*this);
- h & type & subtype & isSubtypeRelevant;
- }
- };
- class DLL_LINKAGE CreatureNativeTerrainLimiter : public ILimiter //applies only to creatures that are on their native terrain
- {
- public:
- int terrainType;
- CreatureNativeTerrainLimiter();
- CreatureNativeTerrainLimiter(int TerrainType);
- int limit(const BonusLimitationContext &context) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<ILimiter&>(*this);
- h & terrainType;
- }
- };
- class DLL_LINKAGE CreatureFactionLimiter : public ILimiter //applies only to creatures of given faction
- {
- public:
- si8 faction;
- CreatureFactionLimiter();
- CreatureFactionLimiter(int TerrainType);
- int limit(const BonusLimitationContext &context) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<ILimiter&>(*this);
- h & faction;
- }
- };
- class DLL_LINKAGE CreatureAlignmentLimiter : public ILimiter //applies only to creatures of given alignment
- {
- public:
- si8 alignment;
- CreatureAlignmentLimiter();
- CreatureAlignmentLimiter(si8 Alignment);
- int limit(const BonusLimitationContext &context) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<ILimiter&>(*this);
- h & alignment;
- }
- };
- class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
- {
- public:
- PlayerColor owner;
- StackOwnerLimiter();
- StackOwnerLimiter(PlayerColor Owner);
- int limit(const BonusLimitationContext &context) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<ILimiter&>(*this);
- h & owner;
- }
- };
- class DLL_LINKAGE RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
- {
- public:
- ui8 minRank, maxRank;
- RankRangeLimiter();
- RankRangeLimiter(ui8 Min, ui8 Max = 255);
- int limit(const BonusLimitationContext &context) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<ILimiter&>(*this);
- h & minRank & maxRank;
- }
- };
- namespace Selector
- {
- extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusType> type;
- extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> subtype;
- extern DLL_LINKAGE CSelectFieldEqual<si32> info;
- extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
- extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
- extern DLL_LINKAGE CWillLastTurns turns;
- extern DLL_LINKAGE CWillLastDays days;
- CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);
- CSelector DLL_LINKAGE typeSubtypeInfo(Bonus::BonusType type, TBonusSubtype subtype, si32 info);
- CSelector DLL_LINKAGE source(Bonus::BonusSource source, ui32 sourceID);
- CSelector DLL_LINKAGE sourceTypeSel(Bonus::BonusSource source);
- /**
- * Selects all bonuses
- * Usage example: Selector::all.And(<functor>).And(<functor>)...)
- */
- extern DLL_LINKAGE CSelector all;
- /**
- * Selects nothing
- * Usage example: Selector::none.Or(<functor>).Or(<functor>)...)
- */
- extern DLL_LINKAGE CSelector none;
- bool DLL_LINKAGE matchesType(const CSelector &sel, Bonus::BonusType type);
- bool DLL_LINKAGE matchesTypeSubtype(const CSelector &sel, Bonus::BonusType type, TBonusSubtype subtype);
- }
- extern DLL_LINKAGE const std::map<std::string, Bonus::BonusType> bonusNameMap;
- extern DLL_LINKAGE const std::map<std::string, Bonus::ValueType> bonusValueMap;
- extern DLL_LINKAGE const std::map<std::string, Bonus::BonusSource> bonusSourceMap;
- extern DLL_LINKAGE const std::map<std::string, ui16> bonusDurationMap;
- extern DLL_LINKAGE const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect;
- extern DLL_LINKAGE const std::map<std::string, TLimiterPtr> bonusLimiterMap;
- extern DLL_LINKAGE const std::map<std::string, TPropagatorPtr> bonusPropagatorMap;
- // BonusList template that requires full interface of CBonusSystemNode
- template <class InputIterator>
- void BonusList::insert(const int position, InputIterator first, InputIterator last)
- {
- bonuses.insert(bonuses.begin() + position, first, last);
- changed();
- }
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