Example #1
0
int IBonusBearer::LuckVal() const
{
	if(hasBonusOfType(Bonus::NO_LUCK))
		return 0;

	int ret = valOfBonuses(Bonus::LUCK);

	if(hasBonusOfType(Bonus::SELF_LUCK)) //eg. halfling
		vstd::amax(ret, +1);

	return vstd::abetween(ret, -3, +3);
}
Example #2
0
int IBonusBearer::MoraleVal() const
{
	if(hasBonusOfType(Bonus::NON_LIVING) || hasBonusOfType(Bonus::UNDEAD) ||
		hasBonusOfType(Bonus::NO_MORALE) || hasBonusOfType(Bonus::SIEGE_WEAPON))
		return 0;

	int ret = valOfBonuses(Bonus::MORALE);

	if(hasBonusOfType(Bonus::SELF_MORALE)) //eg. minotaur
		vstd::amax(ret, +1);

	return vstd::abetween(ret, -3, +3);
}
Example #3
0
si32 CGHeroInstance::manaRegain() const
{
	if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
		return manaLimit();

	return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
}
Example #4
0
int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/) const
{
	if(hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
		return (MPsBefore - basicCost) * static_cast<double>(maxMovePoints(disembark)) / maxMovePoints(!disembark);

	return 0; //take all MPs otherwise
}
Example #5
0
/**
 * Calculates what creatures and how many to be raised from a battle.
 * @param battleResult The results of the battle.
 * @return Returns a pair with the first value indicating the ID of the creature
 * type and second value the amount. Both values are returned as -1 if necromancy
 * could not be applied.
 */
CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
{
	const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);

	// Hero knows necromancy or has Necromancer Cloak
	if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
	{
		double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
		vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
		const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
		ui32 raisedUnits = 0;

		// Figure out what to raise and how many.
		const CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
		const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
		const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
		const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);

		//calculate creatures raised from each defeated stack
		for (auto & casualtie : casualties)
		{
			// Get lost enemy hit points convertible to units.
			CCreature * c = VLC->creh->creatures[casualtie.first];

			const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * casualtie.second * necromancySkill;
			raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
		}

		// Make room for new units.
		SlotID slot = getSlotFor(raisedUnitType->idNumber);
		if (slot == SlotID())
		{
			// If there's no room for unit, try it's upgraded version 2/3rds the size.
			raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
			raisedUnits = (raisedUnits*2)/3;

			slot = getSlotFor(raisedUnitType->idNumber);
		}
		if (raisedUnits <= 0)
			raisedUnits = 1;

		return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);
	}

	return CStackBasicDescriptor();
}
Example #6
0
si32 IBonusBearer::Defense(bool withFrenzy /*= true*/) const
{
	si32 ret = valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);

	if(withFrenzy && hasBonusOfType(Bonus::IN_FRENZY)) //frenzy for defender
	{
		return 0;
	}
	vstd::amax(ret, 0);

	return ret;
}
Example #7
0
ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
{
	si16 skill = -1; //skill level
	
	spell->forEachSchool([&, this](const SpellSchoolInfo & cnf, bool & stop)
	{
		int thisSchool = std::max<int>(getSecSkillLevel(cnf.skill),	valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); 
		if(thisSchool > skill)									
		{														
			skill = thisSchool;									
			if(outSelectedSchool)								
				*outSelectedSchool = (ui8)cnf.id;				
		}																
	});
	
	vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
	vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id.toEnum())); //given by artifact or other effect
	if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero specialty (Daremyth, Melodia)
		skill = 3;
	assert(skill >= 0 && skill <= 3);
	return skill;
}
Example #8
0
void CArmedInstance::updateMoraleBonusFromArmy()
{
	if(!validTypes(false)) //object not randomized, don't bother
		return;

	auto b = getExportedBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));
 	if(!b)
	{
		b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
		addNewBonus(b);
	}

	//number of alignments and presence of undead
	std::set<TFaction> factions;
	bool hasUndead = false;

	for(auto slot : Slots())
	{
		const CStackInstance * inst = slot.second;
		const CCreature * creature  = VLC->creh->creatures[inst->getCreatureID()];

		factions.insert(creature->faction);
		// Check for undead flag instead of faction (undead mummies are neutral)
		hasUndead |= inst->hasBonusOfType(Bonus::UNDEAD);
	}

	size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account

	// Take Angelic Alliance troop-mixing freedom of non-evil units into account.
	if (hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX))
	{
		size_t mixableFactions = 0;

		for(TFaction f : factions)
		{
			if (VLC->townh->factions[f]->alignment != EAlignment::EVIL)
				mixableFactions++;
		}
		if (mixableFactions > 0)
			factionsInArmy -= mixableFactions - 1;
	}

	if(factionsInArmy == 1)
	{
		b->val = +1;
		b->description = VLC->generaltexth->arraytxt[115]; //All troops of one alignment +1
		b->description = b->description.substr(0, b->description.size()-3);//trim "+1"
	}
	else if (!factions.empty()) // no bonus from empty garrison
	{
	 	b->val = 2 - factionsInArmy;
		b->description = boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factionsInArmy % b->val); //Troops of %d alignments %d
		b->description = b->description.substr(0, b->description.size()-2);//trim value
	}
	boost::algorithm::trim(b->description);
	CBonusSystemNode::treeHasChanged();

	//-1 modifier for any Undead unit in army
	const ui8 UNDEAD_MODIFIER_ID = -2;
	auto undeadModifier = getExportedBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID));
 	if(hasUndead)
	{
		if(!undeadModifier)
		{
			undeadModifier = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, UNDEAD_MODIFIER_ID, VLC->generaltexth->arraytxt[116]);
			undeadModifier->description = undeadModifier->description.substr(0, undeadModifier->description.size()-2);//trim value
			addNewBonus(undeadModifier);
		}
	}
	else if(undeadModifier)
		removeBonus(undeadModifier);

}
Example #9
0
bool CGHeroInstance::canWalkOnSea() const
{
	return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
}