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/*
* BonusCache.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BonusCache.h"
#include "IBonusBearer.h"
#include "BonusSelector.h"
#include "BonusList.h"
#include "../VCMI_Lib.h"
#include "../IGameSettings.h"
VCMI_LIB_NAMESPACE_BEGIN
int BonusCacheBase::getBonusValueImpl(BonusCacheEntry & currentValue, const CSelector & selector, BonusCacheMode mode) const
{
if (target->getTreeVersion() == currentValue.version)
{
return currentValue.value;
}
else
{
// NOTE: following code theoretically can fail if bonus tree was changed by another thread between two following lines
// However, this situation should not be possible - gamestate modification should only happen in single-treaded mode with locked gamestate mutex
int newValue;
if (mode == BonusCacheMode::VALUE)
newValue = target->valOfBonuses(selector);
else
newValue = target->hasBonus(selector);
currentValue.value = newValue;
currentValue.version = target->getTreeVersion();
return newValue;
}
}
BonusValueCache::BonusValueCache(const IBonusBearer * target, const CSelector & selector)
:BonusCacheBase(target),selector(selector)
{}
int BonusValueCache::getValue() const
{
return getBonusValueImpl(value, selector, BonusCacheMode::VALUE);
}
bool BonusValueCache::hasBonus() const
{
return getBonusValueImpl(value, selector, BonusCacheMode::PRESENCE);
}
MagicSchoolMasteryCache::MagicSchoolMasteryCache(const IBonusBearer * target)
:target(target)
{}
void MagicSchoolMasteryCache::update() const
{
static const CSelector allBonusesSelector = Selector::type()(BonusType::MAGIC_SCHOOL_SKILL);
static const std::array schoolsSelector = {
Selector::subtype()(SpellSchool::ANY),
Selector::subtype()(SpellSchool::AIR),
Selector::subtype()(SpellSchool::FIRE),
Selector::subtype()(SpellSchool::WATER),
Selector::subtype()(SpellSchool::EARTH),
};
auto list = target->getBonuses(allBonusesSelector);
for (int i = 0; i < schoolsSelector.size(); ++i)
schools[i] = list->valOfBonuses(schoolsSelector[i]);
version = target->getTreeVersion();
}
int32_t MagicSchoolMasteryCache::getMastery(const SpellSchool & school) const
{
if (target->getTreeVersion() != version)
update();
return schools[school.num + 1];
}
PrimarySkillsCache::PrimarySkillsCache(const IBonusBearer * target)
:target(target)
{}
void PrimarySkillsCache::update() const
{
static const CSelector primarySkillsSelector = Selector::type()(BonusType::PRIMARY_SKILL);
static const CSelector attackSelector = Selector::subtype()(PrimarySkill::ATTACK);
static const CSelector defenceSelector = Selector::subtype()(PrimarySkill::DEFENSE);
static const CSelector spellPowerSelector = Selector::subtype()(PrimarySkill::SPELL_POWER);
static const CSelector knowledgeSelector = Selector::subtype()(PrimarySkill::KNOWLEDGE);
std::array<int, 4> minValues = {
VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::ATTACK),
VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::DEFENSE),
VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::SPELL_POWER),
VLC->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, PrimarySkill::KNOWLEDGE)
};
auto list = target->getBonuses(primarySkillsSelector);
skills[PrimarySkill::ATTACK] = std::max(minValues[PrimarySkill::ATTACK], list->valOfBonuses(attackSelector));
skills[PrimarySkill::DEFENSE] = std::max(minValues[PrimarySkill::DEFENSE], list->valOfBonuses(defenceSelector));
skills[PrimarySkill::SPELL_POWER] = std::max(minValues[PrimarySkill::SPELL_POWER], list->valOfBonuses(spellPowerSelector));
skills[PrimarySkill::KNOWLEDGE] = std::max(minValues[PrimarySkill::KNOWLEDGE], list->valOfBonuses(knowledgeSelector));
version = target->getTreeVersion();
}
const std::array<std::atomic<int32_t>, 4> & PrimarySkillsCache::getSkills() const
{
if (target->getTreeVersion() != version)
update();
return skills;
}
int BonusCachePerTurn::getValueUncached(int turns) const
{
std::lock_guard lock(bonusListMutex);
int nodeTreeVersion = target->getTreeVersion();
if (bonusListVersion != nodeTreeVersion)
{
bonusList = target->getBonuses(selector);
bonusListVersion = nodeTreeVersion;
}
if (mode == BonusCacheMode::VALUE)
{
if (turns != 0)
return bonusList->valOfBonuses(Selector::turns(turns));
else
return bonusList->totalValue();
}
else
{
if (turns != 0)
return bonusList->getFirst(Selector::turns(turns)) != nullptr;
else
return !bonusList->empty();
}
}
int BonusCachePerTurn::getValue(int turns) const
{
int nodeTreeVersion = target->getTreeVersion();
if (turns < cachedTurns)
{
auto & entry = cache[turns];
if (entry.version == nodeTreeVersion)
{
// best case: value is in cache and up-to-date
return entry.value;
}
else
{
// else - compute value and update it in the cache
int newValue = getValueUncached(turns);
entry.value = newValue;
entry.version = nodeTreeVersion;
return newValue;
}
}
else
{
// non-cacheable value - compute and return (should be 0 / close to 0 calls)
return getValueUncached(turns);
}
}
const UnitBonusValuesProxy::SelectorsArray * UnitBonusValuesProxy::generateSelectors()
{
static const CSelector additionalAttack = Selector::type()(BonusType::ADDITIONAL_ATTACK);
static const CSelector selectorMelee = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT));
static const CSelector selectorRanged = Selector::effectRange()(BonusLimitEffect::NO_LIMIT).Or(Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT));
static const CSelector minDamage = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMin));
static const CSelector maxDamage = Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageBoth).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, BonusCustomSubtype::creatureDamageMax));
static const CSelector attack = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK));
static const CSelector defence = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE));
static const UnitBonusValuesProxy::SelectorsArray selectors = {
additionalAttack.And(selectorMelee), //TOTAL_ATTACKS_MELEE,
additionalAttack.And(selectorRanged), //TOTAL_ATTACKS_RANGED,
minDamage.And(selectorMelee), //MIN_DAMAGE_MELEE,
minDamage.And(selectorRanged), //MIN_DAMAGE_RANGED,
maxDamage.And(selectorMelee), //MAX_DAMAGE_MELEE,
maxDamage.And(selectorRanged), //MAX_DAMAGE_RANGED,
attack.And(selectorMelee),//ATTACK_MELEE,
attack.And(selectorRanged),//ATTACK_RANGED,
defence.And(selectorMelee),//DEFENCE_MELEE,
defence.And(selectorRanged),//DEFENCE_RANGED,
Selector::type()(BonusType::IN_FRENZY),//IN_FRENZY,
Selector::type()(BonusType::HYPNOTIZED),//HYPNOTIZED,
Selector::type()(BonusType::FORGETFULL),//FORGETFULL,
Selector::type()(BonusType::FREE_SHOOTING).Or(Selector::type()(BonusType::SIEGE_WEAPON)),//HAS_FREE_SHOOTING,
Selector::type()(BonusType::STACK_HEALTH),//STACK_HEALTH,
Selector::type()(BonusType::INVINCIBLE),//INVINCIBLE,
Selector::type()(BonusType::NONE).And(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(SpellID(SpellID::CLONE))))
};
return &selectors;
}
VCMI_LIB_NAMESPACE_END
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