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vcmi/lib/spells/effects/Dispel.cpp

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Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
/*
* Dispel.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 "Dispel.h"
#include "Registry.h"
#include "../ISpellMechanics.h"
#include "../CSpellHandler.h"
#include "../../NetPacks.h"
#include "../../battle/IBattleState.h"
#include "../../battle/Unit.h"
#include "../../serializer/JsonSerializeFormat.h"
static const std::string EFFECT_NAME = "core:dispel";
namespace spells
{
namespace effects
{
VCMI_REGISTER_SPELL_EFFECT(Dispel, EFFECT_NAME);
Dispel::Dispel()
: UnitEffect()
{
}
Dispel::~Dispel() = default;
void Dispel::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
{
SetStackEffect sse;
prepareEffects(sse, rng, m, target, battleState->describe);
if(!sse.toRemove.empty())
battleState->apply(&sse);
}
bool Dispel::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
{
if(getBonuses(m, unit)->empty())
return false;
return UnitEffect::isValidTarget(m, unit);
}
void Dispel::serializeJsonUnitEffect(JsonSerializeFormat & handler)
{
handler.serializeBool("dispelPositive", positive);
handler.serializeBool("dispelNegative", negative);
handler.serializeBool("dispelNeutral", neutral);
}
std::shared_ptr<BonusList> Dispel::getBonuses(const Mechanics * m, const battle::Unit * unit) const
{
auto addSelector = [=](const Bonus * bonus)
{
if(bonus->source == Bonus::SPELL_EFFECT)
{
const CSpell * sourceSpell = SpellID(bonus->sid).toSpell();
if(!sourceSpell)
return false;//error
if(bonus->sid == m->getSpellIndex())
return false;
if(positive && sourceSpell->isPositive())
return true;
if(negative && sourceSpell->isNegative())
return true;
if(neutral && sourceSpell->isNeutral())
return true;
}
return false;
};
CSelector selector = CSelector(mainSelector).And(CSelector(addSelector));
return unit->getBonuses(selector);
}
bool Dispel::mainSelector(const Bonus * bonus)
{
if(bonus->source == Bonus::SPELL_EFFECT)
{
const CSpell * sourceSpell = SpellID(bonus->sid).toSpell();
if(!sourceSpell)
return false;//error
//Special case: DISRUPTING_RAY and ACID_BREATH_DEFENSE are "immune" to dispell
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
//Other even PERMANENT effects can be removed (f.e. BIND)
if(sourceSpell->id == SpellID::DISRUPTING_RAY || sourceSpell->id == SpellID::ACID_BREATH_DEFENSE)
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
return false;
//Special case:do not remove lifetime marker
if(sourceSpell->id == SpellID::CLONE)
return false;
//stack may have inherited effects
return sourceSpell->isCombatSpell();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
}
//not spell effect
return false;
}
void Dispel::prepareEffects(SetStackEffect & pack, RNG & rng, const Mechanics * m, const EffectTarget & target, bool describe) const
{
for(auto & t : target)
{
const battle::Unit * unit = t.unitValue;
if(unit)
{
//special case for DISPEL_HELPFUL_SPELLS
if(describe && positive && !negative && !neutral)
{
MetaString line;
unit->addText(line, MetaString::GENERAL_TXT, -555, true);
unit->addNameReplacement(line, true);
pack.battleLog.push_back(std::move(line));
}
std::vector<Bonus> buffer;
auto bl = getBonuses(m, unit);
for(auto item : *bl)
buffer.emplace_back(*item);
if(!buffer.empty())
pack.toRemove.push_back(std::make_pair(unit->unitId(), buffer));
}
}
}
}
}