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vcmi/lib/spells/effects/RemoveObstacle.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
/*
* RemoveObstacle.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 "RemoveObstacle.h"
#include "Registry.h"
#include "../ISpellMechanics.h"
#include "../../NetPacks.h"
#include "../../battle/IBattleState.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../battle/CObstacleInstance.h"
#include "../../serializer/JsonSerializeFormat.h"
static const std::string EFFECT_NAME = "core:removeObstacle";
namespace spells
{
namespace effects
{
VCMI_REGISTER_SPELL_EFFECT(RemoveObstacle, EFFECT_NAME);
RemoveObstacle::RemoveObstacle()
: LocationEffect(),
removeAbsolute(false),
removeUsual(false),
removeAllSpells(false)
{
}
RemoveObstacle::~RemoveObstacle() = default;
bool RemoveObstacle::applicable(Problem & problem, const Mechanics * m) const
{
return !getTargets(m, EffectTarget(), true).empty();
}
bool RemoveObstacle::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
{
return !getTargets(m, target, false).empty();
}
void RemoveObstacle::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
{
BattleObstaclesChanged pack;
for(const auto & obstacle : getTargets(m, target, false))
pack.changes.emplace_back(obstacle->uniqueID, BattleChanges::EOperation::REMOVE);
if(!pack.changes.empty())
battleState->apply(&pack);
}
void RemoveObstacle::serializeJsonEffect(JsonSerializeFormat & handler)
{
handler.serializeBool("removeAbsolute", removeAbsolute, false);
handler.serializeBool("removeUsual", removeUsual, false);
handler.serializeBool("removeAllSpells", removeAllSpells, false);
handler.serializeIdArray("removeSpells", removeSpells);
}
bool RemoveObstacle::canRemove(const CObstacleInstance * obstacle) const
{
if(removeAbsolute && obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
return true;
if(removeUsual && obstacle->obstacleType == CObstacleInstance::USUAL)
return true;
auto spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle);
if(removeAllSpells && spellObstacle)
return true;
if(spellObstacle && !removeSpells.empty())
{
if(vstd::contains(removeSpells, SpellID(spellObstacle->ID)))
return true;
}
return false;
}
std::set<const CObstacleInstance *> RemoveObstacle::getTargets(const Mechanics * m, const EffectTarget & target, bool alwaysMassive) const
{
std::set<const CObstacleInstance *> possibleTargets;
if(m->isMassive() || alwaysMassive)
{
for(const auto & obstacle : m->cb->battleGetAllObstacles())
if(canRemove(obstacle.get()))
possibleTargets.insert(obstacle.get());
}
else
{
for(const auto & destination : target)
if(destination.hexValue.isValid())
for(const auto & obstacle : m->cb->battleGetAllObstaclesOnPos(destination.hexValue, false))
if(canRemove(obstacle.get()))
possibleTargets.insert(obstacle.get());
}
return possibleTargets;
}
}
}