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vcmi/lib/spells/TargetCondition.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
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/*
* TargetCondition.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 "TargetCondition.h"
#include "../GameConstants.h"
#include "../CBonusTypeHandler.h"
#include "../battle/CBattleInfoCallback.h"
#include "../battle/Unit.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../VCMI_Lib.h"
#include "../CModHandler.h"
namespace spells
{
TargetConditionItem::TargetConditionItem() = default;
TargetConditionItem::~TargetConditionItem() = default;
class TargetConditionItemBase : public TargetConditionItem
{
public:
bool inverted;
bool exclusive;
TargetConditionItemBase()
: inverted(false),
exclusive(false)
{
}
void setInverted(bool value) override
{
inverted = value;
}
void setExclusive(bool value) override
{
exclusive = value;
}
bool isExclusive() const override
{
return exclusive;
}
bool isReceptive(const Mechanics * m, const battle::Unit * target) const override
{
bool result = check(m, target);
return inverted != result;
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
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}
protected:
virtual bool check(const Mechanics * m, const battle::Unit * target) const = 0;
};
class BonusCondition : public TargetConditionItemBase
{
public:
BonusCondition(BonusTypeID type_)
: type(type_)
{
}
protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
return target->hasBonus(Selector::type()(type));
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
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}
private:
BonusTypeID type;
};
class CreatureCondition : public TargetConditionItemBase
{
public:
CreatureCondition(CreatureID type_)
: type(type_)
{
}
protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
return target->creatureId() == type;
}
private:
CreatureID type;
};
class AbsoluteLevelCondition : public TargetConditionItemBase
{
public:
AbsoluteLevelCondition()
{
inverted = false;
exclusive = true;
}
protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
std::stringstream cachingStr;
cachingStr << "type_" << Bonus::LEVEL_SPELL_IMMUNITY << "addInfo_1";
TConstBonusListPtr levelImmunities = target->getBonuses(Selector::type()(Bonus::LEVEL_SPELL_IMMUNITY).And(Selector::info()(1)), cachingStr.str());
return levelImmunities->size() == 0 ||
levelImmunities->totalValue() < m->getSpellLevel() ||
m->getSpellLevel() <= 0;
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
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}
};
class AbsoluteSpellCondition : public TargetConditionItemBase
{
public:
AbsoluteSpellCondition()
{
inverted = false;
exclusive = true;
}
protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
std::stringstream cachingStr;
cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << m->getSpellIndex() << "addInfo_1";
return !target->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, m->getSpellIndex(), 1), cachingStr.str());
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
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}
};
class ElementalCondition : public TargetConditionItemBase
{
public:
ElementalCondition()
{
inverted = true;
exclusive = true;
}
protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
bool elementalImmune = false;
auto filter = m->getElementalImmunity();
for(auto element : filter)
{
if(target->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether
{
elementalImmune = true;
break;
}
else if(!m->isPositiveSpell()) //negative or indifferent
{
if(target->hasBonusOfType(element, 1))
{
elementalImmune = true;
break;
}
}
}
return elementalImmune;
}
};
class NormalLevelCondition : public TargetConditionItemBase
{
public:
NormalLevelCondition()
{
inverted = false;
exclusive = true;
}
protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
TConstBonusListPtr levelImmunities = target->getBonuses(Selector::type()(Bonus::LEVEL_SPELL_IMMUNITY));
return levelImmunities->size() == 0 ||
levelImmunities->totalValue() < m->getSpellLevel() ||
m->getSpellLevel() <= 0;
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
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}
};
class NormalSpellCondition : public TargetConditionItemBase
{
public:
NormalSpellCondition()
{
inverted = false;
exclusive = true;
}
protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
return !target->hasBonusOfType(Bonus::SPELL_IMMUNITY, m->getSpellIndex());
}
};
//for Hypnotize
class HealthValueCondition : public TargetConditionItemBase
{
public:
HealthValueCondition()
{
}
protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
//todo: maybe do not resist on passive cast
//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
int64_t subjectHealth = target->getAvailableHealth();
//apply 'damage' bonus for hypnotize, including hero specialty
auto maxHealth = m->applySpellBonus(m->getEffectValue(), target);
return subjectHealth <= maxHealth;
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
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}
};
class SpellEffectCondition : public TargetConditionItemBase
{
public:
SpellEffectCondition(SpellID spellID_)
: spellID(spellID_)
{
std::stringstream builder;
builder << "source_" << Bonus::SPELL_EFFECT << "id_" << spellID.num;
cachingString = builder.str();
selector = Selector::source(Bonus::SPELL_EFFECT, spellID.num);
}
protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
return target->hasBonus(selector, cachingString);
}
private:
CSelector selector;
std::string cachingString;
SpellID spellID;
};
class ReceptiveFeatureCondition : public TargetConditionItemBase
{
public:
ReceptiveFeatureCondition()
{
selector = Selector::type()(Bonus::RECEPTIVE);
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
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cachingString = "type_RECEPTIVE";
}
protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
return m->isPositiveSpell() && target->hasBonus(selector, cachingString);
}
private:
CSelector selector;
std::string cachingString;
};
class ImmunityNegationCondition : public TargetConditionItemBase
{
public:
ImmunityNegationCondition()
{
}
protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
const bool battleWideNegation = target->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES, 0);
const bool heroNegation = target->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES, 1);
//anyone can cast on artifact holder`s stacks
if(heroNegation)
{
return true;
}
//this stack is from other player
else if(battleWideNegation)
{
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if(m->ownerMatches(target, false))
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
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return true;
}
return false;
}
};
class DefaultTargetConditionItemFactory : public TargetConditionItemFactory
{
public:
Object createAbsoluteLevel() const override
{
static std::shared_ptr<TargetConditionItem> antimagicCondition = std::make_shared<AbsoluteLevelCondition>();
return antimagicCondition;
}
Object createAbsoluteSpell() const override
{
static std::shared_ptr<TargetConditionItem> alCondition = std::make_shared<AbsoluteSpellCondition>();
return alCondition;
}
Object createElemental() const override
{
static std::shared_ptr<TargetConditionItem> elementalCondition = std::make_shared<ElementalCondition>();
return elementalCondition;
}
Object createNormalLevel() const override
{
static std::shared_ptr<TargetConditionItem> nlCondition = std::make_shared<NormalLevelCondition>();
return nlCondition;
}
Object createNormalSpell() const override
{
static std::shared_ptr<TargetConditionItem> nsCondition = std::make_shared<NormalSpellCondition>();
return nsCondition;
}
Object createConfigurable(std::string scope, std::string type, std::string identifier) const override
{
if(type == "bonus")
{
//TODO: support custom bonus types
auto it = bonusNameMap.find(identifier);
if(it != bonusNameMap.end())
return std::make_shared<BonusCondition>(it->second);
else
logMod->error("Invalid bonus type %s in spell target condition.", identifier);
}
else if(type == "creature")
{
auto rawId = VLC->modh->identifiers.getIdentifier(scope, type, identifier, true);
if(rawId)
return std::make_shared<CreatureCondition>(CreatureID(rawId.get()));
else
logMod->error("Invalid creature %s type in spell target condition.", identifier);
}
else if(type == "spell")
{
auto rawId = VLC->modh->identifiers.getIdentifier(scope, type, identifier, true);
if(rawId)
return std::make_shared<SpellEffectCondition>(SpellID(rawId.get()));
else
logMod->error("Invalid spell %s in spell target condition.", identifier);
}
else if(type == "healthValueSpecial")
{
return std::make_shared<HealthValueCondition>();
}
else
{
logMod->error("Invalid type %s in spell target condition.", type);
}
return Object();
}
Object createReceptiveFeature() const override
{
static std::shared_ptr<TargetConditionItem> condition = std::make_shared<ReceptiveFeatureCondition>();
return condition;
}
Object createImmunityNegation() const override
{
static std::shared_ptr<TargetConditionItem> condition = std::make_shared<ImmunityNegationCondition>();
return condition;
}
};
const TargetConditionItemFactory * TargetConditionItemFactory::getDefault()
{
static std::unique_ptr<TargetConditionItemFactory> singleton;
if(!singleton)
singleton = make_unique<DefaultTargetConditionItemFactory>();
return singleton.get();
}
TargetCondition::TargetCondition() = default;
TargetCondition::~TargetCondition() = default;
bool TargetCondition::isReceptive(const Mechanics * m, const battle::Unit * target) const
{
if(!check(absolute, m, target))
return false;
for(auto item : negation)
{
if(item->isReceptive(m, target))
return true;
}
return check(normal, m, target);
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
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}
void TargetCondition::serializeJson(JsonSerializeFormat & handler, const ItemFactory * itemFactory)
{
if(handler.saving)
{
logGlobal->error("Spell target condition saving is not supported");
return;
}
absolute.clear();
normal.clear();
negation.clear();
absolute.push_back(itemFactory->createAbsoluteLevel());
absolute.push_back(itemFactory->createAbsoluteSpell());
normal.push_back(itemFactory->createElemental());
normal.push_back(itemFactory->createNormalLevel());
normal.push_back(itemFactory->createNormalSpell());
negation.push_back(itemFactory->createReceptiveFeature());
negation.push_back(itemFactory->createImmunityNegation());
{
auto anyOf = handler.enterStruct("anyOf");
loadConditions(anyOf->getCurrent(), false, false, itemFactory);
}
{
auto allOf = handler.enterStruct("allOf");
loadConditions(allOf->getCurrent(), true, false, itemFactory);
}
{
auto noneOf = handler.enterStruct("noneOf");
loadConditions(noneOf->getCurrent(), true, true, itemFactory);
}
}
bool TargetCondition::check(const ItemVector & condition, const Mechanics * m, const battle::Unit * target) const
{
bool nonExclusiveCheck = false;
bool nonExclusiveExits = false;
for(auto & item : condition)
{
if(item->isExclusive())
{
if(!item->isReceptive(m, target))
return false;
}
else
{
if(item->isReceptive(m, target))
nonExclusiveCheck = true;
nonExclusiveExits = true;
}
}
return !nonExclusiveExits || nonExclusiveCheck;
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
}
void TargetCondition::loadConditions(const JsonNode & source, bool exclusive, bool inverted, const ItemFactory * itemFactory)
{
for(auto & keyValue : source.Struct())
{
bool isAbsolute;
const JsonNode & value = keyValue.second;
if(value.String() == "absolute")
isAbsolute = true;
else if(value.String() == "normal")
isAbsolute = false;
else
continue;
std::string scope, type, identifier;
VLC->modh->parseIdentifier(keyValue.first, scope, type, identifier);
std::shared_ptr<TargetConditionItem> item = itemFactory->createConfigurable(scope, type, identifier);
if(item)
{
item->setExclusive(exclusive);
item->setInverted(inverted);
if(isAbsolute)
absolute.push_back(item);
else
normal.push_back(item);
}
}
}
}