2017-07-20 06:08:49 +02:00
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/*
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* Catapult.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "Catapult.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../../NetPacks.h"
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#include "../../battle/IBattleState.h"
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#include "../../battle/CBattleInfoCallback.h"
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#include "../../battle/Unit.h"
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#include "../../mapObjects/CGTownInstance.h"
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#include "../../serializer/JsonSerializeFormat.h"
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_BEGIN
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2017-07-20 06:08:49 +02:00
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static const std::string EFFECT_NAME = "core:catapult";
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namespace spells
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{
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namespace effects
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{
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VCMI_REGISTER_SPELL_EFFECT(Catapult, EFFECT_NAME);
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bool Catapult::applicable(Problem & problem, const Mechanics * m) const
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{
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2023-02-07 00:40:01 +02:00
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const auto *town = m->battle()->battleGetDefendedTown();
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2017-07-20 06:08:49 +02:00
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if(nullptr == town)
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{
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return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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}
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if(CGTownInstance::NONE == town->fortLevel())
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{
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return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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}
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if(m->isSmart() && m->casterSide != BattleSide::ATTACKER)
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{
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//if spell targeting is smart, then only attacker can use it
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return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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}
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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const auto attackableBattleHexes = m->battle()->getAttackableBattleHexes();
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2019-03-20 21:58:15 +02:00
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return !attackableBattleHexes.empty() || m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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2017-07-20 06:08:49 +02:00
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}
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & /* eTarget */) const
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2017-07-20 06:08:49 +02:00
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{
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//start with all destructible parts
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2023-01-13 00:35:58 +02:00
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static const std::set<EWallPart> potentialTargets =
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2017-07-20 06:08:49 +02:00
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{
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EWallPart::KEEP,
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EWallPart::BOTTOM_TOWER,
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EWallPart::BOTTOM_WALL,
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EWallPart::BELOW_GATE,
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EWallPart::OVER_GATE,
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EWallPart::UPPER_WALL,
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EWallPart::UPPER_TOWER,
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EWallPart::GATE
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};
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2023-01-13 00:35:58 +02:00
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assert(potentialTargets.size() == size_t(EWallPart::PARTS_COUNT));
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2022-12-08 18:48:08 +02:00
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2023-01-13 00:35:58 +02:00
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std::set<EWallPart> allowedTargets;
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2022-12-08 18:48:08 +02:00
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for (auto const & target : potentialTargets)
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{
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auto state = m->battle()->battleGetWallState(target);
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if(state != EWallState::DESTROYED && state != EWallState::NONE)
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allowedTargets.insert(target);
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}
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assert(!allowedTargets.empty());
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if (allowedTargets.empty())
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return;
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2017-07-20 06:08:49 +02:00
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CatapultAttack ca;
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ca.attacker = -1;
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for(int i = 0; i < targetsToAttack; i++)
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{
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2022-12-08 18:48:08 +02:00
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// Hit on any existing, not destroyed targets are allowed
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// Multiple hit on same target are allowed.
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// Potential overshots (more hits on same targets than remaining HP) are allowed
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2023-01-13 00:35:58 +02:00
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EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG());
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2017-07-20 06:08:49 +02:00
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2022-12-08 18:48:08 +02:00
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auto attackInfo = ca.attackedParts.begin();
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for ( ; attackInfo != ca.attackedParts.end(); ++attackInfo)
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if ( attackInfo->attackedPart == target )
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break;
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2017-07-20 06:08:49 +02:00
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2022-12-08 18:48:08 +02:00
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if (attackInfo == ca.attackedParts.end()) // new part
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{
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2023-02-07 00:40:01 +02:00
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CatapultAttack::AttackInfo newInfo{};
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2022-12-08 18:48:08 +02:00
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newInfo.damageDealt = 1;
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newInfo.attackedPart = target;
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newInfo.destinationTile = m->battle()->wallPartToBattleHex(target);
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ca.attackedParts.push_back(newInfo);
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attackInfo = ca.attackedParts.end() - 1;
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}
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else // already damaged before, update damage
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{
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attackInfo->damageDealt += 1;
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}
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2023-01-13 00:35:58 +02:00
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}
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2017-07-20 06:08:49 +02:00
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2023-01-13 00:35:58 +02:00
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server->apply(&ca);
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BattleUnitsChanged removeUnits;
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for (auto const wallPart : { EWallPart::KEEP, EWallPart::BOTTOM_TOWER, EWallPart::UPPER_TOWER })
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{
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2017-07-20 06:08:49 +02:00
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//removing creatures in turrets / keep if one is destroyed
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BattleHex posRemove;
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2023-01-13 00:35:58 +02:00
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auto state = m->battle()->battleGetWallState(wallPart);
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2017-07-20 06:08:49 +02:00
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2023-01-13 00:35:58 +02:00
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switch(wallPart)
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2017-07-20 06:08:49 +02:00
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{
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case EWallPart::KEEP:
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2022-12-08 18:48:08 +02:00
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posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
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2017-07-20 06:08:49 +02:00
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break;
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case EWallPart::BOTTOM_TOWER:
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2022-12-08 18:48:08 +02:00
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posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
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2017-07-20 06:08:49 +02:00
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break;
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case EWallPart::UPPER_TOWER:
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2022-12-08 18:48:08 +02:00
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posRemove = BattleHex::CASTLE_UPPER_TOWER;
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2017-07-20 06:08:49 +02:00
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break;
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}
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2023-01-13 00:35:58 +02:00
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if(state == EWallState::DESTROYED) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
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2017-07-20 06:08:49 +02:00
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{
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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auto all = m->battle()->battleGetUnitsIf([=](const battle::Unit * unit)
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2017-07-20 06:08:49 +02:00
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{
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2023-01-13 00:35:58 +02:00
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return !unit->isGhost() && unit->getPosition() == posRemove;
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2017-07-20 06:08:49 +02:00
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});
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2023-01-13 00:35:58 +02:00
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assert(all.size() == 0 || all.size() == 1);
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2017-07-20 06:08:49 +02:00
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for(auto & elem : all)
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2023-01-13 00:35:58 +02:00
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removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
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2017-07-20 06:08:49 +02:00
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}
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}
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2018-03-05 13:55:44 +02:00
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if(!removeUnits.changedStacks.empty())
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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server->apply(&removeUnits);
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2017-07-20 06:08:49 +02:00
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}
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void Catapult::serializeJsonEffect(JsonSerializeFormat & handler)
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{
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//TODO: add configuration unifying with Catapult ability
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handler.serializeInt("targetsToAttack", targetsToAttack);
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}
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}
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}
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_END
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