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Use CLONE and DISPEL_HELPFUL_SPELLS Mechanics classes in immunity caculation

This commit is contained in:
AlexVinS 2014-11-12 07:41:12 +03:00
parent 61d6bca3ff
commit 059698217c
3 changed files with 42 additions and 61 deletions

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@ -1621,60 +1621,12 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleIsImmune(const C
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleStackIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, const CStack * subject) const
{
const auto immuneResult = spell->isImmuneBy(subject);
const auto immuneResult = spell->isImmuneByStack(caster, mode, subject);
if (ESpellCastProblem::NOT_DECIDED != immuneResult)
return immuneResult;
//TODO: move all logic to spellhandler
switch (spell->id) //TODO: more general logic for new spells?
{
case SpellID::CLONE:
{
//can't clone already cloned creature
if (vstd::contains(subject->state, EBattleStackState::CLONED))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
//TODO: how about stacks casting Clone?
//currently Clone casted by stack is assumed Expert level
ui8 schoolLevel;
if (caster)
{
schoolLevel = caster->getSpellSchoolLevel(spell);
}
else
{
schoolLevel = 3;
}
if (schoolLevel < 3)
{
int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
int creLevel = subject->getCreature()->level;
if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
}
break;
case SpellID::DISPEL_HELPFUL_SPELLS:
{
TBonusListPtr spellBon = subject->getSpellBonuses();
bool hasPositiveSpell = false;
for(const Bonus * b : *spellBon)
{
if(SpellID(b->sid).toSpell()->isPositive())
{
hasPositiveSpell = true;
break;
}
}
if(!hasPositiveSpell)
{
return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
}
}
break;
}
//TODO: move to spellhandler
if (spell->isRisingSpell() && spell->id != SpellID::SACRIFICE)
{
// following does apply to resurrect and animate dead(?) only

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@ -146,8 +146,8 @@ CSpellMechanics::~CSpellMechanics()
ESpellCastProblem::ESpellCastProblem CSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj)
{
//by default no immunity
return ESpellCastProblem::OK;
//by default use general algorithm
return owner->isImmuneBy(obj);
}
namespace
@ -166,6 +166,21 @@ namespace
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override;
};
///all rising spells
class RisingSpellMechanics: public CSpellMechanics
{
public:
RisingSpellMechanics(CSpell * s): CSpellMechanics(s){};
};
///all rising spells but SACRIFICE
class SpecialRisingSpellMechanics: public RisingSpellMechanics
{
public:
SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override;
};
///CloneMechanics
ESpellCastProblem::ESpellCastProblem CloneMechnics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack * obj)
@ -192,7 +207,7 @@ namespace
if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
//use default algorithm only if there is no mechanics-related problem
return CSpellMechanics::isImmuneByStack(caster,mode,obj);
}
@ -212,10 +227,29 @@ namespace
if(!hasPositiveSpell)
{
return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
}
}
//use default algorithm only if there is no mechanics-related problem
return CSpellMechanics::isImmuneByStack(caster,mode,obj);
}
///SpecialRisingSpellMechanics
ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj)
{
// // following does apply to resurrect and animate dead(?) only
// // for sacrifice health calculation and health limit check don't matter
//
// if(obj->count >= obj->baseAmount)
// return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
//
// if (caster) //FIXME: Archangels can cast immune stack
// {
// auto maxHealth = calculateHealedHP (caster, spell, obj);
// if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
// return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
// }
}
}
@ -592,13 +626,7 @@ ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj)
ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj) const
{
const auto immuneResult = isImmuneBy(obj);
if (ESpellCastProblem::NOT_DECIDED != immuneResult)
return immuneResult;
return mechanics->isImmuneByStack(caster,mode,obj);
}

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@ -121,7 +121,8 @@ public:
bool hasEffects() const;
void getEffects(std::vector<Bonus> &lst, const int level) const;
//internal, for use only by Mechanics classes
ESpellCastProblem::ESpellCastProblem isImmuneBy(const IBonusBearer *obj) const;
//checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into acount general problems such as not having spellbook or mana points etc.