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Use CLONE and DISPEL_HELPFUL_SPELLS Mechanics classes in immunity caculation
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@ -1621,60 +1621,12 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleIsImmune(const C
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ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleStackIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, const CStack * subject) const
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{
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const auto immuneResult = spell->isImmuneBy(subject);
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const auto immuneResult = spell->isImmuneByStack(caster, mode, subject);
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if (ESpellCastProblem::NOT_DECIDED != immuneResult)
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return immuneResult;
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//TODO: move all logic to spellhandler
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switch (spell->id) //TODO: more general logic for new spells?
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{
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case SpellID::CLONE:
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{
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//can't clone already cloned creature
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if (vstd::contains(subject->state, EBattleStackState::CLONED))
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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//TODO: how about stacks casting Clone?
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//currently Clone casted by stack is assumed Expert level
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ui8 schoolLevel;
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if (caster)
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{
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schoolLevel = caster->getSpellSchoolLevel(spell);
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}
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else
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{
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schoolLevel = 3;
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}
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if (schoolLevel < 3)
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{
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int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
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int creLevel = subject->getCreature()->level;
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if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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}
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break;
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case SpellID::DISPEL_HELPFUL_SPELLS:
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{
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TBonusListPtr spellBon = subject->getSpellBonuses();
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bool hasPositiveSpell = false;
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for(const Bonus * b : *spellBon)
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{
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if(SpellID(b->sid).toSpell()->isPositive())
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{
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hasPositiveSpell = true;
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break;
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}
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}
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if(!hasPositiveSpell)
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{
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return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
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}
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}
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break;
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}
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//TODO: move to spellhandler
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if (spell->isRisingSpell() && spell->id != SpellID::SACRIFICE)
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{
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// following does apply to resurrect and animate dead(?) only
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@ -146,8 +146,8 @@ CSpellMechanics::~CSpellMechanics()
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ESpellCastProblem::ESpellCastProblem CSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj)
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{
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//by default no immunity
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return ESpellCastProblem::OK;
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//by default use general algorithm
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return owner->isImmuneBy(obj);
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}
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namespace
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@ -166,6 +166,21 @@ namespace
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override;
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};
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///all rising spells
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class RisingSpellMechanics: public CSpellMechanics
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{
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public:
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RisingSpellMechanics(CSpell * s): CSpellMechanics(s){};
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};
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///all rising spells but SACRIFICE
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class SpecialRisingSpellMechanics: public RisingSpellMechanics
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{
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public:
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SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override;
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};
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///CloneMechanics
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ESpellCastProblem::ESpellCastProblem CloneMechnics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack * obj)
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@ -192,7 +207,7 @@ namespace
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if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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//use default algorithm only if there is no mechanics-related problem
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return CSpellMechanics::isImmuneByStack(caster,mode,obj);
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}
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@ -212,10 +227,29 @@ namespace
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if(!hasPositiveSpell)
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{
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return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
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}
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}
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//use default algorithm only if there is no mechanics-related problem
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return CSpellMechanics::isImmuneByStack(caster,mode,obj);
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}
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///SpecialRisingSpellMechanics
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ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj)
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{
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// // following does apply to resurrect and animate dead(?) only
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// // for sacrifice health calculation and health limit check don't matter
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//
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// if(obj->count >= obj->baseAmount)
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// return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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//
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// if (caster) //FIXME: Archangels can cast immune stack
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// {
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// auto maxHealth = calculateHealedHP (caster, spell, obj);
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// if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
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// return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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// }
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}
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}
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@ -592,13 +626,7 @@ ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj)
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ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj) const
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{
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const auto immuneResult = isImmuneBy(obj);
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if (ESpellCastProblem::NOT_DECIDED != immuneResult)
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return immuneResult;
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return mechanics->isImmuneByStack(caster,mode,obj);
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}
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@ -121,7 +121,8 @@ public:
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bool hasEffects() const;
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void getEffects(std::vector<Bonus> &lst, const int level) const;
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//internal, for use only by Mechanics classes
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ESpellCastProblem::ESpellCastProblem isImmuneBy(const IBonusBearer *obj) const;
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//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.
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