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Split mechanics implementation
This commit is contained in:
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ce19c76324
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@ -150,8 +150,6 @@
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<Unit filename="CRandomGenerator.h" />
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<Unit filename="CScriptingModule.h" />
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<Unit filename="CSoundBase.h" />
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<Unit filename="CSpellHandler.cpp" />
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<Unit filename="CSpellHandler.h" />
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<Unit filename="CStopWatch.h" />
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<Unit filename="CThreadHelper.cpp" />
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<Unit filename="CThreadHelper.h" />
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@ -185,8 +183,6 @@
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<Unit filename="ResourceSet.cpp" />
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<Unit filename="ResourceSet.h" />
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<Unit filename="ScopeGuard.h" />
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<Unit filename="SpellMechanics.cpp" />
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<Unit filename="SpellMechanics.h" />
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<Unit filename="StartInfo.h" />
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<Unit filename="StdInc.h">
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<Option weight="0" />
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@ -294,6 +290,18 @@
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<Unit filename="rmg/CZoneGraphGenerator.h" />
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<Unit filename="rmg/CZonePlacer.cpp" />
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<Unit filename="rmg/CZonePlacer.h" />
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<Unit filename="spells/AdventureSpellMechanics.cpp" />
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<Unit filename="spells/AdventureSpellMechanics.h" />
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<Unit filename="spells/BattleSpellMechanics.cpp" />
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<Unit filename="spells/BattleSpellMechanics.h" />
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<Unit filename="spells/CDefaultSpellMechanics.cpp" />
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<Unit filename="spells/CDefaultSpellMechanics.h" />
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<Unit filename="spells/CSpellHandler.cpp" />
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<Unit filename="spells/CSpellHandler.h" />
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<Unit filename="spells/CreatureSpellMechanics.cpp" />
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<Unit filename="spells/CreatureSpellMechanics.h" />
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<Unit filename="spells/ISpellMechanics.cpp" />
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<Unit filename="spells/ISpellMechanics.h" />
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<Unit filename="vcmi_endian.h" />
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<Extensions>
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<code_completion />
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@ -11,3 +11,245 @@
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#include "StdInc.h"
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#include "AdventureSpellMechanics.h"
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#include "../CRandomGenerator.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../NetPacks.h"
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#include "../BattleState.h"
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#include "../CGameState.h"
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#include "../CGameInfoCallback.h"
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///AdventureBonusingMechanics
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bool AdventureBonusingMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
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{
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const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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const int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
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GiveBonus gb;
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gb.id = parameters.caster->id.getNum();
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gb.bonus = Bonus(Bonus::ONE_DAY, bonusTypeID, Bonus::SPELL_EFFECT, 0, owner->id, subtype);
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env->sendAndApply(&gb);
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return true;
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}
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///SummonBoatMechanics
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bool SummonBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
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{
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const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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//check if spell works at all
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if(env->getRandomGenerator().nextInt(99) >= owner->getPower(schoolLevel)) //power is % chance of success
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
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iw.text.addReplacement(parameters.caster->name);
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env->sendAndApply(&iw);
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return true;
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}
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//try to find unoccupied boat to summon
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const CGBoat * nearest = nullptr;
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double dist = 0;
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int3 summonPos = parameters.caster->bestLocation();
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if(summonPos.x < 0)
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{
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env->complain("There is no water tile available!");
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return false;
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}
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for(const CGObjectInstance * obj : env->getMap()->objects)
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{
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if(obj && obj->ID == Obj::BOAT)
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{
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const CGBoat *b = static_cast<const CGBoat*>(obj);
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if(b->hero)
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continue; //we're looking for unoccupied boat
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double nDist = b->pos.dist2d(parameters.caster->getPosition());
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if(!nearest || nDist < dist) //it's first boat or closer than previous
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{
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nearest = b;
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dist = nDist;
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}
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}
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}
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if(nullptr != nearest) //we found boat to summon
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{
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ChangeObjPos cop;
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cop.objid = nearest->id;
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cop.nPos = summonPos + int3(1,0,0);;
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cop.flags = 1;
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env->sendAndApply(&cop);
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}
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else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
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env->sendAndApply(&iw);
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}
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else //create boat
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{
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NewObject no;
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no.ID = Obj::BOAT;
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no.subID = parameters.caster->getBoatType();
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no.pos = summonPos + int3(1,0,0);;
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env->sendAndApply(&no);
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}
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return true;
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}
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///ScuttleBoatMechanics
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bool ScuttleBoatMechanics::applyAdventureEffects(const SpellCastEnvironment* env, AdventureSpellCastParameters& parameters) const
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{
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const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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//check if spell works at all
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if(env->getRandomGenerator().nextInt(99) >= owner->getPower(schoolLevel)) //power is % chance of success
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
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iw.text.addReplacement(parameters.caster->name);
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env->sendAndApply(&iw);
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return true;
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}
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if(!env->getMap()->isInTheMap(parameters.pos))
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{
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env->complain("Invalid dst tile for scuttle!");
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return false;
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}
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//TODO: test range, visibility
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const TerrainTile *t = &env->getMap()->getTile(parameters.pos);
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if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
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{
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env->complain("There is no boat to scuttle!");
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return false;
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}
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RemoveObject ro;
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ro.id = t->visitableObjects.back()->id;
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env->sendAndApply(&ro);
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return true;
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}
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///DimensionDoorMechanics
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bool DimensionDoorMechanics::applyAdventureEffects(const SpellCastEnvironment* env, AdventureSpellCastParameters& parameters) const
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{
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if(!env->getMap()->isInTheMap(parameters.pos))
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{
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env->complain("Destination is out of map!");
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return false;
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}
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const TerrainTile * dest = env->getCb()->getTile(parameters.pos);
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const TerrainTile * curr = env->getCb()->getTile(parameters.caster->getSightCenter());
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if(nullptr == dest)
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{
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env->complain("Destination tile doesn't exist!");
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return false;
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}
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if(nullptr == curr)
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{
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env->complain("Source tile doesn't exist!");
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return false;
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}
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if(parameters.caster->movement <= 0)
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{
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env->complain("Hero needs movement points to cast Dimension Door!");
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return false;
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}
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const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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if(parameters.caster->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= owner->getPower(schoolLevel)) //limit casts per turn
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
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iw.text.addReplacement(parameters.caster->name);
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env->sendAndApply(&iw);
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return true;
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}
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GiveBonus gb;
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gb.id = parameters.caster->id.getNum();
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gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, owner->id);
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env->sendAndApply(&gb);
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if(!dest->isClear(curr)) //wrong dest tile
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
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env->sendAndApply(&iw);
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}
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else if(env->moveHero(parameters.caster->id, parameters.pos + parameters.caster->getVisitableOffset(), true))
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{
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SetMovePoints smp;
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smp.hid = parameters.caster->id;
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smp.val = std::max<ui32>(0, parameters.caster->movement - 300);
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env->sendAndApply(&smp);
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}
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return true;
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}
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///TownPortalMechanics
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bool TownPortalMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters& parameters) const
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{
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if (!env->getMap()->isInTheMap(parameters.pos))
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{
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env->complain("Destination tile not present!");
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return false;
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}
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TerrainTile tile = env->getMap()->getTile(parameters.pos);
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if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN)
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{
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env->complain("Town not found for Town Portal!");
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return false;
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}
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CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
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if (town->tempOwner != parameters.caster->tempOwner)
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{
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env->complain("Can't teleport to another player!");
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return false;
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}
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if (town->visitingHero)
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{
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env->complain("Can't teleport to occupied town!");
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return false;
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}
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if (parameters.caster->getSpellSchoolLevel(owner) < 2)
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{
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si32 dist = town->pos.dist2dSQ(parameters.caster->pos);
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ObjectInstanceID nearest = town->id; //nearest town's ID
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for(const CGTownInstance * currTown : env->getCb()->getPlayer(parameters.caster->tempOwner)->towns)
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{
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si32 currDist = currTown->pos.dist2dSQ(parameters.caster->pos);
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if (currDist < dist)
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{
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nearest = currTown->id;
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dist = currDist;
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}
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}
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if (town->id != nearest)
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{
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env->complain("This hero can only teleport to nearest town!");
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return false;
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}
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}
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env->moveHero(parameters.caster->id, town->visitablePos() + parameters.caster->getVisitableOffset() ,1);
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return true;
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}
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@ -11,3 +11,47 @@
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#pragma once
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#include "CDefaultSpellMechanics.h"
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//todo: make configurable
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class AdventureBonusingMechanics: public DefaultSpellMechanics
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{
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public:
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AdventureBonusingMechanics(CSpell * s, Bonus::BonusType _bonusTypeID): DefaultSpellMechanics(s), bonusTypeID(_bonusTypeID){};
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protected:
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bool applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override;
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private:
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Bonus::BonusType bonusTypeID;
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};
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class SummonBoatMechanics: public DefaultSpellMechanics
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{
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public:
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SummonBoatMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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bool applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override;
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};
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class ScuttleBoatMechanics: public DefaultSpellMechanics
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{
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public:
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ScuttleBoatMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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bool applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override;
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};
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class DimensionDoorMechanics: public DefaultSpellMechanics
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{
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public:
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DimensionDoorMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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bool applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override;
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};
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class TownPortalMechanics: public DefaultSpellMechanics
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{
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public:
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TownPortalMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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bool applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override;
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};
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@ -11,3 +11,409 @@
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#include "StdInc.h"
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#include "BattleSpellMechanics.h"
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#include "../NetPacks.h"
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#include "../BattleState.h"
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///ChainLightningMechanics
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std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
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{
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std::set<const CStack* > attackedCres;
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std::set<BattleHex> possibleHexes;
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for(auto stack : ctx.cb->battleGetAllStacks())
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{
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if(stack->isValidTarget())
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{
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for(auto hex : stack->getHexes())
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{
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possibleHexes.insert (hex);
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}
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}
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}
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int targetsOnLevel[4] = {4, 4, 5, 5};
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BattleHex lightningHex = ctx.destination;
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for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
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{
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auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
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if(!stack)
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break;
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attackedCres.insert (stack);
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for(auto hex : stack->getHexes())
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{
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possibleHexes.erase(hex); //can't hit same place twice
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}
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if(possibleHexes.empty()) //not enough targets
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break;
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lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
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}
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return attackedCres;
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}
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///CloneMechanics
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void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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const CStack * clonedStack = nullptr;
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if(ctx.attackedCres.size())
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clonedStack = *ctx.attackedCres.begin();
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if(!clonedStack)
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{
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env->complain ("No target stack to clone!");
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return;
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}
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const int attacker = !(bool)parameters.casterSide;
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BattleStackAdded bsa;
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bsa.creID = clonedStack->type->idNumber;
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bsa.attacker = attacker;
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bsa.summoned = true;
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bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
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bsa.amount = clonedStack->count;
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env->sendAndApply(&bsa);
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BattleSetStackProperty ssp;
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ssp.stackID = bsa.newStackID;//we know stack ID after apply
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ssp.which = BattleSetStackProperty::CLONED;
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ssp.val = 0;
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ssp.absolute = 1;
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env->sendAndApply(&ssp);
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}
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ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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{
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//can't clone already cloned creature
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if(vstd::contains(obj->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(owner);
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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 = obj->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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//use default algorithm only if there is no mechanics-related problem
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return DefaultSpellMechanics::isImmuneByStack(caster, obj);
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}
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///CureMechanics
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void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
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{
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DefaultSpellMechanics::applyBattle(battle, packet);
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for(auto stackID : packet->affectedCres)
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{
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if(vstd::contains(packet->resisted, stackID))
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{
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logGlobal->errorStream() << "Resistance to positive spell CURE";
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continue;
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}
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CStack *s = battle->getStack(stackID);
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s->popBonuses([&](const Bonus *b) -> bool
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{
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if(b->source == Bonus::SPELL_EFFECT)
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{
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CSpell * sp = SpellID(b->sid).toSpell();
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return sp->isNegative();
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}
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return false; //not a spell effect
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});
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}
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}
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///DispellMechanics
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void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
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{
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DefaultSpellMechanics::applyBattle(battle, packet);
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|
||||
for(auto stackID : packet->affectedCres)
|
||||
{
|
||||
if(vstd::contains(packet->resisted, stackID))
|
||||
continue;
|
||||
|
||||
CStack *s = battle->getStack(stackID);
|
||||
s->popBonuses([&](const Bonus *b) -> bool
|
||||
{
|
||||
return Selector::sourceType(Bonus::SPELL_EFFECT)(b);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///HypnotizeMechanics
|
||||
ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
|
||||
{
|
||||
if(nullptr != caster) //do not resist hypnotize casted after attack, for example
|
||||
{
|
||||
//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
|
||||
ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
|
||||
//apply 'damage' bonus for hypnotize, including hero specialty
|
||||
ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
|
||||
* owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
|
||||
if (subjectHealth > maxHealth)
|
||||
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
||||
}
|
||||
return DefaultSpellMechanics::isImmuneByStack(caster, obj);
|
||||
}
|
||||
|
||||
///ObstacleMechanics
|
||||
void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
||||
{
|
||||
auto placeObstacle = [&, this](BattleHex pos)
|
||||
{
|
||||
static int obstacleIdToGive = parameters.cb->obstacles.size()
|
||||
? (parameters.cb->obstacles.back()->uniqueID+1)
|
||||
: 0;
|
||||
|
||||
auto obstacle = make_shared<SpellCreatedObstacle>();
|
||||
switch(owner->id) // :/
|
||||
{
|
||||
case SpellID::QUICKSAND:
|
||||
obstacle->obstacleType = CObstacleInstance::QUICKSAND;
|
||||
obstacle->turnsRemaining = -1;
|
||||
obstacle->visibleForAnotherSide = false;
|
||||
break;
|
||||
case SpellID::LAND_MINE:
|
||||
obstacle->obstacleType = CObstacleInstance::LAND_MINE;
|
||||
obstacle->turnsRemaining = -1;
|
||||
obstacle->visibleForAnotherSide = false;
|
||||
break;
|
||||
case SpellID::FIRE_WALL:
|
||||
obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
|
||||
obstacle->turnsRemaining = 2;
|
||||
obstacle->visibleForAnotherSide = true;
|
||||
break;
|
||||
case SpellID::FORCE_FIELD:
|
||||
obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
|
||||
obstacle->turnsRemaining = 2;
|
||||
obstacle->visibleForAnotherSide = true;
|
||||
break;
|
||||
default:
|
||||
//this function cannot be used with spells that do not create obstacles
|
||||
assert(0);
|
||||
}
|
||||
|
||||
obstacle->pos = pos;
|
||||
obstacle->casterSide = parameters.casterSide;
|
||||
obstacle->ID = owner->id;
|
||||
obstacle->spellLevel = parameters.spellLvl;
|
||||
obstacle->casterSpellPower = parameters.usedSpellPower;
|
||||
obstacle->uniqueID = obstacleIdToGive++;
|
||||
|
||||
BattleObstaclePlaced bop;
|
||||
bop.obstacle = obstacle;
|
||||
env->sendAndApply(&bop);
|
||||
};
|
||||
|
||||
switch(owner->id)
|
||||
{
|
||||
case SpellID::QUICKSAND:
|
||||
case SpellID::LAND_MINE:
|
||||
{
|
||||
std::vector<BattleHex> availableTiles;
|
||||
for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
|
||||
{
|
||||
BattleHex hex = i;
|
||||
if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
|
||||
availableTiles.push_back(hex);
|
||||
}
|
||||
boost::range::random_shuffle(availableTiles);
|
||||
|
||||
const int patchesForSkill[] = {4, 4, 6, 8};
|
||||
const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
|
||||
|
||||
//land mines or quicksand patches are handled as spell created obstacles
|
||||
for (int i = 0; i < patchesToPut; i++)
|
||||
placeObstacle(availableTiles.at(i));
|
||||
}
|
||||
|
||||
break;
|
||||
case SpellID::FORCE_FIELD:
|
||||
placeObstacle(parameters.destination);
|
||||
break;
|
||||
case SpellID::FIRE_WALL:
|
||||
{
|
||||
//fire wall is build from multiple obstacles - one fire piece for each affected hex
|
||||
auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
|
||||
for(BattleHex hex : affectedHexes)
|
||||
placeObstacle(hex);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
assert(0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///WallMechanics
|
||||
std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
|
||||
{
|
||||
std::vector<BattleHex> ret;
|
||||
|
||||
//Special case - shape of obstacle depends on caster's side
|
||||
//TODO make it possible through spell config
|
||||
|
||||
BattleHex::EDir firstStep, secondStep;
|
||||
if(side)
|
||||
{
|
||||
firstStep = BattleHex::TOP_LEFT;
|
||||
secondStep = BattleHex::TOP_RIGHT;
|
||||
}
|
||||
else
|
||||
{
|
||||
firstStep = BattleHex::TOP_RIGHT;
|
||||
secondStep = BattleHex::TOP_LEFT;
|
||||
}
|
||||
|
||||
//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
|
||||
auto addIfValid = [&](BattleHex hex)
|
||||
{
|
||||
if(hex.isValid())
|
||||
ret.push_back(hex);
|
||||
else if(outDroppedHexes)
|
||||
*outDroppedHexes = true;
|
||||
};
|
||||
|
||||
ret.push_back(centralHex);
|
||||
addIfValid(centralHex.moveInDir(firstStep, false));
|
||||
if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
|
||||
addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
///RemoveObstacleMechanics
|
||||
void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
||||
{
|
||||
if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
|
||||
{
|
||||
ObstaclesRemoved obr;
|
||||
obr.obstacles.insert(obstacleToRemove->uniqueID);
|
||||
env->sendAndApply(&obr);
|
||||
}
|
||||
else
|
||||
env->complain("There's no obstacle to remove!");
|
||||
}
|
||||
|
||||
///SpecialRisingSpellMechanics
|
||||
void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
||||
{
|
||||
RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
|
||||
|
||||
if(parameters.selectedStack == parameters.cb->battleActiveStack())
|
||||
//set another active stack than the one removed, or bad things will happen
|
||||
//TODO: make that part of BattleStacksRemoved? what about client update?
|
||||
{
|
||||
//makeStackDoNothing(gs->curB->getStack (selectedStack));
|
||||
|
||||
BattleSetActiveStack sas;
|
||||
|
||||
//std::vector<const CStack *> hlp;
|
||||
//battleGetStackQueue(hlp, 1, selectedStack); //next after this one
|
||||
|
||||
//if(hlp.size())
|
||||
//{
|
||||
// sas.stack = hlp[0]->ID;
|
||||
//}
|
||||
//else
|
||||
// complain ("No new stack to activate!");
|
||||
sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
|
||||
env->sendAndApply(&sas);
|
||||
|
||||
}
|
||||
BattleStacksRemoved bsr;
|
||||
bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
|
||||
env->sendAndApply(&bsr);
|
||||
|
||||
}
|
||||
|
||||
|
||||
///SpecialRisingSpellMechanics
|
||||
ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
|
||||
{
|
||||
// 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, obj, nullptr);
|
||||
if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
|
||||
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
||||
}
|
||||
|
||||
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
|
||||
}
|
||||
|
||||
///SummonMechanics
|
||||
void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
||||
{
|
||||
//todo: make configurable
|
||||
CreatureID creID = CreatureID::NONE;
|
||||
switch(owner->id)
|
||||
{
|
||||
case SpellID::SUMMON_FIRE_ELEMENTAL:
|
||||
creID = CreatureID::FIRE_ELEMENTAL;
|
||||
break;
|
||||
case SpellID::SUMMON_EARTH_ELEMENTAL:
|
||||
creID = CreatureID::EARTH_ELEMENTAL;
|
||||
break;
|
||||
case SpellID::SUMMON_WATER_ELEMENTAL:
|
||||
creID = CreatureID::WATER_ELEMENTAL;
|
||||
break;
|
||||
case SpellID::SUMMON_AIR_ELEMENTAL:
|
||||
creID = CreatureID::AIR_ELEMENTAL;
|
||||
break;
|
||||
default:
|
||||
env->complain("Unable to determine summoned creature");
|
||||
return;
|
||||
}
|
||||
|
||||
BattleStackAdded bsa;
|
||||
bsa.creID = creID;
|
||||
bsa.attacker = !(bool)parameters.casterSide;
|
||||
bsa.summoned = true;
|
||||
bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
|
||||
|
||||
//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
|
||||
int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
|
||||
|
||||
bsa.amount = parameters.usedSpellPower
|
||||
* owner->getPower(parameters.spellLvl)
|
||||
* (100 + percentBonus) / 100.0; //new feature - percentage bonus
|
||||
if(bsa.amount)
|
||||
env->sendAndApply(&bsa);
|
||||
else
|
||||
env->complain("Summoning didn't summon any!");
|
||||
}
|
||||
|
||||
|
||||
///TeleportMechanics
|
||||
void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
||||
{
|
||||
BattleStackMoved bsm;
|
||||
bsm.distance = -1;
|
||||
bsm.stack = parameters.selectedStack->ID;
|
||||
std::vector<BattleHex> tiles;
|
||||
tiles.push_back(parameters.destination);
|
||||
bsm.tilesToMove = tiles;
|
||||
bsm.teleporting = true;
|
||||
env->sendAndApply(&bsm);
|
||||
}
|
||||
|
||||
|
@ -11,3 +11,109 @@
|
||||
#pragma once
|
||||
|
||||
#include "CDefaultSpellMechanics.h"
|
||||
|
||||
|
||||
class ChainLightningMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
ChainLightningMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
|
||||
};
|
||||
|
||||
class CloneMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
CloneMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
|
||||
protected:
|
||||
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
|
||||
};
|
||||
|
||||
class CureMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
CureMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
|
||||
void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override;
|
||||
};
|
||||
|
||||
|
||||
|
||||
class DispellMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
DispellMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
|
||||
void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override;
|
||||
};
|
||||
|
||||
class HypnotizeMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
|
||||
};
|
||||
|
||||
class ObstacleMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
|
||||
protected:
|
||||
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
|
||||
};
|
||||
|
||||
class WallMechanics: public ObstacleMechanics
|
||||
{
|
||||
public:
|
||||
WallMechanics(CSpell * s): ObstacleMechanics(s){};
|
||||
std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
|
||||
};
|
||||
|
||||
class RemoveObstacleMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
RemoveObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
protected:
|
||||
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
|
||||
};
|
||||
|
||||
///all rising spells
|
||||
class RisingSpellMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
RisingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
|
||||
};
|
||||
|
||||
class SacrificeMechanics: public RisingSpellMechanics
|
||||
{
|
||||
public:
|
||||
SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};
|
||||
protected:
|
||||
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
|
||||
};
|
||||
|
||||
///all rising spells but SACRIFICE
|
||||
class SpecialRisingSpellMechanics: public RisingSpellMechanics
|
||||
{
|
||||
public:
|
||||
SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
|
||||
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
|
||||
};
|
||||
|
||||
class SummonMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
SummonMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
protected:
|
||||
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
|
||||
};
|
||||
|
||||
class TeleportMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
TeleportMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
protected:
|
||||
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
|
||||
};
|
||||
|
@ -11,3 +11,694 @@
|
||||
#include "StdInc.h"
|
||||
|
||||
#include "CDefaultSpellMechanics.h"
|
||||
|
||||
#include "../NetPacks.h"
|
||||
#include "../BattleState.h"
|
||||
|
||||
namespace SRSLPraserHelpers
|
||||
{
|
||||
static int XYToHex(int x, int y)
|
||||
{
|
||||
return x + GameConstants::BFIELD_WIDTH * y;
|
||||
}
|
||||
|
||||
static int XYToHex(std::pair<int, int> xy)
|
||||
{
|
||||
return XYToHex(xy.first, xy.second);
|
||||
}
|
||||
|
||||
static int hexToY(int battleFieldPosition)
|
||||
{
|
||||
return battleFieldPosition/GameConstants::BFIELD_WIDTH;
|
||||
}
|
||||
|
||||
static int hexToX(int battleFieldPosition)
|
||||
{
|
||||
int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
|
||||
return pos;
|
||||
}
|
||||
|
||||
static std::pair<int, int> hexToPair(int battleFieldPosition)
|
||||
{
|
||||
return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
|
||||
}
|
||||
|
||||
//moves hex by one hex in given direction
|
||||
//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
|
||||
static std::pair<int, int> gotoDir(int x, int y, int direction)
|
||||
{
|
||||
switch(direction)
|
||||
{
|
||||
case 0: //top left
|
||||
return std::make_pair((y%2) ? x-1 : x, y-1);
|
||||
case 1: //top right
|
||||
return std::make_pair((y%2) ? x : x+1, y-1);
|
||||
case 2: //right
|
||||
return std::make_pair(x+1, y);
|
||||
case 3: //right bottom
|
||||
return std::make_pair((y%2) ? x : x+1, y+1);
|
||||
case 4: //left bottom
|
||||
return std::make_pair((y%2) ? x-1 : x, y+1);
|
||||
case 5: //left
|
||||
return std::make_pair(x-1, y);
|
||||
default:
|
||||
throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
|
||||
}
|
||||
}
|
||||
|
||||
static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
|
||||
{
|
||||
return gotoDir(xy.first, xy.second, direction);
|
||||
}
|
||||
|
||||
static bool isGoodHex(std::pair<int, int> xy)
|
||||
{
|
||||
return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
|
||||
}
|
||||
|
||||
//helper function for rangeInHexes
|
||||
static std::set<ui16> getInRange(unsigned int center, int low, int high)
|
||||
{
|
||||
std::set<ui16> ret;
|
||||
if(low == 0)
|
||||
{
|
||||
ret.insert(center);
|
||||
}
|
||||
|
||||
std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
|
||||
for(auto & elem : mainPointForLayer)
|
||||
elem = hexToPair(center);
|
||||
|
||||
for(int it=1; it<=high; ++it) //it - distance to the center
|
||||
{
|
||||
for(int b=0; b<6; ++b)
|
||||
mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
|
||||
|
||||
if(it>=low)
|
||||
{
|
||||
std::pair<int, int> curHex;
|
||||
|
||||
//adding lines (A-b, B-c, C-d, etc)
|
||||
for(int v=0; v<6; ++v)
|
||||
{
|
||||
curHex = mainPointForLayer[v];
|
||||
for(int h=0; h<it; ++h)
|
||||
{
|
||||
if(isGoodHex(curHex))
|
||||
ret.insert(XYToHex(curHex));
|
||||
curHex = gotoDir(curHex, (v+2)%6);
|
||||
}
|
||||
}
|
||||
|
||||
} //if(it>=low)
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///DefaultSpellMechanics
|
||||
void DefaultSpellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
|
||||
{
|
||||
if (packet->castedByHero)
|
||||
{
|
||||
if (packet->side < 2)
|
||||
{
|
||||
battle->sides[packet->side].castSpellsCount++;
|
||||
}
|
||||
}
|
||||
|
||||
//handle countering spells
|
||||
for(auto stackID : packet->affectedCres)
|
||||
{
|
||||
if(vstd::contains(packet->resisted, stackID))
|
||||
continue;
|
||||
|
||||
CStack * s = battle->getStack(stackID);
|
||||
s->popBonuses([&](const Bonus * b) -> bool
|
||||
{
|
||||
//check for each bonus if it should be removed
|
||||
const bool isSpellEffect = Selector::sourceType(Bonus::SPELL_EFFECT)(b);
|
||||
const int spellID = isSpellEffect ? b->sid : -1;
|
||||
|
||||
return isSpellEffect && vstd::contains(owner->counteredSpells, spellID);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
bool DefaultSpellMechanics::adventureCast(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
|
||||
{
|
||||
if(!owner->isAdventureSpell())
|
||||
{
|
||||
env->complain("Attempt to cast non adventure spell in adventure mode");
|
||||
return false;
|
||||
}
|
||||
|
||||
const CGHeroInstance * caster = parameters.caster;
|
||||
const int cost = caster->getSpellCost(owner);
|
||||
|
||||
if(!caster->canCastThisSpell(owner))
|
||||
{
|
||||
env->complain("Hero cannot cast this spell!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if(caster->mana < cost)
|
||||
{
|
||||
env->complain("Hero doesn't have enough spell points to cast this spell!");
|
||||
return false;
|
||||
}
|
||||
|
||||
{
|
||||
AdvmapSpellCast asc;
|
||||
asc.caster = caster;
|
||||
asc.spellID = owner->id;
|
||||
env->sendAndApply(&asc);
|
||||
}
|
||||
|
||||
if(applyAdventureEffects(env, parameters))
|
||||
{
|
||||
SetMana sm;
|
||||
sm.hid = caster->id;
|
||||
sm.absolute = false;
|
||||
sm.val = -cost;
|
||||
env->sendAndApply(&sm);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool DefaultSpellMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
|
||||
{
|
||||
//There is no generic algorithm of adventure cast
|
||||
env->complain("Unimplemented adventure spell");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
void DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const
|
||||
{
|
||||
BattleSpellCast sc;
|
||||
sc.side = parameters.casterSide;
|
||||
sc.id = owner->id;
|
||||
sc.skill = parameters.spellLvl;
|
||||
sc.tile = parameters.destination;
|
||||
sc.dmgToDisplay = 0;
|
||||
sc.castedByHero = nullptr != parameters.caster;
|
||||
sc.casterStack = (parameters.casterStack ? parameters.casterStack->ID : -1);
|
||||
sc.manaGained = 0;
|
||||
|
||||
int spellCost = 0;
|
||||
|
||||
//calculate spell cost
|
||||
if(parameters.caster)
|
||||
{
|
||||
spellCost = parameters.cb->battleGetSpellCost(owner, parameters.caster);
|
||||
|
||||
if(parameters.secHero && parameters.mode == ECastingMode::HERO_CASTING) //handle mana channel
|
||||
{
|
||||
int manaChannel = 0;
|
||||
for(const CStack * stack : parameters.cb->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
|
||||
{
|
||||
if(stack->owner == parameters.secHero->tempOwner)
|
||||
{
|
||||
vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
|
||||
}
|
||||
}
|
||||
sc.manaGained = (manaChannel * spellCost) / 100;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//calculating affected creatures for all spells
|
||||
//must be vector, as in Chain Lightning order matters
|
||||
std::vector<const CStack*> attackedCres; //CStack vector is somewhat more suitable than ID vector
|
||||
|
||||
auto creatures = owner->getAffectedStacks(parameters.cb, parameters.mode, parameters.casterColor, parameters.spellLvl, parameters.destination, parameters.caster);
|
||||
std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
|
||||
|
||||
for (auto cre : attackedCres)
|
||||
{
|
||||
sc.affectedCres.insert(cre->ID);
|
||||
}
|
||||
|
||||
//checking if creatures resist
|
||||
//resistance is applied only to negative spells
|
||||
if(owner->isNegative())
|
||||
{
|
||||
for(auto s : attackedCres)
|
||||
{
|
||||
const int prob = std::min((s)->magicResistance(), 100); //probability of resistance in %
|
||||
|
||||
if(env->getRandomGenerator().nextInt(99) < prob)
|
||||
{
|
||||
sc.resisted.push_back(s->ID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
StacksInjured si;
|
||||
SpellCastContext ctx(attackedCres, sc, si);
|
||||
|
||||
applyBattleEffects(env, parameters, ctx);
|
||||
|
||||
env->sendAndApply(&sc);
|
||||
|
||||
|
||||
//spend mana
|
||||
if(parameters.caster)
|
||||
{
|
||||
SetMana sm;
|
||||
sm.absolute = false;
|
||||
|
||||
sm.hid = parameters.caster->id;
|
||||
sm.val = -spellCost;
|
||||
|
||||
env->sendAndApply(&sm);
|
||||
|
||||
if(sc.manaGained > 0)
|
||||
{
|
||||
assert(parameters.secHero);
|
||||
|
||||
sm.hid = parameters.secHero->id;
|
||||
sm.val = sc.manaGained;
|
||||
env->sendAndApply(&sm);
|
||||
}
|
||||
}
|
||||
|
||||
if(!si.stacks.empty()) //after spellcast info shows
|
||||
env->sendAndApply(&si);
|
||||
|
||||
//reduce number of casts remaining
|
||||
//TODO: this should be part of BattleSpellCast apply
|
||||
if (parameters.mode == ECastingMode::CREATURE_ACTIVE_CASTING || parameters.mode == ECastingMode::ENCHANTER_CASTING)
|
||||
{
|
||||
assert(parameters.casterStack);
|
||||
|
||||
BattleSetStackProperty ssp;
|
||||
ssp.stackID = parameters.casterStack->ID;
|
||||
ssp.which = BattleSetStackProperty::CASTS;
|
||||
ssp.val = -1;
|
||||
ssp.absolute = false;
|
||||
env->sendAndApply(&ssp);
|
||||
}
|
||||
|
||||
//Magic Mirror effect
|
||||
if(owner->isNegative() && parameters.mode != ECastingMode::MAGIC_MIRROR && owner->level && owner->getLevelInfo(0).range == "0") //it is actual spell and can be reflected to single target, no recurrence
|
||||
{
|
||||
for(auto & attackedCre : attackedCres)
|
||||
{
|
||||
int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
|
||||
if(mirrorChance > env->getRandomGenerator().nextInt(99))
|
||||
{
|
||||
std::vector<const CStack *> mirrorTargets;
|
||||
auto battleStacks = parameters.cb->battleGetAllStacks(true);
|
||||
for(auto & battleStack : battleStacks)
|
||||
{
|
||||
if(battleStack->owner == parameters.casterColor) //get enemy stacks which can be affected by this spell
|
||||
{
|
||||
if (ESpellCastProblem::OK == owner->isImmuneByStack(nullptr, battleStack))
|
||||
mirrorTargets.push_back(battleStack);
|
||||
}
|
||||
}
|
||||
if(!mirrorTargets.empty())
|
||||
{
|
||||
int targetHex = (*RandomGeneratorUtil::nextItem(mirrorTargets, env->getRandomGenerator()))->position;
|
||||
|
||||
BattleSpellCastParameters mirrorParameters = parameters;
|
||||
mirrorParameters.spellLvl = 0;
|
||||
mirrorParameters.casterSide = 1-parameters.casterSide;
|
||||
mirrorParameters.casterColor = (attackedCre)->owner;
|
||||
mirrorParameters.caster = nullptr;
|
||||
mirrorParameters.destination = targetHex;
|
||||
mirrorParameters.secHero = parameters.caster;
|
||||
mirrorParameters.mode = ECastingMode::MAGIC_MIRROR;
|
||||
mirrorParameters.casterStack = (attackedCre);
|
||||
mirrorParameters.selectedStack = nullptr;
|
||||
|
||||
battleCast(env, mirrorParameters);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int DefaultSpellMechanics::calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const
|
||||
{
|
||||
if(!caster)
|
||||
{
|
||||
if (!usedSpellPower)
|
||||
return 3; //default duration of all creature spells
|
||||
else
|
||||
return usedSpellPower; //use creature spell power
|
||||
}
|
||||
switch(owner->id)
|
||||
{
|
||||
case SpellID::FRENZY:
|
||||
return 1;
|
||||
default: //other spells
|
||||
return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
|
||||
}
|
||||
}
|
||||
|
||||
ui32 DefaultSpellMechanics::calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const
|
||||
{
|
||||
int healedHealth;
|
||||
|
||||
if(!owner->isHealingSpell())
|
||||
{
|
||||
logGlobal->errorStream() << "calculateHealedHP called for nonhealing spell "<< owner->name;
|
||||
return 0;
|
||||
}
|
||||
|
||||
const int spellPowerSkill = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
|
||||
const int levelPower = owner->getPower(caster->getSpellSchoolLevel(owner));
|
||||
|
||||
if (owner->id == SpellID::SACRIFICE && sacrificedStack)
|
||||
healedHealth = (spellPowerSkill + sacrificedStack->MaxHealth() + levelPower) * sacrificedStack->count;
|
||||
else
|
||||
healedHealth = spellPowerSkill * owner->power + levelPower; //???
|
||||
healedHealth = owner->calculateBonus(healedHealth, caster, stack);
|
||||
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (owner->isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0));
|
||||
}
|
||||
|
||||
|
||||
void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
||||
{
|
||||
//applying effects
|
||||
if(owner->isOffensiveSpell())
|
||||
{
|
||||
int spellDamage = 0;
|
||||
if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
|
||||
{
|
||||
int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
|
||||
if(unitSpellPower)
|
||||
ctx.sc.dmgToDisplay = spellDamage = parameters.casterStack->count * unitSpellPower; //TODO: handle immunities
|
||||
else //Faerie Dragon
|
||||
{
|
||||
parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
|
||||
ctx.sc.dmgToDisplay = 0;
|
||||
}
|
||||
}
|
||||
int chainLightningModifier = 0;
|
||||
for(auto & attackedCre : ctx.attackedCres)
|
||||
{
|
||||
if(vstd::contains(ctx.sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
|
||||
continue;
|
||||
|
||||
BattleStackAttacked bsa;
|
||||
if(spellDamage)
|
||||
bsa.damageAmount = spellDamage >> chainLightningModifier;
|
||||
else
|
||||
bsa.damageAmount = owner->calculateDamage(parameters.caster, attackedCre, parameters.spellLvl, parameters.usedSpellPower) >> chainLightningModifier;
|
||||
|
||||
ctx.sc.dmgToDisplay += bsa.damageAmount;
|
||||
|
||||
bsa.stackAttacked = (attackedCre)->ID;
|
||||
if(parameters.mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
|
||||
bsa.attackerID = parameters.casterStack->ID;
|
||||
else
|
||||
bsa.attackerID = -1;
|
||||
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
|
||||
ctx.si.stacks.push_back(bsa);
|
||||
|
||||
if(owner->id == SpellID::CHAIN_LIGHTNING)
|
||||
++chainLightningModifier;
|
||||
}
|
||||
}
|
||||
|
||||
if(owner->hasEffects())
|
||||
{
|
||||
int stackSpellPower = 0;
|
||||
if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
|
||||
{
|
||||
stackSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
|
||||
}
|
||||
SetStackEffect sse;
|
||||
Bonus pseudoBonus;
|
||||
pseudoBonus.sid = owner->id;
|
||||
pseudoBonus.val = parameters.spellLvl;
|
||||
pseudoBonus.turnsRemain = calculateDuration(parameters.caster, stackSpellPower ? stackSpellPower : parameters.usedSpellPower);
|
||||
CStack::stackEffectToFeature(sse.effect, pseudoBonus);
|
||||
if(owner->id == SpellID::SHIELD || owner->id == SpellID::AIR_SHIELD)
|
||||
{
|
||||
sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shield should display damage reduction
|
||||
}
|
||||
if(owner->id == SpellID::BIND && parameters.casterStack)//bind
|
||||
{
|
||||
sse.effect.back().additionalInfo = parameters.casterStack->ID; //we need to know who casted Bind
|
||||
}
|
||||
const Bonus * bonus = nullptr;
|
||||
if(parameters.caster)
|
||||
bonus = parameters.caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, owner->id));
|
||||
//TODO does hero specialty should affects his stack casting spells?
|
||||
|
||||
si32 power = 0;
|
||||
for(const CStack * affected : ctx.attackedCres)
|
||||
{
|
||||
if(vstd::contains(ctx.sc.resisted, affected->ID)) //this creature resisted the spell
|
||||
continue;
|
||||
sse.stacks.push_back(affected->ID);
|
||||
|
||||
//Apply hero specials - peculiar enchants
|
||||
const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
|
||||
if(bonus)
|
||||
{
|
||||
switch(bonus->additionalInfo)
|
||||
{
|
||||
case 0: //normal
|
||||
{
|
||||
switch(tier)
|
||||
{
|
||||
case 1: case 2:
|
||||
power = 3;
|
||||
break;
|
||||
case 3: case 4:
|
||||
power = 2;
|
||||
break;
|
||||
case 5: case 6:
|
||||
power = 1;
|
||||
break;
|
||||
}
|
||||
Bonus specialBonus(sse.effect.back());
|
||||
specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
|
||||
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
|
||||
}
|
||||
break;
|
||||
case 1: //only Coronius as yet
|
||||
{
|
||||
power = std::max(5 - tier, 0);
|
||||
Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
|
||||
specialBonus.sid = owner->id;
|
||||
sse.uniqueBonuses.push_back(std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (parameters.caster && parameters.caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, owner->id)) //TODO: better handling of bonus percentages
|
||||
{
|
||||
int damagePercent = parameters.caster->level * parameters.caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, owner->id.toEnum()) / tier;
|
||||
Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
|
||||
specialBonus.valType = Bonus::PERCENT_TO_ALL;
|
||||
specialBonus.sid = owner->id;
|
||||
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
|
||||
}
|
||||
}
|
||||
|
||||
if(!sse.stacks.empty())
|
||||
env->sendAndApply(&sse);
|
||||
|
||||
}
|
||||
|
||||
if(owner->isHealingSpell())
|
||||
{
|
||||
int hpGained = 0;
|
||||
if(parameters.casterStack)
|
||||
{
|
||||
int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
|
||||
if(unitSpellPower)
|
||||
hpGained = parameters.casterStack->count * unitSpellPower; //Archangel
|
||||
else //Faerie Dragon-like effect - unused so far
|
||||
parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
|
||||
}
|
||||
StacksHealedOrResurrected shr;
|
||||
shr.lifeDrain = false;
|
||||
shr.tentHealing = false;
|
||||
for(auto & attackedCre : ctx.attackedCres)
|
||||
{
|
||||
StacksHealedOrResurrected::HealInfo hi;
|
||||
hi.stackID = (attackedCre)->ID;
|
||||
if (parameters.casterStack) //casted by creature
|
||||
{
|
||||
const bool resurrect = owner->isRisingSpell();
|
||||
if (hpGained)
|
||||
{
|
||||
//archangel
|
||||
hi.healedHP = std::min<ui32>(hpGained, attackedCre->MaxHealth() - attackedCre->firstHPleft + (resurrect ? attackedCre->baseAmount * attackedCre->MaxHealth() : 0));
|
||||
}
|
||||
else
|
||||
{
|
||||
//any typical spell (commander's cure or animate dead)
|
||||
int healedHealth = parameters.usedSpellPower * owner->power + owner->getPower(parameters.spellLvl);
|
||||
hi.healedHP = std::min<ui32>(healedHealth, attackedCre->MaxHealth() - attackedCre->firstHPleft + (resurrect ? attackedCre->baseAmount * attackedCre->MaxHealth() : 0));
|
||||
}
|
||||
}
|
||||
else
|
||||
hi.healedHP = calculateHealedHP(parameters.caster, attackedCre, parameters.selectedStack); //Casted by hero
|
||||
hi.lowLevelResurrection = parameters.spellLvl <= 1;
|
||||
shr.healedStacks.push_back(hi);
|
||||
}
|
||||
if(!shr.healedStacks.empty())
|
||||
env->sendAndApply(&shr);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
std::vector<BattleHex> DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
|
||||
{
|
||||
using namespace SRSLPraserHelpers;
|
||||
|
||||
std::vector<BattleHex> ret;
|
||||
std::string rng = owner->getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling
|
||||
|
||||
if(rng.size() >= 2 && rng[0] != 'X') //there is at lest one hex in range (+artificial comma)
|
||||
{
|
||||
std::string number1, number2;
|
||||
int beg, end;
|
||||
bool readingFirst = true;
|
||||
for(auto & elem : rng)
|
||||
{
|
||||
if(std::isdigit(elem) ) //reading number
|
||||
{
|
||||
if(readingFirst)
|
||||
number1 += elem;
|
||||
else
|
||||
number2 += elem;
|
||||
}
|
||||
else if(elem == ',') //comma
|
||||
{
|
||||
//calculating variables
|
||||
if(readingFirst)
|
||||
{
|
||||
beg = atoi(number1.c_str());
|
||||
number1 = "";
|
||||
}
|
||||
else
|
||||
{
|
||||
end = atoi(number2.c_str());
|
||||
number2 = "";
|
||||
}
|
||||
//obtaining new hexes
|
||||
std::set<ui16> curLayer;
|
||||
if(readingFirst)
|
||||
{
|
||||
curLayer = getInRange(centralHex, beg, beg);
|
||||
}
|
||||
else
|
||||
{
|
||||
curLayer = getInRange(centralHex, beg, end);
|
||||
readingFirst = true;
|
||||
}
|
||||
//adding abtained hexes
|
||||
for(auto & curLayer_it : curLayer)
|
||||
{
|
||||
ret.push_back(curLayer_it);
|
||||
}
|
||||
|
||||
}
|
||||
else if(elem == '-') //dash
|
||||
{
|
||||
beg = atoi(number1.c_str());
|
||||
number1 = "";
|
||||
readingFirst = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//remove duplicates (TODO check if actually needed)
|
||||
range::unique(ret);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
|
||||
{
|
||||
std::set<const CStack* > attackedCres;//std::set to exclude multiple occurrences of two hex creatures
|
||||
|
||||
const ui8 attackerSide = ctx.cb->playerToSide(ctx.casterColor) == 1;
|
||||
const auto attackedHexes = rangeInHexes(ctx.destination, ctx.schoolLvl, attackerSide);
|
||||
|
||||
const CSpell::TargetInfo ti(owner, ctx.schoolLvl, ctx.mode);
|
||||
|
||||
//TODO: more generic solution for mass spells
|
||||
if(owner->getLevelInfo(ctx.schoolLvl).range.size() > 1) //custom many-hex range
|
||||
{
|
||||
for(BattleHex hex : attackedHexes)
|
||||
{
|
||||
if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))
|
||||
{
|
||||
attackedCres.insert(st);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(ti.type == CSpell::CREATURE)
|
||||
{
|
||||
auto predicate = [=](const CStack * s){
|
||||
const bool positiveToAlly = owner->isPositive() && s->owner == ctx.casterColor;
|
||||
const bool negativeToEnemy = owner->isNegative() && s->owner != ctx.casterColor;
|
||||
const bool validTarget = s->isValidTarget(!ti.onlyAlive); //todo: this should be handled by spell class
|
||||
|
||||
//for single target spells select stacks covering destination tile
|
||||
const bool rangeCovers = ti.massive || s->coversPos(ctx.destination);
|
||||
//handle smart targeting
|
||||
const bool positivenessFlag = !ti.smart || owner->isNeutral() || positiveToAlly || negativeToEnemy;
|
||||
|
||||
return rangeCovers && positivenessFlag && validTarget;
|
||||
};
|
||||
|
||||
TStacks stacks = ctx.cb->battleGetStacksIf(predicate);
|
||||
|
||||
if(ti.massive)
|
||||
{
|
||||
//for massive spells add all targets
|
||||
for (auto stack : stacks)
|
||||
attackedCres.insert(stack);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//for single target spells we must select one target. Alive stack is preferred (issue #1763)
|
||||
for(auto stack : stacks)
|
||||
{
|
||||
if(stack->alive())
|
||||
{
|
||||
attackedCres.insert(stack);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(attackedCres.empty() && !stacks.empty())
|
||||
{
|
||||
attackedCres.insert(stacks.front());
|
||||
}
|
||||
}
|
||||
}
|
||||
else //custom range from attackedHexes
|
||||
{
|
||||
for(BattleHex hex : attackedHexes)
|
||||
{
|
||||
if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))
|
||||
attackedCres.insert(st);
|
||||
}
|
||||
}
|
||||
|
||||
return attackedCres;
|
||||
}
|
||||
|
||||
|
||||
ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
|
||||
{
|
||||
//by default use general algorithm
|
||||
return owner->isImmuneBy(obj);
|
||||
}
|
||||
|
@ -10,4 +10,44 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
|
||||
#include "ISpellMechanics.h"
|
||||
|
||||
class BattleSpellCast;
|
||||
class StacksInjured;
|
||||
|
||||
struct SpellCastContext
|
||||
{
|
||||
SpellCastContext(std::vector<const CStack*> & attackedCres, BattleSpellCast & sc, StacksInjured & si):
|
||||
attackedCres(attackedCres), sc(sc), si(si){};
|
||||
std::vector<const CStack*> & attackedCres;
|
||||
BattleSpellCast & sc;
|
||||
StacksInjured & si;
|
||||
};
|
||||
|
||||
class DefaultSpellMechanics: public ISpellMechanics
|
||||
{
|
||||
public:
|
||||
DefaultSpellMechanics(CSpell * s): ISpellMechanics(s){};
|
||||
|
||||
std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes = nullptr) const override;
|
||||
std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
|
||||
|
||||
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
|
||||
|
||||
bool adventureCast(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override final;
|
||||
void battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const override;
|
||||
|
||||
void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override;
|
||||
protected:
|
||||
|
||||
virtual void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const;
|
||||
|
||||
virtual int calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const;
|
||||
|
||||
///calculate healed HP for all spells casted by hero
|
||||
ui32 calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const;
|
||||
|
||||
///actual adventure cast implementation
|
||||
virtual bool applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const;
|
||||
};
|
||||
|
@ -11,3 +11,86 @@
|
||||
#include "StdInc.h"
|
||||
|
||||
#include "CreatureSpellMechanics.h"
|
||||
|
||||
#include "../NetPacks.h"
|
||||
#include "../BattleState.h"
|
||||
|
||||
///AcidBreathDamageMechanics
|
||||
void AcidBreathDamageMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
||||
{
|
||||
//calculating dmg to display
|
||||
ctx.sc.dmgToDisplay = parameters.usedSpellPower;
|
||||
|
||||
for(auto & attackedCre : ctx.attackedCres) //no immunities
|
||||
{
|
||||
BattleStackAttacked bsa;
|
||||
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
|
||||
bsa.spellID = owner->id;
|
||||
bsa.damageAmount = parameters.usedSpellPower; //damage times the number of attackers
|
||||
bsa.stackAttacked = (attackedCre)->ID;
|
||||
bsa.attackerID = -1;
|
||||
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
|
||||
ctx.si.stacks.push_back(bsa);
|
||||
}
|
||||
}
|
||||
|
||||
///DeathStareMechanics
|
||||
void DeathStareMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
||||
{
|
||||
//calculating dmg to display
|
||||
ctx.sc.dmgToDisplay = parameters.usedSpellPower;
|
||||
if(!ctx.attackedCres.empty())
|
||||
vstd::amin(ctx.sc.dmgToDisplay, (*ctx.attackedCres.begin())->count); //stack is already reduced after attack
|
||||
|
||||
for(auto & attackedCre : ctx.attackedCres)
|
||||
{
|
||||
BattleStackAttacked bsa;
|
||||
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
|
||||
bsa.spellID = owner->id;
|
||||
bsa.damageAmount = parameters.usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
|
||||
bsa.stackAttacked = (attackedCre)->ID;
|
||||
bsa.attackerID = -1;
|
||||
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
|
||||
ctx.si.stacks.push_back(bsa);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///DispellHelpfulMechanics
|
||||
void DispellHelpfulMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
|
||||
{
|
||||
DefaultSpellMechanics::applyBattle(battle, packet);
|
||||
|
||||
for(auto stackID : packet->affectedCres)
|
||||
{
|
||||
if(vstd::contains(packet->resisted, stackID))
|
||||
continue;
|
||||
|
||||
CStack *s = battle->getStack(stackID);
|
||||
s->popBonuses([&](const Bonus *b) -> bool
|
||||
{
|
||||
return Selector::positiveSpellEffects(b);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
|
||||
{
|
||||
TBonusListPtr spellBon = obj->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;
|
||||
}
|
||||
|
||||
//use default algorithm only if there is no mechanics-related problem
|
||||
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
|
||||
}
|
||||
|
@ -11,3 +11,29 @@
|
||||
#pragma once
|
||||
|
||||
#include "CDefaultSpellMechanics.h"
|
||||
|
||||
class AcidBreathDamageMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
AcidBreathDamageMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
protected:
|
||||
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
|
||||
};
|
||||
|
||||
class DeathStareMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
DeathStareMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
protected:
|
||||
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
|
||||
};
|
||||
|
||||
class DispellHelpfulMechanics: public DefaultSpellMechanics
|
||||
{
|
||||
public:
|
||||
DispellHelpfulMechanics(CSpell * s): DefaultSpellMechanics(s){};
|
||||
|
||||
void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override;
|
||||
|
||||
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
|
||||
};
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,5 +1,5 @@
|
||||
/*
|
||||
* SpellMechanics.h, part of VCMI engine
|
||||
* ISpellMechanics.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
|
Loading…
Reference in New Issue
Block a user