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Merge pull request #4654 from dydzio0614/any-hex-shooting
Allow targeting empty hex by shooters with multi-tile SPELL_LIKE_ABILITY
This commit is contained in:
@@ -930,7 +930,7 @@ void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttac
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info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
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}
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}
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assert(info.defender != nullptr);
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assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
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assert(info.attacker != nullptr);
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battleInt->stackAttacking(info);
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@@ -175,6 +175,18 @@ void BattleActionsController::enterCreatureCastingMode()
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if (!owner.stacksController->getActiveStack())
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return;
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if(owner.getBattle()->battleCanTargetEmptyHex(owner.stacksController->getActiveStack()))
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{
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auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
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{
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return x.get() != PossiblePlayerBattleAction::SHOOT;
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};
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vstd::erase_if(possibleActions, actionFilterPredicate);
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GH.fakeMouseMove();
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return;
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}
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if (!isActiveStackSpellcaster())
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return;
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@@ -263,6 +275,9 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
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return 2;
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break;
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case PossiblePlayerBattleAction::SHOOT:
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if(targetStack == nullptr || targetStack->unitSide() == stack->unitSide())
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return 100; //bottom priority
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return 4;
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break;
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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@@ -356,6 +371,12 @@ const CSpell * BattleActionsController::getStackSpellToCast(BattleHex hoveredHex
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auto action = selectAction(hoveredHex);
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if(owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::SPELL_LIKE_ATTACK))
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{
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auto bonus = owner.stacksController->getActiveStack()->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
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return bonus->subtype.as<SpellID>().toSpell();
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}
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if (action.spell() == SpellID::NONE)
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return nullptr;
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@@ -514,6 +535,13 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
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case PossiblePlayerBattleAction::SHOOT:
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{
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if(targetStack == nullptr) //should be true only for spell-like attack
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{
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auto spellLikeAttackBonus = owner.stacksController->getActiveStack()->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
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assert(spellLikeAttackBonus != nullptr);
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return boost::str(boost::format(CGI->generaltexth->allTexts[26]) % spellLikeAttackBonus->subtype.as<SpellID>().toSpell()->getNameTranslated());
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}
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const auto * shooter = owner.stacksController->getActiveStack();
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DamageEstimation retaliation;
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@@ -625,7 +653,20 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
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return false;
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case PossiblePlayerBattleAction::SHOOT:
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return owner.getBattle()->battleCanShoot(owner.stacksController->getActiveStack(), targetHex);
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{
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auto currentStack = owner.stacksController->getActiveStack();
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if(!owner.getBattle()->battleCanShoot(currentStack, targetHex))
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return false;
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if(targetStack == nullptr && owner.getBattle()->battleCanTargetEmptyHex(currentStack))
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{
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auto spellLikeAttackBonus = currentStack->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
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const CSpell * spellDataToCheck = spellLikeAttackBonus->subtype.as<SpellID>().toSpell();
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return isCastingPossibleHere(spellDataToCheck, nullptr, targetHex);
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}
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return true;
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}
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case PossiblePlayerBattleAction::NO_LOCATION:
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return false;
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@@ -771,7 +812,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
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}
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}
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if (!spellcastingModeActive())
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if (!heroSpellcastingModeActive())
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{
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if (action.spell().hasValue())
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{
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@@ -1018,14 +1059,9 @@ void BattleActionsController::activateStack()
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void BattleActionsController::onHexRightClicked(BattleHex clickedHex)
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{
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auto spellcastActionPredicate = [](PossiblePlayerBattleAction & action)
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{
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return action.spellcast();
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};
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bool isCurrentStackInSpellcastMode = creatureSpellcastingModeActive();
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bool isCurrentStackInSpellcastMode = !possibleActions.empty() && std::all_of(possibleActions.begin(), possibleActions.end(), spellcastActionPredicate);
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if (spellcastingModeActive() || isCurrentStackInSpellcastMode)
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if (heroSpellcastingModeActive() || isCurrentStackInSpellcastMode)
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{
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endCastingSpell();
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CRClickPopup::createAndPush(CGI->generaltexth->translate("core.genrltxt.731")); // spell cancelled
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@@ -1044,11 +1080,21 @@ void BattleActionsController::onHexRightClicked(BattleHex clickedHex)
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owner.defendingHero->heroRightClicked();
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}
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bool BattleActionsController::spellcastingModeActive() const
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bool BattleActionsController::heroSpellcastingModeActive() const
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{
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return heroSpellToCast != nullptr;
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}
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bool BattleActionsController::creatureSpellcastingModeActive() const
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{
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auto spellcastModePredicate = [](const PossiblePlayerBattleAction & action)
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{
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return action.spellcast() || action.get() == PossiblePlayerBattleAction::SHOOT; //for hotkey-eligible SPELL_LIKE_ATTACK creature should have only SHOOT action
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};
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return !possibleActions.empty() && std::all_of(possibleActions.begin(), possibleActions.end(), spellcastModePredicate);
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}
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bool BattleActionsController::currentActionSpellcasting(BattleHex hoveredHex)
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{
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if (heroSpellToCast)
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@@ -82,8 +82,10 @@ public:
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/// initialize list of potential actions for new active stack
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void activateStack();
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/// returns true if UI is currently in target selection mode
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bool spellcastingModeActive() const;
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/// returns true if UI is currently in hero spell target selection mode
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bool heroSpellcastingModeActive() const;
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/// returns true if UI is currently in "F" hotkey creature spell target selection mode
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bool creatureSpellcastingModeActive() const;
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/// returns true if one of the following is true:
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/// - we are casting spell by hero
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@@ -566,7 +566,9 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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calculateRangeLimitAndHighlightImages(shootingRangeDistance, shootingRangeLimitImages, shootingRangeLimitHexes, shootingRangeLimitHexesHighlights);
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}
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bool useSpellRangeForMouse = hoveredHex != BattleHex::INVALID && owner.actionsController->currentActionSpellcasting(getHoveredHex());
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bool useSpellRangeForMouse = hoveredHex != BattleHex::INVALID
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&& (owner.actionsController->currentActionSpellcasting(getHoveredHex())
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|| owner.actionsController->creatureSpellcastingModeActive()); //at least shooting with SPELL_LIKE_ATTACK can operate in spellcasting mode without being actual spellcast
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bool useMoveRangeForMouse = !hoveredMoveHexes.empty() || !settings["battle"]["mouseShadow"].Bool();
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const auto & hoveredMouseHexes = useSpellRangeForMouse ? hoveredSpellHexes : ( useMoveRangeForMouse ? hoveredMoveHexes : hoveredMouseHex);
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@@ -328,7 +328,7 @@ void BattleHero::setPhase(EHeroAnimType newPhase)
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void BattleHero::heroLeftClicked()
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{
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if(owner.actionsController->spellcastingModeActive()) //we are casting a spell
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if(owner.actionsController->heroSpellcastingModeActive()) //we are casting a spell
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return;
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if(!hero || !owner.makingTurn())
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@@ -862,7 +862,8 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
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spell = owner.actionsController->getCurrentSpell(hoveredHex);
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caster = owner.actionsController->getCurrentSpellcaster();
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if(caster && spell && owner.actionsController->currentActionSpellcasting(hoveredHex) ) //when casting spell
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//casting spell or in explicit spellcasting mode that also handles SPELL_LIKE_ATTACK
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if(caster && spell && (owner.actionsController->currentActionSpellcasting(hoveredHex) || owner.actionsController->creatureSpellcastingModeActive()))
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{
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spells::Target target;
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target.emplace_back(hoveredHex);
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@@ -538,7 +538,7 @@ void BattleWindow::tacticPhaseEnded()
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void BattleWindow::bOptionsf()
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{
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if (owner.actionsController->spellcastingModeActive())
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if (owner.actionsController->heroSpellcastingModeActive())
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return;
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CCS->curh->set(Cursor::Map::POINTER);
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@@ -548,7 +548,7 @@ void BattleWindow::bOptionsf()
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void BattleWindow::bSurrenderf()
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{
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if (owner.actionsController->spellcastingModeActive())
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if (owner.actionsController->heroSpellcastingModeActive())
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return;
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int cost = owner.getBattle()->battleGetSurrenderCost();
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@@ -568,7 +568,7 @@ void BattleWindow::bSurrenderf()
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void BattleWindow::bFleef()
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{
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if (owner.actionsController->spellcastingModeActive())
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if (owner.actionsController->heroSpellcastingModeActive())
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return;
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if ( owner.getBattle()->battleCanFlee() )
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@@ -675,7 +675,7 @@ void BattleWindow::setAlternativeActions(const std::list<PossiblePlayerBattleAct
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void BattleWindow::bAutofightf()
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{
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if (owner.actionsController->spellcastingModeActive())
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if (owner.actionsController->heroSpellcastingModeActive())
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return;
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if(settings["battle"]["endWithAutocombat"].Bool() && onlyOnePlayerHuman)
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@@ -712,7 +712,7 @@ void BattleWindow::bAutofightf()
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void BattleWindow::bSpellf()
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{
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if (owner.actionsController->spellcastingModeActive())
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if (owner.actionsController->heroSpellcastingModeActive())
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return;
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if (!owner.makingTurn())
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@@ -785,7 +785,7 @@ void BattleWindow::bSwitchActionf()
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void BattleWindow::bWaitf()
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{
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if (owner.actionsController->spellcastingModeActive())
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if (owner.actionsController->heroSpellcastingModeActive())
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return;
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if (owner.stacksController->getActiveStack() != nullptr)
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@@ -794,7 +794,7 @@ void BattleWindow::bWaitf()
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void BattleWindow::bDefencef()
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{
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if (owner.actionsController->spellcastingModeActive())
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if (owner.actionsController->heroSpellcastingModeActive())
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return;
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if (owner.stacksController->getActiveStack() != nullptr)
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@@ -803,7 +803,7 @@ void BattleWindow::bDefencef()
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void BattleWindow::bConsoleUpf()
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{
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if (owner.actionsController->spellcastingModeActive())
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if (owner.actionsController->heroSpellcastingModeActive())
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return;
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console->scrollUp();
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@@ -811,7 +811,7 @@ void BattleWindow::bConsoleUpf()
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void BattleWindow::bConsoleDownf()
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{
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if (owner.actionsController->spellcastingModeActive())
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if (owner.actionsController->heroSpellcastingModeActive())
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return;
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console->scrollDown();
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@@ -851,8 +851,8 @@ void BattleWindow::blockUI(bool on)
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setShortcutBlocked(EShortcut::BATTLE_WAIT, on || owner.tacticsMode || !canWait);
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setShortcutBlocked(EShortcut::BATTLE_DEFEND, on || owner.tacticsMode);
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setShortcutBlocked(EShortcut::BATTLE_SELECT_ACTION, on || owner.tacticsMode);
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setShortcutBlocked(EShortcut::BATTLE_AUTOCOMBAT, (settings["battle"]["endWithAutocombat"].Bool() && onlyOnePlayerHuman) ? on || owner.tacticsMode || owner.actionsController->spellcastingModeActive() : owner.actionsController->spellcastingModeActive());
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setShortcutBlocked(EShortcut::BATTLE_END_WITH_AUTOCOMBAT, on || owner.tacticsMode || !onlyOnePlayerHuman || owner.actionsController->spellcastingModeActive());
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setShortcutBlocked(EShortcut::BATTLE_AUTOCOMBAT, (settings["battle"]["endWithAutocombat"].Bool() && onlyOnePlayerHuman) ? on || owner.tacticsMode || owner.actionsController->heroSpellcastingModeActive() : owner.actionsController->heroSpellcastingModeActive());
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setShortcutBlocked(EShortcut::BATTLE_END_WITH_AUTOCOMBAT, on || owner.tacticsMode || !onlyOnePlayerHuman || owner.actionsController->heroSpellcastingModeActive());
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setShortcutBlocked(EShortcut::BATTLE_TACTICS_END, on || !owner.tacticsMode);
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setShortcutBlocked(EShortcut::BATTLE_TACTICS_NEXT, on || !owner.tacticsMode);
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setShortcutBlocked(EShortcut::BATTLE_CONSOLE_DOWN, on && !owner.tacticsMode);
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@@ -335,6 +335,8 @@
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"defensePointDamageFactorCap": 0.7,
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// If set to true, double-wide creatures will trigger obstacle effect when moving one tile forward or backwards
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"oneHexTriggersObstacles": false,
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// Allow area shooters with SPELL_LIKE_ATTACK bonus such as liches or magogs to target empty hexes
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"areaShotCanTargetEmptyHex" : false,
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// Positions of units on start of the combat
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// If battle does not defines specific configuration, 'default' configuration will be used
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@@ -69,7 +69,8 @@
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"defensePointDamageFactor" : { "type" : "number" },
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"defensePointDamageFactorCap" : { "type" : "number" },
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"oneHexTriggersObstacles" : { "type" : "boolean" },
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"layouts" : { "type" : "object" }
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"layouts" : { "type" : "object" },
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"areaShotCanTargetEmptyHex" : { "type" : "boolean" }
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}
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},
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"creatures": {
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@@ -40,6 +40,7 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
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{EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION, "banks", "showGuardsComposition" },
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{EGameSettings::BONUSES_GLOBAL, "bonuses", "global" },
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{EGameSettings::BONUSES_PER_HERO, "bonuses", "perHero" },
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{EGameSettings::COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX, "combat", "areaShotCanTargetEmptyHex" },
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{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR, "combat", "attackPointDamageFactor" },
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{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP, "combat", "attackPointDamageFactorCap" },
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{EGameSettings::COMBAT_BAD_LUCK_DICE, "combat", "badLuckDice" },
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@@ -18,6 +18,7 @@ enum class EGameSettings
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BANKS_SHOW_GUARDS_COMPOSITION,
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BONUSES_GLOBAL,
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BONUSES_PER_HERO,
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COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX,
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COMBAT_ATTACK_POINT_DAMAGE_FACTOR,
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COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP,
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COMBAT_BAD_LUCK_DICE,
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@@ -17,6 +17,7 @@
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#include "BattleInfo.h"
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#include "CObstacleInstance.h"
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#include "DamageCalculator.h"
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#include "IGameSettings.h"
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#include "PossiblePlayerBattleAction.h"
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#include "../entities/building/TownFortifications.h"
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#include "../spells/ObstacleCasterProxy.h"
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@@ -725,18 +726,49 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
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|| attacker->hasBonusOfType(BonusType::FREE_SHOOTING));
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}
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bool CBattleInfoCallback::battleCanTargetEmptyHex(const battle::Unit * attacker) const
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{
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RETURN_IF_NOT_BATTLE(false);
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if(!VLC->engineSettings()->getBoolean(EGameSettings::COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX))
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return false;
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if(attacker->hasBonusOfType(BonusType::SPELL_LIKE_ATTACK))
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{
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auto bonus = attacker->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
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const CSpell * spell = bonus->subtype.as<SpellID>().toSpell();
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spells::BattleCast cast(this, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
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BattleHex dummySpellTarget = BattleHex(50); //check arbitrary hex for general spell range since currently there is no general way to access amount of hexes
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if(spell->battleMechanics(&cast)->rangeInHexes(dummySpellTarget).size() > 1)
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{
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return true;
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}
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}
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return false;
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}
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bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
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{
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RETURN_IF_NOT_BATTLE(false);
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const battle::Unit * defender = battleGetUnitByPos(dest);
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if(!attacker || !defender)
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if(!attacker)
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return false;
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if(defender->hasBonusOfType(BonusType::INVINCIBLE))
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return false;
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bool emptyHexAreaAttack = battleCanTargetEmptyHex(attacker);
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if(battleMatchOwner(attacker, defender) && defender->alive())
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if(!emptyHexAreaAttack)
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{
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if(!defender)
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return false;
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if(defender->hasBonusOfType(BonusType::INVINCIBLE))
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return false;
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}
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if(emptyHexAreaAttack || (battleMatchOwner(attacker, defender) && defender->alive()))
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{
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if(battleCanShoot(attacker))
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{
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@@ -747,7 +779,11 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHe
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}
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int shootingRange = limitedRangeBonus->val;
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return isEnemyUnitWithinSpecifiedRange(attacker->getPosition(), defender, shootingRange);
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if(defender)
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return isEnemyUnitWithinSpecifiedRange(attacker->getPosition(), defender, shootingRange);
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else
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return isHexWithinSpecifiedRange(attacker->getPosition(), dest, shootingRange);
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}
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}
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@@ -1593,6 +1629,14 @@ bool CBattleInfoCallback::isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosi
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return false;
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}
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bool CBattleInfoCallback::isHexWithinSpecifiedRange(BattleHex attackerPosition, BattleHex targetPosition, unsigned int range) const
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{
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if(BattleHex::getDistance(attackerPosition, targetPosition) <= range)
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return true;
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return false;
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}
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BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart part) const
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{
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RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
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|
@@ -86,9 +86,11 @@ public:
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ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const;
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std::set<BattleHex> battleGetAttackedHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
|
||||
bool isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosition, const battle::Unit * defenderUnit, unsigned int range) const;
|
||||
bool isHexWithinSpecifiedRange(BattleHex attackerPosition, BattleHex targetPosition, unsigned int range) const;
|
||||
|
||||
std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const battle::Unit * stack) const;
|
||||
|
||||
bool battleCanTargetEmptyHex(const battle::Unit * attacker) const; //determines of stack with given ID can target empty hex to attack - currently used only for SPELL_LIKE_ATTACK shooting
|
||||
bool battleCanAttack(const battle::Unit * stack, const battle::Unit * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
|
||||
bool battleCanShoot(const battle::Unit * attacker, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
|
||||
bool battleCanShoot(const battle::Unit * attacker) const; //determines if stack with given ID shoot in principle
|
||||
|
@@ -164,10 +164,9 @@ EffectTarget UnitEffect::transformTargetByRange(const Mechanics * m, const Targe
|
||||
|
||||
if(m->alwaysHitFirstTarget())
|
||||
{
|
||||
//TODO: examine if adjustments needed related to INVINCIBLE bonus
|
||||
if(!aimPoint.empty() && aimPoint.front().unitValue)
|
||||
targets.insert(aimPoint.front().unitValue);
|
||||
else
|
||||
logGlobal->error("Spell-like attack with no primary target.");
|
||||
}
|
||||
|
||||
EffectTarget effectTarget;
|
||||
|
@@ -348,20 +348,27 @@ bool BattleActionProcessor::doShootAction(const CBattleInfoCallback & battle, co
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!destinationStack)
|
||||
const bool emptyTileAreaAttack = battle.battleCanTargetEmptyHex(stack);
|
||||
|
||||
if (!destinationStack && !emptyTileAreaAttack)
|
||||
{
|
||||
gameHandler->complain("No target to shoot!");
|
||||
return false;
|
||||
}
|
||||
|
||||
static const auto firstStrikeSelector = Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeAll).Or(Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeRanged));
|
||||
const bool firstStrike = destinationStack->hasBonus(firstStrikeSelector);
|
||||
bool firstStrike = false;
|
||||
if(!emptyTileAreaAttack)
|
||||
{
|
||||
static const auto firstStrikeSelector = Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeAll).Or(Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeRanged));
|
||||
firstStrike = destinationStack->hasBonus(firstStrikeSelector);
|
||||
}
|
||||
|
||||
if (!firstStrike)
|
||||
makeAttack(battle, stack, destinationStack, 0, destination, true, true, false);
|
||||
|
||||
//ranged counterattack
|
||||
if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
|
||||
if (!emptyTileAreaAttack
|
||||
&& destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
|
||||
&& !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
|
||||
&& destinationStack->ableToRetaliate()
|
||||
&& battle.battleCanShoot(destinationStack, stack->getPosition())
|
||||
@@ -382,11 +389,9 @@ bool BattleActionProcessor::doShootAction(const CBattleInfoCallback & battle, co
|
||||
|
||||
for(int i = firstStrike ? 0:1; i < totalRangedAttacks; ++i)
|
||||
{
|
||||
if(
|
||||
stack->alive()
|
||||
&& destinationStack->alive()
|
||||
&& stack->shots.canUse()
|
||||
)
|
||||
if(stack->alive()
|
||||
&& (emptyTileAreaAttack || destinationStack->alive())
|
||||
&& stack->shots.canUse())
|
||||
{
|
||||
makeAttack(battle, stack, destinationStack, 0, destination, false, true, false);
|
||||
}
|
||||
@@ -908,7 +913,7 @@ int BattleActionProcessor::moveStack(const CBattleInfoCallback & battle, int sta
|
||||
|
||||
void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
|
||||
{
|
||||
if(first && !counter)
|
||||
if(defender && first && !counter)
|
||||
handleAttackBeforeCasting(battle, ranged, attacker, defender);
|
||||
|
||||
FireShieldInfo fireShield;
|
||||
@@ -963,7 +968,7 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
|
||||
battle::HealInfo healInfo;
|
||||
|
||||
// only primary target
|
||||
if(defender->alive())
|
||||
if(defender && defender->alive())
|
||||
applyBattleEffects(battle, bat, attackerState, fireShield, defender, healInfo, distance, false);
|
||||
|
||||
//multiple-hex normal attack
|
||||
@@ -1045,7 +1050,8 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
|
||||
|
||||
addGenericDamageLog(blm, attackerState, totalDamage);
|
||||
|
||||
addGenericKilledLog(blm, defender, totalKills, multipleTargets);
|
||||
if(defender)
|
||||
addGenericKilledLog(blm, defender, totalKills, multipleTargets);
|
||||
}
|
||||
|
||||
// drain life effect (as well as log entry) must be applied after the attack
|
||||
@@ -1111,7 +1117,8 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
|
||||
|
||||
gameHandler->sendAndApply(&blm);
|
||||
|
||||
handleAfterAttackCasting(battle, ranged, attacker, defender);
|
||||
if(defender)
|
||||
handleAfterAttackCasting(battle, ranged, attacker, defender);
|
||||
}
|
||||
|
||||
void BattleActionProcessor::attackCasting(const CBattleInfoCallback & battle, bool ranged, BonusType attackMode, const battle::Unit * attacker, const CStack * defender)
|
||||
|
Reference in New Issue
Block a user