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mirror of https://github.com/vcmi/vcmi.git synced 2025-04-07 07:10:04 +02:00

Initial unconditionally working version

This commit is contained in:
Dydzio 2024-09-22 15:07:44 +02:00
parent 894c88defc
commit 1a2d349267
5 changed files with 92 additions and 21 deletions

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@ -175,6 +175,18 @@ void BattleActionsController::enterCreatureCastingMode()
if (!owner.stacksController->getActiveStack()) if (!owner.stacksController->getActiveStack())
return; return;
if(owner.getBattle()->battleCanTargetEmptyHex(owner.stacksController->getActiveStack()))
{
auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
{
return x.get() != PossiblePlayerBattleAction::SHOOT;
};
vstd::erase_if(possibleActions, actionFilterPredicate);
GH.fakeMouseMove();
return;
}
if (!isActiveStackSpellcaster()) if (!isActiveStackSpellcaster())
return; return;
@ -263,6 +275,9 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
return 2; return 2;
break; break;
case PossiblePlayerBattleAction::SHOOT: case PossiblePlayerBattleAction::SHOOT:
if(targetStack == nullptr || targetStack->unitSide() == stack->unitSide())
return 100; //bottom priority
return 4; return 4;
break; break;
case PossiblePlayerBattleAction::ATTACK_AND_RETURN: case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
@ -514,6 +529,13 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
case PossiblePlayerBattleAction::SHOOT: case PossiblePlayerBattleAction::SHOOT:
{ {
if(targetStack == nullptr) //should be true only for spell-like attack
{
auto spellLikeAttackBonus = owner.stacksController->getActiveStack()->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
assert(bonus != nullptr);
return boost::str(boost::format(CGI->generaltexth->allTexts[26]) % spellLikeAttackBonus->subtype.as<SpellID>().toSpell()->getNameTranslated());
}
const auto * shooter = owner.stacksController->getActiveStack(); const auto * shooter = owner.stacksController->getActiveStack();
DamageEstimation retaliation; DamageEstimation retaliation;
@ -1020,7 +1042,7 @@ void BattleActionsController::onHexRightClicked(BattleHex clickedHex)
{ {
auto spellcastActionPredicate = [](PossiblePlayerBattleAction & action) auto spellcastActionPredicate = [](PossiblePlayerBattleAction & action)
{ {
return action.spellcast(); return action.spellcast() || action.get() == PossiblePlayerBattleAction::SHOOT;
}; };
bool isCurrentStackInSpellcastMode = !possibleActions.empty() && std::all_of(possibleActions.begin(), possibleActions.end(), spellcastActionPredicate); bool isCurrentStackInSpellcastMode = !possibleActions.empty() && std::all_of(possibleActions.begin(), possibleActions.end(), spellcastActionPredicate);

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@ -725,18 +725,48 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
|| attacker->hasBonusOfType(BonusType::FREE_SHOOTING)); || attacker->hasBonusOfType(BonusType::FREE_SHOOTING));
} }
bool CBattleInfoCallback::battleCanTargetEmptyHex(const battle::Unit * attacker) const
{
RETURN_IF_NOT_BATTLE(false);
if(attacker->hasBonusOfType(BonusType::SPELL_LIKE_ATTACK))
{
auto bonus = attacker->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
const CSpell * spell = bonus->subtype.as<SpellID>().toSpell();
if(spell->isDamage())
{
spells::BattleCast cast(this, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
if(vstd::find(spell->battleMechanics(&cast)->getTargetTypes(), spells::AimType::LOCATION) != spell->battleMechanics(&cast)->getTargetTypes().end())
{
return true;
}
}
}
return false;
}
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
{ {
RETURN_IF_NOT_BATTLE(false); RETURN_IF_NOT_BATTLE(false);
const battle::Unit * defender = battleGetUnitByPos(dest); const battle::Unit * defender = battleGetUnitByPos(dest);
if(!attacker || !defender) if(!attacker)
return false; return false;
if(defender->hasBonusOfType(BonusType::INVINCIBLE)) bool emptyHexAreaAttack = battleCanTargetEmptyHex(attacker);
return false;
if(battleMatchOwner(attacker, defender) && defender->alive()) if(!emptyHexAreaAttack)
{
if(!defender)
return false;
if(defender->hasBonusOfType(BonusType::INVINCIBLE))
return false;
}
if(emptyHexAreaAttack || (battleMatchOwner(attacker, defender) && defender->alive()))
{ {
if(battleCanShoot(attacker)) if(battleCanShoot(attacker))
{ {
@ -747,7 +777,11 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHe
} }
int shootingRange = limitedRangeBonus->val; int shootingRange = limitedRangeBonus->val;
return isEnemyUnitWithinSpecifiedRange(attacker->getPosition(), defender, shootingRange);
if(defender)
return isEnemyUnitWithinSpecifiedRange(attacker->getPosition(), defender, shootingRange);
else
return isHexWithinSpecifiedRange(attacker->getPosition(), dest, shootingRange);
} }
} }
@ -1593,6 +1627,14 @@ bool CBattleInfoCallback::isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosi
return false; return false;
} }
bool CBattleInfoCallback::isHexWithinSpecifiedRange(BattleHex attackerPosition, BattleHex targetPosition, unsigned int range) const
{
if(BattleHex::getDistance(attackerPosition, targetPosition) <= range)
return true;
return false;
}
BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart part) const BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart part) const
{ {
RETURN_IF_NOT_BATTLE(BattleHex::INVALID); RETURN_IF_NOT_BATTLE(BattleHex::INVALID);

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@ -86,9 +86,11 @@ public:
ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const; ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const;
std::set<BattleHex> battleGetAttackedHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; 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 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; 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 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, 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 bool battleCanShoot(const battle::Unit * attacker) const; //determines if stack with given ID shoot in principle

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@ -166,8 +166,6 @@ EffectTarget UnitEffect::transformTargetByRange(const Mechanics * m, const Targe
{ {
if(!aimPoint.empty() && aimPoint.front().unitValue) if(!aimPoint.empty() && aimPoint.front().unitValue)
targets.insert(aimPoint.front().unitValue); targets.insert(aimPoint.front().unitValue);
else
logGlobal->error("Spell-like attack with no primary target.");
} }
EffectTarget effectTarget; EffectTarget effectTarget;

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@ -347,20 +347,27 @@ bool BattleActionProcessor::doShootAction(const CBattleInfoCallback & battle, co
return false; return false;
} }
if (!destinationStack) const bool emptyTileAreaAttack = battle.battleCanTargetEmptyHex(stack);
if (!destinationStack && !emptyTileAreaAttack)
{ {
gameHandler->complain("No target to shoot!"); gameHandler->complain("No target to shoot!");
return false; return false;
} }
static const auto firstStrikeSelector = Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeAll).Or(Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeRanged)); bool firstStrike = false;
const bool firstStrike = destinationStack->hasBonus(firstStrikeSelector); 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) if (!firstStrike)
makeAttack(battle, stack, destinationStack, 0, destination, true, true, false); makeAttack(battle, stack, destinationStack, 0, destination, true, true, false);
//ranged counterattack //ranged counterattack
if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION) if (!emptyTileAreaAttack
&& destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
&& !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION) && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
&& destinationStack->ableToRetaliate() && destinationStack->ableToRetaliate()
&& battle.battleCanShoot(destinationStack, stack->getPosition()) && battle.battleCanShoot(destinationStack, stack->getPosition())
@ -381,11 +388,9 @@ bool BattleActionProcessor::doShootAction(const CBattleInfoCallback & battle, co
for(int i = firstStrike ? 0:1; i < totalRangedAttacks; ++i) for(int i = firstStrike ? 0:1; i < totalRangedAttacks; ++i)
{ {
if( if(stack->alive()
stack->alive() && (emptyTileAreaAttack || destinationStack->alive())
&& destinationStack->alive() && stack->shots.canUse())
&& stack->shots.canUse()
)
{ {
makeAttack(battle, stack, destinationStack, 0, destination, false, true, false); makeAttack(battle, stack, destinationStack, 0, destination, false, true, false);
} }
@ -907,7 +912,7 @@ 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) 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); handleAttackBeforeCasting(battle, ranged, attacker, defender);
FireShieldInfo fireShield; FireShieldInfo fireShield;
@ -962,7 +967,7 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
battle::HealInfo healInfo; battle::HealInfo healInfo;
// only primary target // only primary target
if(defender->alive()) if(defender && defender->alive())
applyBattleEffects(battle, bat, attackerState, fireShield, defender, healInfo, distance, false); applyBattleEffects(battle, bat, attackerState, fireShield, defender, healInfo, distance, false);
//multiple-hex normal attack //multiple-hex normal attack
@ -1044,7 +1049,8 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
addGenericDamageLog(blm, attackerState, totalDamage); 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 // drain life effect (as well as log entry) must be applied after the attack
@ -1110,7 +1116,8 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
gameHandler->sendAndApply(&blm); 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) void BattleActionProcessor::attackCasting(const CBattleInfoCallback & battle, bool ranged, BonusType attackMode, const battle::Unit * attacker, const CStack * defender)