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Get rid of battleGetPossibleTargets.
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8d2aa2c8c7
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@ -430,7 +430,7 @@ void CBattleAI::attemptCastingSpell()
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std::vector<PossibleSpellcast> possibleCasts;
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for(auto spell : possibleSpells)
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{
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for(auto hex : getTargetsToConsider(spell))
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for(auto hex : getTargetsToConsider(spell, hero))
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{
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PossibleSpellcast ps = {spell, hex};
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possibleCasts.push_back(ps);
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@ -527,25 +527,53 @@ void CBattleAI::attemptCastingSpell()
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cb->battleMakeAction(&spellcast);
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}
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std::vector<BattleHex> CBattleAI::getTargetsToConsider( const CSpell *spell ) const
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std::vector<BattleHex> CBattleAI::getTargetsToConsider(const CSpell * spell, const ISpellCaster * caster) const
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{
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if(spell->getTargetType() == CSpell::NO_TARGET)
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{
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//Spell can be cast anywhere, all hexes are potentially considerable.
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const CSpell::TargetInfo targetInfo(spell, caster->getSpellSchoolLevel(spell));
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std::vector<BattleHex> ret;
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for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
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if(BattleHex(i).isAvailable())
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ret.push_back(i);
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return ret;
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if(targetInfo.massive || targetInfo.type == CSpell::NO_TARGET)
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{
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ret.push_back(BattleHex());
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}
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else
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{
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//TODO when massive effect -> doesn't matter where cast
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return cbc->battleGetPossibleTargets(playerID, spell);
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switch(targetInfo.type)
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{
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case CSpell::CREATURE:
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{
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for(const CStack * stack : cbc->battleAliveStacks())
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{
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bool immune = ESpellCastProblem::OK != spell->isImmuneByStack(caster, stack);
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bool casterStack = stack->owner == caster->getOwner();
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if(!immune)
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switch (spell->positiveness)
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{
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case CSpell::POSITIVE:
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if(casterStack || targetInfo.smart)
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ret.push_back(stack->position);
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break;
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case CSpell::NEUTRAL:
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ret.push_back(stack->position);
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break;
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case CSpell::NEGATIVE:
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if(!casterStack || targetInfo.smart)
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ret.push_back(stack->position);
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break;
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}
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}
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}
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break;
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default:
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break;
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}
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}
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return ret;
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}
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boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
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{
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@ -148,6 +148,6 @@ public:
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boost::optional<BattleAction> considerFleeingOrSurrendering();
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void attemptCastingSpell();
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std::vector<BattleHex> getTargetsToConsider(const CSpell *spell) const;
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std::vector<BattleHex> getTargetsToConsider(const CSpell *spell, const ISpellCaster * caster) const;
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};
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@ -1739,50 +1739,6 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell
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return ESpellCastProblem::OK;
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}
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std::vector<BattleHex> CBattleInfoCallback::battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const
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{
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std::vector<BattleHex> ret;
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RETURN_IF_NOT_BATTLE(ret);
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switch(spell->getTargetType())
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{
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case CSpell::CREATURE:
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{
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const CGHeroInstance * caster = battleGetFightingHero(playerToSide(player)); //TODO
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const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell));
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for(const CStack * stack : battleAliveStacks())
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{
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bool immune = ESpellCastProblem::OK != spell->isImmuneByStack(caster, stack);
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bool casterStack = stack->owner == caster->getOwner();
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if(!immune)
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switch (spell->positiveness)
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{
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case CSpell::POSITIVE:
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if(casterStack || ti.smart)
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ret.push_back(stack->position);
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break;
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case CSpell::NEUTRAL:
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ret.push_back(stack->position);
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break;
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case CSpell::NEGATIVE:
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if(!casterStack || ti.smart)
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ret.push_back(stack->position);
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break;
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}
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}
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}
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break;
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default:
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logGlobal->errorStream() << "FIXME " << __FUNCTION__ << " doesn't work with target type " << spell->getTargetType();
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}
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return ret;
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}
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ui32 CBattleInfoCallback::battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
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{
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RETURN_IF_NOT_BATTLE(-1);
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@ -284,7 +284,6 @@ public:
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ESpellCastProblem::ESpellCastProblem battleCanCastSpell(PlayerColor player, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
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ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode) const; //checks if given player can cast given spell
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ESpellCastProblem::ESpellCastProblem battleCanCastThisSpellHere(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks if given player can cast given spell at given tile in given mode
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std::vector<BattleHex> battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const;
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SpellID battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const;
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SpellID getRandomBeneficialSpell(const CStack * subject) const;
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