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Unified CStack ammo, casts and counterattacks
* it is possible now to add casts and shoots OTF (f.e. with spell bonus) Centralized stack 'ammo' loading from bonus system. * introduced small proxy class for local bonus cache (no need to use global cache if particular selector used on node only in one place) * handle killing resurrected creatures * use IBonusBearer::MaxHealth() where possible * Fixed https://bugs.vcmi.eu/view.php?id=2486 * Possible fix for 0 HP after resurrection. * Hack-fixed https://bugs.vcmi.eu/view.php?id=2584 * Unified CStack health API * Use CHealth for CStack count and health points * increased SERIALIZATION_VERSION
This commit is contained in:
559
lib/CStack.cpp
559
lib/CStack.cpp
@ -9,68 +9,365 @@
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*/
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#include "StdInc.h"
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#include "CStack.h"
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#include "CGeneralTextHandler.h"
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#include "battle/BattleInfo.h"
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#include "spells/CSpellHandler.h"
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#include "CRandomGenerator.h"
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#include "NetPacks.h"
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CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, ui8 Side, SlotID S)
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///CAmmo
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CAmmo::CAmmo(const CStack * Owner, CSelector totalSelector):
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CStackResource(Owner), totalProxy(Owner, totalSelector)
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{
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}
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int32_t CAmmo::available() const
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{
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return total() - used;
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}
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bool CAmmo::canUse(int32_t amount) const
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{
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return available() - amount >= 0;
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}
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void CAmmo::reset()
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{
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used = 0;
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}
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int32_t CAmmo::total() const
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{
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return totalProxy->totalValue();
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}
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void CAmmo::use(int32_t amount)
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{
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if(available() - amount < 0)
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{
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logGlobal->error("Stack ammo overuse");
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used += available();
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}
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else
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used += amount;
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}
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///CShots
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CShots::CShots(const CStack * Owner):
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CAmmo(Owner, Selector::type(Bonus::SHOTS))
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{
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}
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void CShots::use(int32_t amount)
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{
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//don't remove ammo if we control a working ammo cart
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bool hasAmmoCart = false;
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for(const CStack * st : owner->battle->stacks)
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{
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if(owner->battle->battleMatchOwner(st, owner, true) && st->getCreature()->idNumber == CreatureID::AMMO_CART && st->alive())
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{
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hasAmmoCart = true;
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break;
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}
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}
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if(!hasAmmoCart)
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CAmmo::use(amount);
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}
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///CCasts
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CCasts::CCasts(const CStack * Owner):
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CAmmo(Owner, Selector::type(Bonus::CASTS))
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{
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}
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///CRetaliations
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CRetaliations::CRetaliations(const CStack * Owner):
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CAmmo(Owner, Selector::type(Bonus::ADDITIONAL_RETALIATION)), totalCache(0)
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{
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}
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int32_t CRetaliations::total() const
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{
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//after dispell bonus should remain during current round
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int32_t val = 1 + totalProxy->totalValue();
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vstd::amax(totalCache, val);
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return totalCache;
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}
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void CRetaliations::reset()
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{
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CAmmo::reset();
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totalCache = 0;
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}
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///CHealth
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CHealth::CHealth(const CStack * Owner):
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owner(Owner)
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{
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reset();
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}
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CHealth::CHealth(const CHealth & other):
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owner(other.owner),
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firstHPleft(other.firstHPleft),
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fullUnits(other.fullUnits),
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resurrected(other.resurrected)
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{
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}
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void CHealth::init(const int32_t baseAmount)
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{
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reset();
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fullUnits = baseAmount > 1 ? baseAmount - 1 : 0;
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firstHPleft = baseAmount > 0 ? owner->MaxHealth() : 0;
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}
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void CHealth::addResurrected(int32_t amount)
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{
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resurrected += amount;
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vstd::amax(resurrected, 0);
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}
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int64_t CHealth::available() const
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{
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return static_cast<int64_t>(firstHPleft) + owner->MaxHealth() * fullUnits;
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}
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int64_t CHealth::total() const
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{
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return static_cast<int64_t>(owner->MaxHealth()) * owner->baseAmount;
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}
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void CHealth::damage(int32_t & amount)
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{
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if(owner->isClone())
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{
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// block ability should not kill clone (0 damage)
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if(amount > 0)
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reset();
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return;
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}
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const int32_t oldCount = getCount();
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const bool withKills = amount >= firstHPleft;
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if(withKills)
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{
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int64_t totalHealth = available();
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if(amount > totalHealth)
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amount = totalHealth;
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totalHealth -= amount;
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if(totalHealth <= 0)
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{
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fullUnits = 0;
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firstHPleft = 0;
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}
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else
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{
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setFromTotal(totalHealth);
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}
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}
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else
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{
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firstHPleft -= amount;
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}
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addResurrected(getCount() - oldCount);
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}
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void CHealth::heal(int32_t & amount, EHealLevel level, EHealPower power)
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{
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const int32_t unitHealth = owner->MaxHealth();
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const int32_t oldCount = getCount();
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int32_t maxHeal = std::numeric_limits<int32_t>::max();
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switch(level)
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{
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case EHealLevel::HEAL:
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maxHeal = std::max(0, unitHealth-firstHPleft);
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break;
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case EHealLevel::RESURRECT:
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maxHeal = total() - available();
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break;
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default:
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assert(level == EHealLevel::OVERHEAL);
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break;
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}
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vstd::amax(maxHeal, 0);
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vstd::abetween(amount, 0, maxHeal);
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if(amount == 0)
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return;
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int64_t totalHealth = total();
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totalHealth += amount;
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setFromTotal(totalHealth);
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if(power == EHealPower::ONE_BATTLE)
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addResurrected(getCount() - oldCount);
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else
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assert(power == EHealPower::PERMANENT);
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}
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void CHealth::setFromTotal(const int64_t totalHealth)
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{
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const int32_t unitHealth = owner->MaxHealth();
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firstHPleft = totalHealth % unitHealth;
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fullUnits = totalHealth / unitHealth;
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if(firstHPleft == 0 && fullUnits > 1)
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{
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firstHPleft = unitHealth;
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fullUnits -= 1;
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}
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}
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void CHealth::reset()
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{
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fullUnits = 0;
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firstHPleft = 0;
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resurrected = 0;
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}
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int32_t CHealth::getCount() const
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{
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return fullUnits + (firstHPleft > 0 ? 1 : 0);
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}
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int32_t CHealth::getFirstHPleft() const
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{
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return firstHPleft;
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}
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int32_t CHealth::getResurrected() const
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{
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return resurrected;
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}
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void CHealth::fromInfo(const CHealthInfo & info)
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{
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firstHPleft = info.firstHPleft;
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fullUnits = info.fullUnits;
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resurrected = info.resurrected;
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}
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void CHealth::toInfo(CHealthInfo & info) const
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{
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info.stackId = owner->ID;
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info.firstHPleft = firstHPleft;
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info.fullUnits = fullUnits;
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info.resurrected = resurrected;
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}
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void CHealth::takeResurrected()
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{
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int64_t totalHealth = total();
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totalHealth -= resurrected * owner->MaxHealth();
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vstd::amax(totalHealth, 0);
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setFromTotal(totalHealth);
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resurrected = 0;
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}
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///CStack
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CStack::CStack(const CStackInstance * Base, PlayerColor O, int I, ui8 Side, SlotID S)
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: base(Base), ID(I), owner(O), slot(S), side(Side),
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counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1),
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firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
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counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
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position()
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{
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assert(base);
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type = base->type;
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count = baseAmount = base->count;
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baseAmount = base->count;
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health.init(baseAmount); //???
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setNodeType(STACK_BATTLE);
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}
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CStack::CStack()
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CStack::CStack():
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counterAttacks(this), shots(this), casts(this), health(this)
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{
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init();
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setNodeType(STACK_BATTLE);
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}
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CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, ui8 Side, SlotID S)
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CStack::CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S)
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: base(nullptr), ID(I), owner(O), slot(S), side(Side),
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counterAttacksPerformed(0), counterAttacksTotalCache(0), cloneID(-1),
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firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
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counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
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position()
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{
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type = stack->type;
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count = baseAmount = stack->count;
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baseAmount = stack->count;
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health.init(baseAmount); //???
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setNodeType(STACK_BATTLE);
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}
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int32_t CStack::getKilled() const
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{
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int32_t res = baseAmount - health.getCount() + health.getResurrected();
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vstd::amax(res, 0);
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return res;
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}
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int32_t CStack::getCount() const
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{
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return health.getCount();
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}
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int32_t CStack::getFirstHPleft() const
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{
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return health.getFirstHPleft();
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}
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const CCreature * CStack::getCreature() const
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{
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return type;
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}
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void CStack::init()
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{
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base = nullptr;
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type = nullptr;
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ID = -1;
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count = baseAmount = -1;
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firstHPleft = -1;
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baseAmount = -1;
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owner = PlayerColor::NEUTRAL;
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slot = SlotID(255);
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side = 1;
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position = BattleHex();
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counterAttacksPerformed = 0;
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counterAttacksTotalCache = 0;
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cloneID = -1;
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shots = 0;
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casts = 0;
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resurrected = 0;
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}
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void CStack::postInit()
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void CStack::localInit(BattleInfo * battleInfo)
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{
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battle = battleInfo;
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assert(type);
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assert(getParentNodes().size());
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firstHPleft = MaxHealth();
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shots = getCreature()->valOfBonuses(Bonus::SHOTS);
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counterAttacksPerformed = 0;
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counterAttacksTotalCache = 0;
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casts = valOfBonuses(Bonus::CASTS);
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resurrected = 0;
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exportBonuses();
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if(base) //stack originating from "real" stack in garrison -> attach to it
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{
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attachTo(const_cast<CStackInstance *>(base));
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}
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else //attach directly to obj to which stack belongs and creature type
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{
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CArmedInstance * army = battle->battleGetArmyObject(side);
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attachTo(army);
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attachTo(const_cast<CCreature *>(type));
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}
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shots.reset();
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counterAttacks.reset();
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casts.reset();
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health.init(baseAmount);
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cloneID = -1;
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}
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@ -117,6 +414,26 @@ bool CStack::canMove( int turn /*= 0*/ ) const
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&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
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}
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bool CStack::canCast() const
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{
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return casts.canUse(1);//do not check specific cast abilities here
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}
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bool CStack::isCaster() const
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{
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return casts.total() > 0;//do not check specific cast abilities here
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}
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bool CStack::canShoot() const
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{
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return shots.canUse(1) && hasBonusOfType(Bonus::SHOOTER);
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}
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bool CStack::isShooter() const
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{
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return shots.total() > 0 && hasBonusOfType(Bonus::SHOOTER);
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}
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bool CStack::moved( int turn /*= 0*/ ) const
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{
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if(!turn)
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@ -282,13 +599,13 @@ const CGHeroInstance * CStack::getMyHero() const
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ui32 CStack::totalHealth() const
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{
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return ((count > 0) ? MaxHealth() * (count-1) : 0) + firstHPleft;//do not hide possible invalid firstHPleft for dead stack
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return health.available();//do not hide possible invalid firstHPleft for dead stack
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}
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std::string CStack::nodeName() const
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{
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std::ostringstream oss;
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oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
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oss << "Battle stack [" << ID << "]: " << health.getCount() << " creatures of ";
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if(type)
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oss << type->namePl;
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else
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@ -300,65 +617,60 @@ std::string CStack::nodeName() const
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return oss.str();
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}
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std::pair<int,int> CStack::countKilledByAttack(int damageReceived) const
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CHealth CStack::healthAfterAttacked(int32_t & damage) const
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{
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int newRemainingHP = 0;
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int killedCount = damageReceived / MaxHealth();
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unsigned damageFirst = damageReceived % MaxHealth();
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if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
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{
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killedCount = count;
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}
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else
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{
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if( firstHPleft <= damageFirst )
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{
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killedCount++;
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newRemainingHP = firstHPleft + MaxHealth() - damageFirst;
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}
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else
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{
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newRemainingHP = firstHPleft - damageFirst;
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}
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}
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if(killedCount == count)
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newRemainingHP = 0;
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return std::make_pair(killedCount, newRemainingHP);
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CHealth res = health;
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res.damage(damage);
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return res;
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}
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void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount /*= boost::none*/) const
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CHealth CStack::healthAfterHealed(int32_t & toHeal, EHealLevel level, EHealPower power) const
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{
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auto afterAttack = countKilledByAttack(bsa.damageAmount);
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CHealth res = health;
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bsa.killedAmount = afterAttack.first;
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bsa.newHP = afterAttack.second;
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if(level == EHealLevel::HEAL && power == EHealPower::ONE_BATTLE)
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logGlobal->error("Heal for one battle does not make sense", nodeName(), toHeal);
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else if(isClone())
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logGlobal->error("Attempt to heal clone: %s for %d HP", nodeName(), toHeal);
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else
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res.heal(toHeal, level, power);
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return res;
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}
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if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
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void CStack::prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand) const
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{
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prepareAttacked(bsa, rand, health);
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}
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void CStack::prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand, const CHealth & customHealth) const
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{
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CHealth afterAttack = customHealth;
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afterAttack.damage(bsa.damageAmount);
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bsa.killedAmount = customHealth.getCount() - afterAttack.getCount();
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afterAttack.toInfo(bsa.newHealth);
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bsa.newHealth.delta = -bsa.damageAmount;
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if(afterAttack.available() <= 0 && isClone())
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{
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bsa.flags |= BattleStackAttacked::CLONE_KILLED;
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return; // no rebirth I believe
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}
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const int countToUse = customCount ? *customCount : count;
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||||
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if(countToUse <= bsa.killedAmount) //stack killed
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if(afterAttack.available() <= 0) //stack killed
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{
|
||||
bsa.newAmount = 0;
|
||||
bsa.flags |= BattleStackAttacked::KILLED;
|
||||
bsa.killedAmount = countToUse; //we cannot kill more creatures than we have
|
||||
|
||||
int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
|
||||
if(resurrectFactor > 0 && casts) //there must be casts left
|
||||
if(resurrectFactor > 0 && canCast()) //there must be casts left
|
||||
{
|
||||
int resurrectedStackCount = base->count * resurrectFactor / 100;
|
||||
int resurrectedStackCount = baseAmount * resurrectFactor / 100;
|
||||
|
||||
// last stack has proportional chance to rebirth
|
||||
auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount;
|
||||
if (diff > rand.nextDouble(0, 0.99))
|
||||
//FIXME: diff is always 0
|
||||
auto diff = baseAmount * resurrectFactor / 100.0 - resurrectedStackCount;
|
||||
if(diff > rand.nextDouble(0, 0.99))
|
||||
{
|
||||
resurrectedStackCount += 1;
|
||||
}
|
||||
@ -372,27 +684,21 @@ void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand,
|
||||
if(resurrectedStackCount > 0)
|
||||
{
|
||||
bsa.flags |= BattleStackAttacked::REBIRTH;
|
||||
bsa.newAmount = resurrectedStackCount; //risky?
|
||||
bsa.newHP = MaxHealth(); //resore full health
|
||||
//TODO: use StackHealedOrResurrected
|
||||
bsa.newHealth.firstHPleft = MaxHealth();
|
||||
bsa.newHealth.fullUnits = resurrectedStackCount - 1;
|
||||
bsa.newHealth.resurrected = 0; //TODO: add one-battle rebirth?
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bsa.newAmount = countToUse - bsa.killedAmount;
|
||||
}
|
||||
}
|
||||
|
||||
bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
|
||||
{
|
||||
if (!attackerPos.isValid())
|
||||
{
|
||||
if(!attackerPos.isValid())
|
||||
attackerPos = attacker->position;
|
||||
}
|
||||
if (!defenderPos.isValid())
|
||||
{
|
||||
if(!defenderPos.isValid())
|
||||
defenderPos = defender->position;
|
||||
}
|
||||
|
||||
return
|
||||
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
|
||||
@ -405,31 +711,18 @@ bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defen
|
||||
|
||||
}
|
||||
|
||||
bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
|
||||
bool CStack::ableToRetaliate() const
|
||||
{
|
||||
return alive()
|
||||
&& (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
|
||||
&& (counterAttacks.canUse() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
|
||||
&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
|
||||
&& !hasBonusOfType(Bonus::HYPNOTIZED)
|
||||
&& !hasBonusOfType(Bonus::NO_RETALIATION);
|
||||
}
|
||||
|
||||
ui8 CStack::counterAttacksTotal() const
|
||||
{
|
||||
//after dispell bonus should remain during current round
|
||||
ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
|
||||
vstd::amax(counterAttacksTotalCache, val);
|
||||
return counterAttacksTotalCache;
|
||||
}
|
||||
|
||||
si8 CStack::counterAttacksRemaining() const
|
||||
{
|
||||
return counterAttacksTotal() - counterAttacksPerformed;
|
||||
}
|
||||
|
||||
std::string CStack::getName() const
|
||||
{
|
||||
return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
|
||||
return (health.getCount() == 1) ? type->nameSing : type->namePl; //War machines can't use base
|
||||
}
|
||||
|
||||
bool CStack::isValidTarget(bool allowDead/* = false*/) const
|
||||
@ -442,9 +735,14 @@ bool CStack::isDead() const
|
||||
return !alive() && !isGhost();
|
||||
}
|
||||
|
||||
bool CStack::isClone() const
|
||||
{
|
||||
return vstd::contains(state, EBattleStackState::CLONED);
|
||||
}
|
||||
|
||||
bool CStack::isGhost() const
|
||||
{
|
||||
return vstd::contains(state,EBattleStackState::GHOST);
|
||||
return vstd::contains(state, EBattleStackState::GHOST);
|
||||
}
|
||||
|
||||
bool CStack::isTurret() const
|
||||
@ -454,7 +752,7 @@ bool CStack::isTurret() const
|
||||
|
||||
bool CStack::canBeHealed() const
|
||||
{
|
||||
return firstHPleft < MaxHealth()
|
||||
return getFirstHPleft() < MaxHealth()
|
||||
&& isValidTarget()
|
||||
&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
|
||||
}
|
||||
@ -467,26 +765,13 @@ void CStack::makeGhost()
|
||||
|
||||
bool CStack::alive() const //determines if stack is alive
|
||||
{
|
||||
return vstd::contains(state,EBattleStackState::ALIVE);
|
||||
}
|
||||
|
||||
ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const
|
||||
{
|
||||
if(!resurrect && !alive())
|
||||
{
|
||||
logGlobal->warnStream() <<"Attempt to heal corpse detected.";
|
||||
return 0;
|
||||
}
|
||||
|
||||
return std::min<ui32>(toHeal, MaxHealth() - firstHPleft + (resurrect ? (baseAmount - count) * MaxHealth() : 0));
|
||||
return vstd::contains(state, EBattleStackState::ALIVE);
|
||||
}
|
||||
|
||||
ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
|
||||
{
|
||||
int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
|
||||
|
||||
vstd::abetween(skill, 0, 3);
|
||||
|
||||
return skill;
|
||||
}
|
||||
|
||||
@ -503,20 +788,20 @@ int CStack::getEffectLevel(const CSpell * spell) const
|
||||
|
||||
int CStack::getEffectPower(const CSpell * spell) const
|
||||
{
|
||||
return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * count / 100;
|
||||
return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * health.getCount() / 100;
|
||||
}
|
||||
|
||||
int CStack::getEnchantPower(const CSpell * spell) const
|
||||
{
|
||||
int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
|
||||
if(res<=0)
|
||||
if(res <= 0)
|
||||
res = 3;//default for creatures
|
||||
return res;
|
||||
}
|
||||
|
||||
int CStack::getEffectValue(const CSpell * spell) const
|
||||
{
|
||||
return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * count;
|
||||
return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * health.getCount();
|
||||
}
|
||||
|
||||
const PlayerColor CStack::getOwner() const
|
||||
@ -527,7 +812,7 @@ const PlayerColor CStack::getOwner() const
|
||||
void CStack::getCasterName(MetaString & text) const
|
||||
{
|
||||
//always plural name in case of spell cast.
|
||||
text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
|
||||
addNameReplacement(text, true);
|
||||
}
|
||||
|
||||
void CStack::getCastDescription(const CSpell * spell, const std::vector<const CStack*> & attacked, MetaString & text) const
|
||||
@ -537,3 +822,47 @@ void CStack::getCastDescription(const CSpell * spell, const std::vector<const CS
|
||||
getCasterName(text);
|
||||
text.addReplacement(MetaString::SPELL_NAME, spell->id.toEnum());
|
||||
}
|
||||
|
||||
void CStack::addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural) const
|
||||
{
|
||||
if(boost::logic::indeterminate(plural))
|
||||
serial = VLC->generaltexth->pluralText(serial, health.getCount());
|
||||
else if(plural)
|
||||
serial = VLC->generaltexth->pluralText(serial, 2);
|
||||
else
|
||||
serial = VLC->generaltexth->pluralText(serial, 1);
|
||||
|
||||
text.addTxt(type, serial);
|
||||
}
|
||||
|
||||
void CStack::addNameReplacement(MetaString & text, const boost::logic::tribool & plural) const
|
||||
{
|
||||
if(boost::logic::indeterminate(plural))
|
||||
text.addCreReplacement(type->idNumber, health.getCount());
|
||||
else if(plural)
|
||||
text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
|
||||
else
|
||||
text.addReplacement(MetaString::CRE_SING_NAMES, type->idNumber.num);
|
||||
}
|
||||
|
||||
std::string CStack::formatGeneralMessage(const int32_t baseTextId) const
|
||||
{
|
||||
const int32_t textId = VLC->generaltexth->pluralText(baseTextId, health.getCount());
|
||||
|
||||
MetaString text;
|
||||
text.addTxt(MetaString::GENERAL_TXT, textId);
|
||||
text.addCreReplacement(type->idNumber, health.getCount());
|
||||
|
||||
return text.toString();
|
||||
}
|
||||
|
||||
void CStack::setHealth(const CHealthInfo & value)
|
||||
{
|
||||
health.reset();
|
||||
health.fromInfo(value);
|
||||
}
|
||||
|
||||
void CStack::setHealth(const CHealth & value)
|
||||
{
|
||||
health = value;
|
||||
}
|
||||
|
Reference in New Issue
Block a user