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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:
196
lib/CStack.h
196
lib/CStack.h
@@ -13,57 +13,172 @@
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#include "mapObjects/CGHeroInstance.h" // for commander serialization
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struct BattleStackAttacked;
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struct BattleInfo;
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class CStack;
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class CHealthInfo;
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class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor, public ISpellCaster
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template <typename Quantity>
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class DLL_LINKAGE CStackResource
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{
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public:
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const CStackInstance *base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
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CStackResource(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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virtual void reset()
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{
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used = 0;
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};
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protected:
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const CStack * owner;
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Quantity used;
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};
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class DLL_LINKAGE CAmmo : public CStackResource<int32_t>
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{
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public:
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CAmmo(const CStack * Owner, CSelector totalSelector);
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int32_t available() const;
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bool canUse(int32_t amount = 1) const;
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virtual void reset() override;
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virtual int32_t total() const;
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virtual void use(int32_t amount = 1);
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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if(!h.saving)
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reset();
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h & used;
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}
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protected:
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CBonusProxy totalProxy;
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};
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class DLL_LINKAGE CShots : public CAmmo
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{
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public:
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CShots(const CStack * Owner);
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void use(int32_t amount = 1) override;
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};
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class DLL_LINKAGE CCasts : public CAmmo
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{
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public:
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CCasts(const CStack * Owner);
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};
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class DLL_LINKAGE CRetaliations : public CAmmo
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{
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public:
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CRetaliations(const CStack * Owner);
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int32_t total() const override;
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void reset() override;
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private:
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mutable int32_t totalCache;
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};
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class DLL_LINKAGE CHealth
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{
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public:
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CHealth(const CStack * Owner);
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CHealth(const CHealth & other);
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void init(const int32_t baseAmount);
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void reset();
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void damage(int32_t & amount);
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void heal(int32_t & amount, EHealLevel level, EHealPower power);
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int32_t getCount() const;
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int32_t getFirstHPleft() const;
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int32_t getResurrected() const;
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int64_t available() const;
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int64_t total() const;
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void toInfo(CHealthInfo & info) const;
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void fromInfo(const CHealthInfo & info);
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void takeResurrected();
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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if(!h.saving)
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reset();
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h & firstHPleft & fullUnits & resurrected;
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}
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private:
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void addResurrected(int32_t amount);
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void setFromTotal(const int64_t totalHealth);
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const CStack * owner;
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int32_t firstHPleft;
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int32_t fullUnits;
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int32_t resurrected;
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};
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class DLL_LINKAGE CStack : public CBonusSystemNode, public ISpellCaster
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{
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public:
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const CStackInstance * base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
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ui32 ID; //unique ID of stack
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ui32 baseAmount;
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ui32 firstHPleft; //HP of first creature in stack
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PlayerColor owner; //owner - player colour (255 for neutrals)
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const CCreature * type;
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PlayerColor owner; //owner - player color (255 for neutrals)
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SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
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ui8 side;
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BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
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///how many times this stack has been counterattacked this round
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ui8 counterAttacksPerformed;
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///cached total count of counterattacks; should be cleared each round;do not serialize
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mutable ui8 counterAttacksTotalCache;
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si16 shots; //how many shots left
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ui8 casts; //how many casts left
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TQuantity resurrected; // these units will be taken back after battle is over
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CRetaliations counterAttacks;
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CShots shots;
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CCasts casts;
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CHealth health;
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///id of alive clone of this stack clone if any
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si32 cloneID;
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std::set<EBattleStackState::EBattleStackState> state;
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//overrides
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const CCreature* getCreature() const {return type;}
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CStack(const CStackInstance *base, PlayerColor O, int I, ui8 Side, SlotID S); //c-tor
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CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, ui8 Side, SlotID S = SlotID(255)); //c-tor
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CStack(const CStackInstance * base, PlayerColor O, int I, ui8 Side, SlotID S); //c-tor
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CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S = SlotID(255)); //c-tor
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CStack(); //c-tor
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~CStack();
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int32_t getKilled() const;
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int32_t getCount() const;
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int32_t getFirstHPleft() const;
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const CCreature * getCreature() const;
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std::string nodeName() const override;
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void init(); //set initial (invalid) values
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void postInit(); //used to finish initialization when inheriting creature parameters is working
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void localInit(BattleInfo * battleInfo);
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std::string getName() const; //plural or singular
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bool willMove(int turn = 0) const; //if stack has remaining move this turn
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bool ableToRetaliate() const; //if stack can retaliate after attacked
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///how many times this stack can counterattack in one round
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ui8 counterAttacksTotal() const;
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///how many times this stack can counterattack in one round more
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si8 counterAttacksRemaining() const;
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bool moved(int turn = 0) const; //if stack was already moved this turn
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bool waited(int turn = 0) const;
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bool canCast() const;
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bool isCaster() const;
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bool canMove(int turn = 0) const; //if stack can move
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bool canShoot() const;
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bool isShooter() const;
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bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
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///returns actual heal value based on internal state
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ui32 calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const;
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ui32 level() const;
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si32 magicResistance() const override; //include aura of resistance
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std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
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const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
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const CGHeroInstance * getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
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ui32 totalHealth() const; // total health for all creatures in stack;
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static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
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@@ -79,11 +194,15 @@ public:
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BattleHex::EDir destShiftDir() const;
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std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
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void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
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CHealth healthAfterAttacked(int32_t & damage) const;
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CHealth healthAfterHealed(int32_t & toHeal, EHealLevel level, EHealPower power) const;
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void prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand) const; //requires bsa.damageAmout filled
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void prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand, const CHealth & customHealth) const; //requires bsa.damageAmout filled
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///ISpellCaster
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ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
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ui8 getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool = nullptr) const override;
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ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
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///default spell school level for effect calculation
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@@ -99,21 +218,29 @@ public:
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int getEffectValue(const CSpell * spell) const override;
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const PlayerColor getOwner() const override;
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void getCasterName(MetaString & text) const override;
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void getCastDescription(const CSpell * spell, const std::vector<const CStack *> & attacked, MetaString & text) const override;
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///MetaStrings
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void addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural = boost::logic::indeterminate) const;
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void addNameReplacement(MetaString & text, const boost::logic::tribool & plural = boost::logic::indeterminate) const;
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std::string formatGeneralMessage(const int32_t baseTextId) const;
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///Non const API for NetPacks
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///stack will be ghost in next battle state update
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void makeGhost();
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void setHealth(const CHealthInfo & value);
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void setHealth(const CHealth & value);
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template <typename Handler> void serialize(Handler &h, const int version)
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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assert(isIndependentNode());
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h & static_cast<CBonusSystemNode&>(*this);
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h & static_cast<CStackBasicDescriptor&>(*this);
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h & ID & baseAmount & firstHPleft & owner & slot & side & position & state & counterAttacksPerformed
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& shots & casts & count & resurrected;
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h & type;
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h & ID & baseAmount & owner & slot & side & position & state
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& shots & casts & counterAttacks & health;
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const CArmedInstance *army = (base ? base->armyObj : nullptr);
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SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
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@@ -150,8 +277,13 @@ public:
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}
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bool alive() const;
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bool isClone() const;
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bool isDead() const;
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bool isGhost() const; //determines if stack was removed
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bool isValidTarget(bool allowDead = false) const; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
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bool isTurret() const;
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friend class CShots; //for BattleInfo access
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private:
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const BattleInfo * battle; //do not serialize
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};
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