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Extract spell layers processing into separate method
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310802ed87
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@ -1123,58 +1123,8 @@ void BattleActionProcessor::attackCasting(const CBattleInfoCallback & battle, bo
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{
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if(attacker->hasBonusOfType(attackMode))
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{
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std::set<SpellID> spellsToCast;
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const int unlayeredItemsInternalLayer = -1;
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TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
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std::map<int, std::vector<std::shared_ptr<Bonus>>> spellsWithBackupLayers;
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for(int i = 0; i < spells->size(); i++)
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{
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std::shared_ptr<Bonus> bonus = spells->operator[](i);
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int layer = bonus->additionalInfo[2];
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vstd::amax(layer, -1);
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spellsWithBackupLayers[layer].push_back(bonus);
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}
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auto addSpellsFromLayer = [&](int layer) -> void
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{
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assert(spellsWithBackupLayers.find(layer) != spellsWithBackupLayers.end());
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for(const auto & spell : spellsWithBackupLayers[layer])
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{
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if (spell->subtype.as<SpellID>() != SpellID())
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spellsToCast.insert(spell->subtype.as<SpellID>());
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else
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logGlobal->error("Invalid spell to cast during attack!");
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}
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};
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if(spellsWithBackupLayers.find(unlayeredItemsInternalLayer) != spellsWithBackupLayers.end())
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{
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addSpellsFromLayer(unlayeredItemsInternalLayer);
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spellsWithBackupLayers.erase(unlayeredItemsInternalLayer);
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}
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for(auto item : spellsWithBackupLayers)
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{
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if(item.first < spellsWithBackupLayers.rbegin()->first)
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{
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bool areCurrentLayerSpellsApplied = std::all_of(item.second.begin(), item.second.end(),
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[&](const std::shared_ptr<Bonus> spell)
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{
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std::vector<SpellID> activeSpells = defender->activeSpells();
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return vstd::find(activeSpells, spell->subtype.as<SpellID>()) != activeSpells.end();
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});
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if(areCurrentLayerSpellsApplied)
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continue;
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}
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addSpellsFromLayer(item.first);
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break;
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}
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std::set<SpellID> spellsToCast = getSpellsForAttackCasting(spells, defender);
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for(SpellID spellID : spellsToCast)
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{
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@ -1234,6 +1184,62 @@ void BattleActionProcessor::attackCasting(const CBattleInfoCallback & battle, bo
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}
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}
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std::set<SpellID> BattleActionProcessor::getSpellsForAttackCasting(TConstBonusListPtr spells, const CStack *defender)
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{
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std::set<SpellID> spellsToCast;
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constexpr int unlayeredItemsInternalLayer = -1;
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std::map<int, std::vector<std::shared_ptr<Bonus>>> spellsWithBackupLayers;
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for(int i = 0; i < spells->size(); i++)
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{
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std::shared_ptr<Bonus> bonus = spells->operator[](i);
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int layer = bonus->additionalInfo[2];
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vstd::amax(layer, -1);
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spellsWithBackupLayers[layer].push_back(bonus);
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}
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auto addSpellsFromLayer = [&](int layer) -> void
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{
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assert(spellsWithBackupLayers.find(layer) != spellsWithBackupLayers.end());
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for(const auto & spell : spellsWithBackupLayers[layer])
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{
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if (spell->subtype.as<SpellID>() != SpellID())
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spellsToCast.insert(spell->subtype.as<SpellID>());
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else
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logGlobal->error("Invalid spell to cast during attack!");
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}
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};
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if(spellsWithBackupLayers.find(unlayeredItemsInternalLayer) != spellsWithBackupLayers.end())
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{
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addSpellsFromLayer(unlayeredItemsInternalLayer);
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spellsWithBackupLayers.erase(unlayeredItemsInternalLayer);
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}
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for(auto item : spellsWithBackupLayers)
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{
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if(item.first < spellsWithBackupLayers.rbegin()->first)
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{
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bool areCurrentLayerSpellsApplied = std::all_of(item.second.begin(), item.second.end(),
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[&](const std::shared_ptr<Bonus> spell)
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{
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std::vector<SpellID> activeSpells = defender->activeSpells();
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return vstd::find(activeSpells, spell->subtype.as<SpellID>()) != activeSpells.end();
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});
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if(areCurrentLayerSpellsApplied)
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continue;
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}
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addSpellsFromLayer(item.first);
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break;
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}
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return spellsToCast;
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}
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void BattleActionProcessor::handleAttackBeforeCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender)
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{
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attackCasting(battle, ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
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@ -8,6 +8,7 @@
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*
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*/
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#pragma once
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#include "bonuses/BonusList.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@ -45,6 +46,8 @@ class BattleActionProcessor : boost::noncopyable
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void handleAttackBeforeCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender);
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void handleAfterAttackCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender);
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void attackCasting(const CBattleInfoCallback & battle, bool ranged, BonusType attackMode, const battle::Unit * attacker, const CStack * defender);
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std::set<SpellID> getSpellsForAttackCasting(TConstBonusListPtr spells, const CStack *defender);
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// damage, drain life & fire shield; returns amount of drained life
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int64_t applyBattleEffects(const CBattleInfoCallback & battle, BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary);
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