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Update low level battle stacks accessor for ghost selection support.
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47b619a543
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@ -1139,9 +1139,24 @@ std::string CStack::getName() const
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return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
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}
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bool CStack::isValidTarget(bool allowDead/* = false*/) const /*alive non-turret stacks (can be attacked or be object of magic effect) */
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bool CStack::isValidTarget(bool allowDead/* = false*/) const
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{
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return !isGhost() && (alive() || allowDead) && position.isValid();
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return (alive() || (allowDead && isDead())) && position.isValid() && !isTurret();
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}
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bool CStack::isDead() const
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{
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return !alive() && !isGhost();
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}
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bool CStack::isGhost() const
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{
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return vstd::contains(state,EBattleStackState::GHOST);
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}
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bool CStack::isTurret() const
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{
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return type->idNumber == CreatureID::ARROW_TOWERS;
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}
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bool CStack::canBeHealed() const
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@ -289,11 +289,11 @@ public:
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{
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return vstd::contains(state,EBattleStackState::ALIVE);
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}
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bool isGhost() const //determines if stack was removed
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{
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return vstd::contains(state,EBattleStackState::GHOST);
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}
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bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
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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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};
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class DLL_LINKAGE CMP_stack
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@ -180,33 +180,33 @@ bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
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TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets /*= false*/) const
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{
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return battleGetStacksIf([](const CStack * s){return true;},includeTurrets);
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return battleGetStacksIf([=](const CStack * s)
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{
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return !s->isGhost() && (includeTurrets || !s->isTurret());
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});
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}
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TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate, bool includeTurrets /*= false*/) const
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TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate) const
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{
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TStacks ret;
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RETURN_IF_NOT_BATTLE(ret);
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vstd::copy_if(getBattle()->stacks, std::back_inserter(ret), [=](const CStack * s){
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return predicate(s) && (!s->isGhost()) && (includeTurrets || !(s->type->idNumber == CreatureID::ARROW_TOWERS));
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});
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vstd::copy_if(getBattle()->stacks, std::back_inserter(ret), predicate);
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return ret;
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}
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TStacks CBattleInfoEssentials::battleAliveStacks() const
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{
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return battleGetStacksIf([](const CStack * s){
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return s->alive();
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return s->isValidTarget(false);
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});
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}
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TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const
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{
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return battleGetStacksIf([=](const CStack * s){
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return s->alive() && s->attackerOwned == !side;
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return s->isValidTarget(false) && s->attackerOwned == !side;
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});
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}
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@ -1304,8 +1304,8 @@ std::pair<const CStack *, BattleHex> CBattleInfoCallback::getNearestStack(const
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std::vector<const CStack *> possibleStacks = battleGetStacksIf([=](const CStack * s)
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{
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return s != closest && s->alive() && (boost::logic::indeterminate(attackerOwned) || s->attackerOwned == attackerOwned);
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}, false);
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return s->isValidTarget(false) && s != closest && (boost::logic::indeterminate(attackerOwned) || s->attackerOwned == attackerOwned);
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});
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for(const CStack * st : possibleStacks)
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for(BattleHex hex : avHexes)
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@ -2225,8 +2225,8 @@ TStacks CPlayerBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AN
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const bool ownerMatches = (whose == MINE_AND_ENEMY)
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|| (whose == ONLY_MINE && s->owner == player)
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|| (whose == ONLY_ENEMY && s->owner != player);
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const bool alivenessMatches = s->alive() || !onlyAlive;
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return ownerMatches && alivenessMatches;
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return ownerMatches && s->isValidTarget(!onlyAlive);
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});
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}
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@ -56,7 +56,7 @@ protected:
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CCallbackBase()
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: battle(nullptr), gs(nullptr)
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{}
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void setBattle(const BattleInfo *B);
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bool duringBattle() const;
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@ -83,8 +83,8 @@ namespace EAccessibility
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{
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enum EAccessibility
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{
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ACCESSIBLE,
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ALIVE_STACK,
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ACCESSIBLE,
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ALIVE_STACK,
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OBSTACLE,
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DESTRUCTIBLE_WALL,
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GATE, //sieges -> gate opens only for defender stacks
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@ -125,7 +125,7 @@ struct DLL_LINKAGE ReachabilityInfo
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struct DLL_LINKAGE Parameters
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{
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const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
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bool attackerOwned;
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bool doubleWide;
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bool flying;
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@ -171,15 +171,15 @@ public:
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ETerrainType battleTerrainType() const;
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BFieldType battleGetBattlefieldType() const;
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std::vector<std::shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
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/** @brief Main method for getting battle stacks
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*
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* @param predicate Functor that shall return true for desired stack
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* @return filtered stacks
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*
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*/
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TStacks battleGetStacksIf(TStackFilter predicate, bool includeTurrets = false) const;
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*/
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TStacks battleGetStacksIf(TStackFilter predicate) const;
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bool battleHasNativeStack(ui8 side) const;
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int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat
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const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
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@ -193,7 +193,7 @@ public:
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bool battleHasHero(ui8 side) const;
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int battleCastSpells(ui8 side) const; //how many spells has given side cast
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const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
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const CArmedInstance * battleGetArmyObject(ui8 side) const;
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const CArmedInstance * battleGetArmyObject(ui8 side) const;
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InfoAboutHero battleGetHeroInfo(ui8 side) const;
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// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
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@ -204,7 +204,7 @@ public:
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//helpers
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///returns all stacks, alive or dead or undead or mechanical :)
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TStacks battleGetAllStacks(bool includeTurrets = false) const;
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///returns all alive stacks excluding turrets
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TStacks battleAliveStacks() const;
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///returns all alive stacks from particular side excluding turrets
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@ -255,12 +255,12 @@ public:
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int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
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ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = nullptr) const; //returns vector of distances to [dest hex number]
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std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
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bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
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bool battleCanShoot(const CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
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bool battleIsStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
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std::set<const CStack*> batteAdjacentCreatures (const CStack * stack) const;
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TDmgRange calculateDmgRange(const BattleAttackInfo &info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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@ -278,7 +278,7 @@ public:
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bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
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std::vector<BattleHex> getAttackableBattleHexes() const;
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//*** MAGIC
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//*** MAGIC
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si8 battleMaxSpellLevel(ui8 side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
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ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
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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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@ -360,9 +360,8 @@ void DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, BattleS
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TStacks mirrorTargets = parameters.cb->battleGetStacksIf([this, parameters](const CStack * battleStack)
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{
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//Get all enemy stacks. Magic mirror can reflect to immune creature (with no effect)
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return battleStack->owner == parameters.casterColor;
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},
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true);//turrets included
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return battleStack->owner == parameters.casterColor && battleStack->isValidTarget(false);
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});
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if(!mirrorTargets.empty())
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{
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@ -711,7 +710,6 @@ std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargeting
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//for massive spells add all targets
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for (auto stack : stacks)
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attackedCres.insert(stack);
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}
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else
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{
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@ -309,8 +309,9 @@ void CSpell::getEffects(std::vector<Bonus> & lst, const int level) const
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ESpellCastProblem::ESpellCastProblem CSpell::isImmuneAt(const CBattleInfoCallback * cb, const ISpellCaster * caster, ECastingMode::ECastingMode mode, BattleHex destination) const
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{
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// Get all stacks at destination hex. only alive if not rising spell
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TStacks stacks = cb->battleGetStacksIf([=](const CStack * s){
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return s->coversPos(destination) && (isRisingSpell() || s->alive());
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TStacks stacks = cb->battleGetStacksIf([=](const CStack * s)
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{
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return s->coversPos(destination) && s->isValidTarget(isRisingSpell());
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});
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if(!stacks.empty())
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@ -5703,8 +5703,9 @@ void CGameHandler::runBattle()
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if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
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{
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TStacks possibleStacks = battleGetStacksIf([&](const CStack * s){
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return s->owner == next->owner && s->canBeHealed();
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TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
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{
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return s->owner == next->owner && s->canBeHealed();
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});
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if(!possibleStacks.size())
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