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Attack only present wallparts
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@@ -158,50 +158,54 @@ void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, B
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if(nullptr == parameters.cb->town)
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{
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env->complain("EarthquakeMechanics: not town siege");
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return;
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return;
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}
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if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
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{
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env->complain("EarthquakeMechanics: town has no fort");
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return;
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return;
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}
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//start with all destructible parts
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std::set<EWallPart::EWallPart> possibleTargets =
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//start with all destructible parts
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std::set<EWallPart::EWallPart> possibleTargets =
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{
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EWallPart::KEEP,
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EWallPart::BOTTOM_TOWER,
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EWallPart::BOTTOM_WALL,
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EWallPart::BELOW_GATE,
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EWallPart::OVER_GATE,
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EWallPart::UPPER_WALL,
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EWallPart::UPPER_TOWER,
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EWallPart::BOTTOM_TOWER,
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EWallPart::BOTTOM_WALL,
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EWallPart::BELOW_GATE,
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EWallPart::OVER_GATE,
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EWallPart::UPPER_WALL,
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EWallPart::UPPER_TOWER,
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EWallPart::GATE
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};
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assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
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const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
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CatapultAttack ca;
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ca.attacker = -1;
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for(int i = 0; i < targetsToAttack; i++)
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{
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//Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
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EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
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auto & currentHP = parameters.cb->si.wallState;
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if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
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continue;
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CatapultAttack::AttackInfo attackInfo;
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attackInfo.damageDealt = 1;
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attackInfo.attackedPart = target;
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attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
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ca.attackedParts.push_back(attackInfo);
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//removing creatures in turrets / keep if one is destroyed
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BattleHex posRemove;
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switch(target)
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@@ -215,8 +219,8 @@ void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, B
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case EWallPart::UPPER_TOWER:
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posRemove = -4;
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break;
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}
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}
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if(posRemove != BattleHex::INVALID)
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{
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BattleStacksRemoved bsr;
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@@ -232,7 +236,7 @@ void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, B
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env->sendAndApply(&bsr);
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}
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};
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env->sendAndApply(&ca);
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}
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@@ -240,21 +244,21 @@ ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBat
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{
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if(nullptr == cb->battleGetDefendedTown())
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{
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
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{
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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if(owner->getTargetInfo(0).smart) //TODO: use real spell level
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{
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//if spell targeting is smart, then only attacker can use it
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if(cb->playerToSide(player) != 0)
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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return ESpellCastProblem::OK;
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}
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