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Use ISpellCaster in isImmuneByStack
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@ -132,7 +132,7 @@ void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, Battle
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env->sendAndApply(&ssp);
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}
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ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
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//can't clone already cloned creature
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if(vstd::contains(obj->state, EBattleStackState::CLONED))
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@ -144,7 +144,7 @@ ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHer
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ui8 schoolLevel;
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if(caster)
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{
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schoolLevel = caster->getSpellSchoolLevel(owner);
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schoolLevel = caster->getEffectLevel(owner);
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}
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else
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{
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@ -189,7 +189,7 @@ void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast *
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doDispell(battle, packet, Selector::sourceType(Bonus::SPELL_EFFECT));
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}
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ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
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{
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//just in case
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@ -351,15 +351,15 @@ ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCast(const CBattl
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}
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///HypnotizeMechanics
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ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
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if(nullptr != caster) //do not resist hypnotize cast after attack, for example
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//todo: maybe do not resist on passive cast
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if(nullptr != caster)
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{
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//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
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ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
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//apply 'damage' bonus for hypnotize, including hero specialty
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ui64 maxHealth = caster->getSpellBonus(owner, caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
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* owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), obj);
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ui64 maxHealth = caster->getSpellBonus(owner, owner->calculateRawEffectValue(caster->getEffectLevel(owner), caster->getEffectPower(owner)), obj);
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if (subjectHealth > maxHealth)
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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@ -595,7 +595,7 @@ int SacrificeMechanics::calculateHealedHP(const SpellCastEnvironment* env, const
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}
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///SpecialRisingSpellMechanics
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ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
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// following does apply to resurrect and animate dead(?) only
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// for sacrifice health calculation and health limit check don't matter
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@ -48,7 +48,7 @@ class DLL_LINKAGE CloneMechanics : public DefaultSpellMechanics
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{
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public:
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CloneMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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@ -67,7 +67,7 @@ class DLL_LINKAGE DispellMechanics : public DefaultSpellMechanics
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{
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public:
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DispellMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
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void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
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protected:
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@ -87,7 +87,7 @@ class DLL_LINKAGE HypnotizeMechanics : public DefaultSpellMechanics
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{
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public:
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HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
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};
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class DLL_LINKAGE ObstacleMechanics : public DefaultSpellMechanics
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@ -138,7 +138,7 @@ class DLL_LINKAGE SpecialRisingSpellMechanics : public RisingSpellMechanics
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{
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public:
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SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
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};
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class DLL_LINKAGE SummonMechanics : public DefaultSpellMechanics
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@ -743,7 +743,7 @@ ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::canBeCast(const CBat
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}
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ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
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//by default use general algorithm
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return owner->internalIsImmune(caster, obj);
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@ -44,7 +44,7 @@ public:
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
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virtual void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override;
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bool adventureCast(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override final;
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@ -506,7 +506,7 @@ ESpellCastProblem::ESpellCastProblem CSpell::internalIsImmune(const ISpellCaster
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return ESpellCastProblem::NOT_DECIDED;
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}
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ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
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const auto immuneResult = mechanics->isImmuneByStack(caster,obj);
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@ -272,7 +272,7 @@ public:
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const;
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///checks for creature immunity / anything that prevent casting *at given target* - doesn't take into account general problems such as not having spellbook or mana points etc.
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const;
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public:
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///Server logic. Has write access to GameState via packets.
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///May be executed on client side by (future) non-cheat-proof scripts.
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@ -64,7 +64,7 @@ void DispellHelpfulMechanics::applyBattle(BattleInfo * battle, const BattleSpell
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doDispell(battle, packet, Selector::positiveSpellEffects);
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}
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ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
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TBonusListPtr spellBon = obj->getSpellBonuses();
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bool hasPositiveSpell = false;
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@ -36,5 +36,5 @@ public:
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void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
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};
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@ -92,7 +92,7 @@ public:
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virtual ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const = 0;
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virtual ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const = 0;
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virtual ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const = 0;
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virtual void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const = 0;
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virtual bool adventureCast(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const = 0;
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