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https://github.com/vcmi/vcmi.git
synced 2025-11-06 09:09:40 +02:00
Removed hardcoded checks for Summon Boat spell
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@@ -92,7 +92,7 @@ namespace AIPathfinding
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void SummonBoatAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
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{
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Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT).accept(ai);
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Goals::AdventureSpellCast(hero, usedSpell).accept(ai);
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}
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const ChainActor * SummonBoatAction::getActor(const ChainActor * sourceActor) const
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@@ -139,10 +139,8 @@ namespace AIPathfinding
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int32_t SummonBoatAction::getManaCost(const CGHeroInstance * hero) const
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{
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SpellID summonBoat = SpellID::SUMMON_BOAT;
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// FIXME: this should be hero->getSpellCost, however currently queries to bonus system are too slow
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return summonBoat.toSpell()->getCost(0);
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return usedSpell.toSpell()->getCost(0);
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}
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}
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@@ -24,7 +24,13 @@ namespace AIPathfinding
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class SummonBoatAction : public VirtualBoatAction
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{
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SpellID usedSpell;
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public:
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SummonBoatAction(SpellID usedSpell)
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: usedSpell(usedSpell)
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{
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}
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void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
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virtual void applyOnDestination(
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@@ -12,6 +12,8 @@
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#include "../../Engine/Nullkiller.h"
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#include "../../../../lib/pathfinder/CPathfinder.h"
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#include "../../../../lib/pathfinder/TurnInfo.h"
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#include "../../../../lib/spells/ISpellMechanics.h"
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#include "../../../../lib/spells/adventure/SummonBoatEffect.h"
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namespace NKAI
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{
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@@ -159,13 +161,21 @@ namespace AIPathfinding
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for(const CGHeroInstance * hero : nodeStorage->getAllHeroes())
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{
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auto summonBoatSpell = SpellID(SpellID::SUMMON_BOAT).toSpell();
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for (const auto & spell : LIBRARY->spellh->objects)
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{
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if (!spell || !spell->isAdventure())
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continue;
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if(hero->canCastThisSpell(summonBoatSpell)
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&& hero->getSpellSchoolLevel(summonBoatSpell) >= MasteryLevel::ADVANCED)
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auto effect = spell->getAdventureMechanics().getEffectAs<SummonBoatEffect>(hero);
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if (!effect || !hero->canCastThisSpell(spell.get()))
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continue;
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if (effect->canCreateNewBoat() && effect->getSuccessChance(hero) == 100)
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{
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// TODO: For lower school level we might need to check the existence of some boat
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summonableVirtualBoats[hero] = std::make_shared<SummonBoatAction>();
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summonableVirtualBoats[hero] = std::make_shared<SummonBoatAction>(spell->id);
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}
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}
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}
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}
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@@ -23,7 +23,7 @@ namespace AIPathfinding
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Goals::TSubgoal SummonBoatAction::whatToDo(const HeroPtr & hero) const
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{
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return Goals::sptr(Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT));
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return Goals::sptr(Goals::AdventureSpellCast(hero, usedSpell));
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}
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void SummonBoatAction::applyOnDestination(
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@@ -53,8 +53,6 @@ namespace AIPathfinding
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uint32_t SummonBoatAction::getManaCost(const CGHeroInstance * hero) const
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{
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SpellID summonBoat = SpellID::SUMMON_BOAT;
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return hero->getSpellCost(summonBoat.toSpell());
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return hero->getSpellCost(usedSpell.toSpell());
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}
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}
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@@ -34,9 +34,11 @@ namespace AIPathfinding
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class SummonBoatAction : public VirtualBoatAction
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{
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SpellID usedSpell;
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public:
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SummonBoatAction()
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SummonBoatAction(SpellID usedSpell)
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:VirtualBoatAction(AINodeStorage::CAST_CHAIN)
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,usedSpell(usedSpell)
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{
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}
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@@ -10,6 +10,9 @@
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#include "StdInc.h"
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#include "AILayerTransitionRule.h"
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#include "../../../../lib/spells/ISpellMechanics.h"
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#include "../../../../lib/spells/adventure/SummonBoatEffect.h"
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namespace AIPathfinding
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{
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AILayerTransitionRule::AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, VCAI * ai, std::shared_ptr<AINodeStorage> nodeStorage)
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@@ -74,13 +77,22 @@ namespace AIPathfinding
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}
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auto hero = nodeStorage->getHero();
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auto summonBoatSpell = SpellID(SpellID::SUMMON_BOAT).toSpell();
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if(hero->canCastThisSpell(summonBoatSpell)
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&& hero->getSpellSchoolLevel(summonBoatSpell) >= MasteryLevel::ADVANCED)
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for (const auto & spell : LIBRARY->spellh->objects)
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{
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if (!spell || !spell->isAdventure())
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continue;
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auto effect = spell->getAdventureMechanics().getEffectAs<SummonBoatEffect>(hero);
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if (!effect || !hero->canCastThisSpell(spell.get()))
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continue;
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if (effect->canCreateNewBoat() && effect->getSuccessChance(hero) == 100)
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{
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// TODO: For lower school level we might need to check the existence of some boat
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summonableVirtualBoat.reset(new SummonBoatAction());
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summonableVirtualBoat.reset(new SummonBoatAction(spell->id));
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}
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}
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}
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@@ -67,6 +67,10 @@ VCMI_LIB_NAMESPACE_BEGIN
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getName = reinterpret_cast<TGetNameFun>(dlsym(dll, "GetAiName"));
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getAI = reinterpret_cast<TGetAIFun>(dlsym(dll, methodName.c_str()));
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}
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else
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{
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logGlobal->error("Cannot open dynamic library '%s'. Reason: %s", libpath.string(), dlerror());
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}
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#endif // VCMI_WINDOWS
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if (!dll)
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@@ -43,7 +43,7 @@ public:
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AdventureSpellEffect() = default;
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};
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class AdventureSpellRangedEffect : public IAdventureSpellEffect
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class DLL_LINKAGE AdventureSpellRangedEffect : public IAdventureSpellEffect
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{
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int rangeX;
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int rangeY;
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@@ -52,7 +52,7 @@ class AdventureSpellRangedEffect : public IAdventureSpellEffect
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public:
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AdventureSpellRangedEffect(const JsonNode & config);
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DLL_LINKAGE bool isTargetInRange(const IGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const;
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bool isTargetInRange(const IGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const;
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std::string getCursorForTarget(const IGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const override = 0; //must be implemented in derived classes
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bool canBeCastAtImpl(spells::Problem & problem, const IGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const override = 0; //must be implemented in derived classes
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};
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@@ -28,6 +28,17 @@ SummonBoatEffect::SummonBoatEffect(const CSpell * s, const JsonNode & config)
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{
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}
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bool SummonBoatEffect::canCreateNewBoat() const
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{
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return createNewBoat;
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}
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int SummonBoatEffect::getSuccessChance(const spells::Caster * caster) const
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{
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const auto schoolLevel = caster->getSpellSchoolLevel(owner);
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return owner->getLevelPower(schoolLevel);
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}
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bool SummonBoatEffect::canBeCastImpl(spells::Problem & problem, const IGameInfoCallback * cb, const spells::Caster * caster) const
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{
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if(!caster->getHeroCaster())
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@@ -56,10 +67,8 @@ bool SummonBoatEffect::canBeCastImpl(spells::Problem & problem, const IGameInfoC
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ESpellCastResult SummonBoatEffect::applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
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{
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const auto schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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//check if spell works at all
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if(env->getRNG()->nextInt(0, 99) >= owner->getLevelPower(schoolLevel)) //power is % chance of success
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if(env->getRNG()->nextInt(0, 99) >= getSuccessChance(parameters.caster)) //power is % chance of success
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{
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InfoWindow iw;
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iw.player = parameters.caster->getCasterOwner();
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@@ -14,7 +14,7 @@
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VCMI_LIB_NAMESPACE_BEGIN
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class SummonBoatEffect final : public IAdventureSpellEffect
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class DLL_LINKAGE SummonBoatEffect final : public IAdventureSpellEffect
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{
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const CSpell * owner;
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bool useExistingBoat;
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@@ -23,6 +23,9 @@ class SummonBoatEffect final : public IAdventureSpellEffect
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public:
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SummonBoatEffect(const CSpell * s, const JsonNode & config);
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bool canCreateNewBoat() const;
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int getSuccessChance(const spells::Caster * caster) const;
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protected:
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bool canBeCastImpl(spells::Problem & problem, const IGameInfoCallback * cb, const spells::Caster * caster) const final;
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