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Earthquake spell: do not target already destroyed sections
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@@ -68,7 +68,7 @@ bool Catapult::applicable(Problem & problem, const Mechanics * m) const
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void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & /* eTarget */) const
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{
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//start with all destructible parts
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static const std::set<EWallPart::EWallPart> possibleTargets =
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static const std::set<EWallPart::EWallPart> potentialTargets =
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{
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EWallPart::KEEP,
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EWallPart::BOTTOM_TOWER,
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@@ -80,7 +80,20 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
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EWallPart::GATE
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};
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assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
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assert(potentialTargets.size() == EWallPart::PARTS_COUNT);
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std::set<EWallPart::EWallPart> allowedTargets;
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for (auto const & target : potentialTargets)
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{
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auto state = m->battle()->battleGetWallState(target);
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if(state != EWallState::DESTROYED && state != EWallState::NONE)
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allowedTargets.insert(target);
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}
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assert(!allowedTargets.empty());
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if (allowedTargets.empty())
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return;
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CatapultAttack ca;
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ca.attacker = -1;
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@@ -89,21 +102,31 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
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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, *server->getRNG());
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// Hit on any existing, not destroyed targets are allowed
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// Multiple hit on same target are allowed.
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// Potential overshots (more hits on same targets than remaining HP) are allowed
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EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG());
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auto state = m->battle()->battleGetWallState(target);
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if(state == EWallState::DESTROYED || state == EWallState::NONE)
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continue;
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auto attackInfo = ca.attackedParts.begin();
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for ( ; attackInfo != ca.attackedParts.end(); ++attackInfo)
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if ( attackInfo->attackedPart == target )
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break;
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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 = m->battle()->wallPartToBattleHex(target);
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ca.attackedParts.push_back(attackInfo);
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if (attackInfo == ca.attackedParts.end()) // new part
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{
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CatapultAttack::AttackInfo newInfo;
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newInfo.damageDealt = 1;
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newInfo.attackedPart = target;
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newInfo.destinationTile = m->battle()->wallPartToBattleHex(target);
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ca.attackedParts.push_back(newInfo);
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attackInfo = ca.attackedParts.end() - 1;
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}
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else // already damaged before, update damage
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{
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attackInfo->damageDealt += 1;
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}
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//removing creatures in turrets / keep if one is destroyed
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BattleHex posRemove;
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@@ -111,17 +134,17 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
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switch(target)
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{
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case EWallPart::KEEP:
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posRemove = -2;
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posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
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break;
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case EWallPart::BOTTOM_TOWER:
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posRemove = -3;
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posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
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break;
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case EWallPart::UPPER_TOWER:
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posRemove = -4;
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posRemove = BattleHex::CASTLE_UPPER_TOWER;
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break;
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}
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if(posRemove != BattleHex::INVALID && state - attackInfo.damageDealt <= 0) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
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if(posRemove != BattleHex::INVALID && state - attackInfo->damageDealt <= 0) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
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{
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auto all = m->battle()->battleGetUnitsIf([=](const battle::Unit * unit)
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{
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@@ -130,14 +153,23 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
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for(auto & elem : all)
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{
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if(elem->getPosition() == posRemove)
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if(elem->getPosition() != posRemove)
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continue;
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// if tower was hit multiple times, it may have been destroyed already
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bool stackWasRemovedBefore = false;
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for(auto & removed : removeUnits.changedStacks)
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{
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if (removed.id == elem->unitId())
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stackWasRemovedBefore = true;
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}
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if (!stackWasRemovedBefore)
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removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
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break;
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}
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}
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}
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}
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server->apply(&ca);
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@@ -4920,13 +4920,13 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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switch(attackedPart)
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{
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case EWallPart::KEEP:
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posRemove = -2;
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posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
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break;
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case EWallPart::BOTTOM_TOWER:
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posRemove = -3;
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posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
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break;
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case EWallPart::UPPER_TOWER:
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posRemove = -4;
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posRemove = BattleHex::CASTLE_UPPER_TOWER;
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break;
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}
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