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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

implemented VISIONS spell (partially)

(-) todo: agressivnes
This commit is contained in:
AlexVinS
2015-02-06 17:36:09 +03:00
parent 2156204306
commit b846b717a1
7 changed files with 71 additions and 23 deletions

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@@ -411,7 +411,7 @@ CInfoBoxPopup::CInfoBoxPopup(Point position, const CGTownInstance * town):
CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "TOWNQVBK", toScreen(position)) CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "TOWNQVBK", toScreen(position))
{ {
InfoAboutTown iah; InfoAboutTown iah;
LOCPLINT->cb->getTownInfo(town, iah); LOCPLINT->cb->getTownInfo(town, iah, adventureInt->selection); //todo: should this be nearest hero?
OBJ_CONSTRUCTION_CAPTURING_ALL; OBJ_CONSTRUCTION_CAPTURING_ALL;
new CTownTooltip(Point(9, 10), iah); new CTownTooltip(Point(9, 10), iah);
@@ -421,7 +421,7 @@ CInfoBoxPopup::CInfoBoxPopup(Point position, const CGHeroInstance * hero):
CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "HEROQVBK", toScreen(position)) CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "HEROQVBK", toScreen(position))
{ {
InfoAboutHero iah; InfoAboutHero iah;
LOCPLINT->cb->getHeroInfo(hero, iah); LOCPLINT->cb->getHeroInfo(hero, iah, adventureInt->selection);//todo: should this be nearest hero?
OBJ_CONSTRUCTION_CAPTURING_ALL; OBJ_CONSTRUCTION_CAPTURING_ALL;
new CHeroTooltip(Point(9, 10), iah); new CHeroTooltip(Point(9, 10), iah);

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@@ -55,13 +55,35 @@
"effects" : { "effects" : {
"visionsMonsters" : { "visionsMonsters" : {
"val" : 2 "val" : 2
},
"visionsHeroes" :{
"type" : "VISIONS",
"subtype" : 1,
"duration" : "ONE_DAY",
"val" : 2,
"valueType" : "INDEPENDENT_MAX"
} }
} }
}, },
"expert":{ "expert":{
"effects" : { "effects" : {
"visionsMonsters" : { "visionsMonsters" : {
"val" : 3 "val" : 3
},
"visionsHeroes" :{
"type" : "VISIONS",
"subtype" : 1,
"duration" : "ONE_DAY",
"val" : 3,
"valueType" : "INDEPENDENT_MAX"
},
"visionsTowns" :{
"type" : "VISIONS",
"subtype" : 2,
"duration" : "ONE_DAY",
"val" : 3,
"valueType" : "INDEPENDENT_MAX"
} }
} }
} }

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@@ -201,14 +201,23 @@ int CGameInfoCallback::howManyTowns(PlayerColor Player) const
return gs->players[Player].towns.size(); return gs->players[Player].towns.size();
} }
bool CGameInfoCallback::getTownInfo( const CGObjectInstance *town, InfoAboutTown &dest ) const bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject/* = nullptr*/) const
{ {
ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false); //it's not a town or it's not visible for layer ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false); //it's not a town or it's not visible for layer
bool detailed = hasAccess(town->tempOwner); bool detailed = hasAccess(town->tempOwner);
//TODO vision support //TODO vision support
if(town->ID == Obj::TOWN) if(town->ID == Obj::TOWN)
{
if(!detailed && nullptr != selectedObject)
{
const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
detailed = selectedHero->hasVisions(town, 1);
}
dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed); dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);
}
else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2) else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed); dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed);
else else
@@ -233,15 +242,23 @@ std::vector<const CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (in
return ret; return ret;
} }
bool CGameInfoCallback::getHeroInfo( const CGObjectInstance *hero, InfoAboutHero &dest ) const bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject/* = nullptr*/) const
{ {
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero); const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero);
ERROR_RET_VAL_IF(!h, "That's not a hero!", false); ERROR_RET_VAL_IF(!h, "That's not a hero!", false);
ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false); ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false);
//TODO vision support bool accessFlag = hasAccess(h->tempOwner);
dest.initFromHero(h, hasAccess(h->tempOwner));
if(!accessFlag && nullptr != selectedObject)
{
const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
accessFlag = selectedHero->hasVisions(hero, 1);
}
dest.initFromHero(h, accessFlag);
return true; return true;
} }

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@@ -69,7 +69,7 @@ public:
const CGHeroInstance* getHero(ObjectInstanceID objid) const; const CGHeroInstance* getHero(ObjectInstanceID objid) const;
const CGHeroInstance* getHeroWithSubid(int subid) const; const CGHeroInstance* getHeroWithSubid(int subid) const;
int getHeroCount(PlayerColor player, bool includeGarrisoned) const; int getHeroCount(PlayerColor player, bool includeGarrisoned) const;
bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const; bool getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject = nullptr) const;
int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const; const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
@@ -99,7 +99,7 @@ public:
std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
std::string getTavernGossip(const CGObjectInstance * townOrTavern) const; std::string getTavernGossip(const CGObjectInstance * townOrTavern) const;
EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const; virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
const CTown *getNativeTown(PlayerColor color) const; const CTown *getNativeTown(PlayerColor color) const;
//from gs //from gs

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@@ -1343,3 +1343,24 @@ void CGHeroInstance::levelUpAutomatically()
levelUp(proposedSecondarySkills); levelUp(proposedSecondarySkills);
} }
} }
bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
{
//VISIONS spell support
const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
if (visionsMultiplier > 0)
vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
const int distance = target->pos.dist2d(getPosition(false));
logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
return (distance < visionsRange) && (target->pos.z == pos.z);
}

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@@ -194,6 +194,8 @@ public:
void recreateSecondarySkillsBonuses(); void recreateSecondarySkillsBonuses();
void updateSkill(SecondarySkill which, int val); void updateSkill(SecondarySkill which, int val);
bool hasVisions(const CGObjectInstance * target, const int subtype) const;
CGHeroInstance(); CGHeroInstance();
virtual ~CGHeroInstance(); virtual ~CGHeroInstance();
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////

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@@ -101,22 +101,8 @@ std::string CGCreature::getHoverText(PlayerColor player) const
std::string CGCreature::getHoverText(const CGHeroInstance * hero) const std::string CGCreature::getHoverText(const CGHeroInstance * hero) const
{ {
//VISIONS spell support
static const std::string cached = boost::to_string((boost::format("type_%d__subtype_0") % Bonus::VISIONS));
std::string hoverName; std::string hoverName;
if(hero->hasVisions(this, 0))
const int visionsMultiplier = hero->valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,0), cached);
int visionsRadius = visionsMultiplier * hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
if (visionsMultiplier > 0)
vstd::amin(visionsRadius, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
const bool inVisionsRange = (pos.dist2d(hero->pos) < visionsRadius) && (pos.z == hero->pos.z);
if(inVisionsRange)
{ {
MetaString ms; MetaString ms;
ms << stacks.begin()->second->count; ms << stacks.begin()->second->count;