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+SpecialRisingSpellMechanics::isImmuneByStack

This commit is contained in:
AlexVinS 2014-11-12 08:34:43 +03:00
parent 639b915391
commit ddf98a5920
6 changed files with 63 additions and 47 deletions

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@ -159,18 +159,6 @@ CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool at
return ret;
}
//All spells casted by hero 9resurrection, cure, sacrifice)
ui32 CBattleInfoCallback::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack) const
{
bool resurrect = spell->isRisingSpell();
int healedHealth;
if (spell->id == SpellID::SACRIFICE && sacrificedStack)
healedHealth = (caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + sacrificedStack->MaxHealth() + spell->getPower(caster->getSpellSchoolLevel(spell))) * sacrificedStack->count;
else
healedHealth = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) * spell->power + spell->getPower(caster->getSpellSchoolLevel(spell)); //???
healedHealth = spell->calculateBonus(healedHealth, caster, stack);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
}
//Archangel
ui32 CBattleInfoCallback::calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const
{

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@ -1627,22 +1627,7 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleStackIsImmune(co
return immuneResult;
//TODO: move to spellhandler
if (spell->isRisingSpell() && spell->id != SpellID::SACRIFICE)
{
// following does apply to resurrect and animate dead(?) only
// for sacrifice health calculation and health limit check don't matter
if(subject->count >= subject->baseAmount)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
if (caster) //FIXME: Archangels can cast immune stack
{
auto maxHealth = calculateHealedHP (caster, spell, subject);
if (maxHealth < subject->MaxHealth()) //must be able to rise at least one full creature
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
}
else if(spell->id == SpellID::HYPNOTIZE && caster) //do not resist hypnotize casted after attack, for example
if(spell->id == SpellID::HYPNOTIZE && caster) //do not resist hypnotize casted after attack, for example
{
//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
ui64 subjectHealth = (subject->count - 1) * subject->MaxHealth() + subject->firstHPleft;

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@ -282,7 +282,6 @@ public:
ESpellCastProblem::ESpellCastProblem battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const; //determines if creature can cast a spell here
std::vector<BattleHex> battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const;
ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack = nullptr) const; //Sacrifice
ui32 calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const; //for Archangel
ui32 calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const; //healing spells casted by stacks
std::set<const CStack*> getAffectedCreatures(const CSpell * s, int skillLevel, PlayerColor attackerOwner, BattleHex destinationTile); //calculates stack affected by given spell

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@ -182,6 +182,12 @@ namespace
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override;
};
class SacrificeMechanics: public RisingSpellMechanics
{
public:
};
///CloneMechanics
ESpellCastProblem::ESpellCastProblem CloneMechnics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack * obj)
{
@ -236,18 +242,20 @@ namespace
///SpecialRisingSpellMechanics
ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj)
{
// // following does apply to resurrect and animate dead(?) only
// // for sacrifice health calculation and health limit check don't matter
//
// if(obj->count >= obj->baseAmount)
// return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
//
// if (caster) //FIXME: Archangels can cast immune stack
// {
// auto maxHealth = calculateHealedHP (caster, spell, obj);
// if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
// return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
// }
// following does apply to resurrect and animate dead(?) only
// for sacrifice health calculation and health limit check don't matter
if(obj->count >= obj->baseAmount)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
if (caster) //FIXME: Archangels can cast immune stack
{
auto maxHealth = calculateHealedHP (caster, obj);
if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return CSpellMechanics::isImmuneByStack(caster,mode,obj);
}
@ -321,6 +329,28 @@ ui32 CSpell::calculateBonus(ui32 baseDamage, const CGHeroInstance* caster, const
return ret;
}
ui32 CSpell::calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const
{
//todo: use Mechanics class
int healedHealth;
if(!isHealingSpell())
{
logGlobal->errorStream() << "calculateHealedHP called for nonhealing spell "<< name;
return 0;
}
const int spellPowerSkill = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
const int levelPower = getPower(caster->getSpellSchoolLevel(this));
if (id == SpellID::SACRIFICE && sacrificedStack)
healedHealth = (spellPowerSkill + sacrificedStack->MaxHealth() + levelPower) * sacrificedStack->count;
else
healedHealth = spellPowerSkill * power + levelPower); //???
healedHealth = calculateBonus(healedHealth, caster, stack);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0));
}
std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
{
@ -474,6 +504,10 @@ bool CSpell::isNeutral() const
return positiveness == NEUTRAL;
}
bool CSpell::isHealingSpell() const
{
return isRisingSpell() || (id == SpellID::CURE);
}
bool CSpell::isRisingSpell() const
{
@ -691,9 +725,15 @@ void CSpell::setupMechanics()
break;
case SpellID::DISPEL_HELPFUL_SPELLS:
mechanics = new DispellHelpfulMechanics(this);
break;
default:
mechanics = new CSpellMechanics(this);
break;
case SpellID::SACRIFICE:
mechanics = new SacrificeMechanics(this);
break
default:
if(isRisingSpell())
mechanics = new SpecialRisingSpellMechanics(this);
else
mechanics = new CSpellMechanics(this);
break;
}

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@ -113,8 +113,9 @@ public:
bool isNegative() const;
bool isNeutral() const;
bool isRisingSpell() const;
bool isDamageSpell() const;
bool isHealingSpell() const;
bool isRisingSpell() const;
bool isOffensiveSpell() const;
bool isSpecialSpell() const;
@ -130,6 +131,9 @@ public:
//applying secondary skills
ui32 calculateBonus(ui32 baseDamage, const CGHeroInstance * caster, const CStack * affectedCreature) const;
///calculate healed HP for all spells casted by hero
ui32 calculateHealedHP(const CGHeroInstance * caster, const CStack * stack, const CStack * sacrificedStack = nullptr) const;
si32 getCost(const int skillLevel) const;

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@ -4205,7 +4205,7 @@ void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex
}
if (spell->isRisingSpell() || spell->id == SpellID::CURE)
if(spell->isHealingSpell())
{
int hpGained = 0;
if (stack)
@ -4233,7 +4233,7 @@ void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex
hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
}
else
hi.healedHP = gs->curB->calculateHealedHP(caster, spell, attackedCre, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
hi.healedHP = spell->calculateHealedHP(caster, attackedCre, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
hi.lowLevelResurrection = spellLvl <= 1;
shr.healedStacks.push_back(hi);
}