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Merge pull request #1932 from rilian-la-te/proper-teleport

VCMI: teleport redesign
This commit is contained in:
Ivan Savenko 2023-04-16 22:52:01 +03:00 committed by GitHub
commit e3ed728193
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
19 changed files with 228 additions and 204 deletions

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@ -569,10 +569,10 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
return false;
case PossiblePlayerBattleAction::ANY_LOCATION:
return isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
return isCastingPossibleHere(action.spell().toSpell(), targetStack, targetHex);
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
return !selectedStack && targetStack && isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
return !selectedStack && targetStack && isCastingPossibleHere(action.spell().toSpell(), targetStack, targetHex);
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
if(targetStack && targetStackOwned && targetStack != owner.stacksController->getActiveStack() && targetStack->alive()) //only positive spells for other allied creatures
@ -583,18 +583,14 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
return false;
case PossiblePlayerBattleAction::TELEPORT:
{
ui8 skill = getCurrentSpellcaster()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
return owner.curInt->cb->battleCanTeleportTo(selectedStack, targetHex, skill);
}
return selectedStack && isCastingPossibleHere(action.spell().toSpell(), selectedStack, targetHex);
case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
return targetStack && targetStack != selectedStack && targetStackOwned && targetStack->alive();
case PossiblePlayerBattleAction::OBSTACLE:
case PossiblePlayerBattleAction::FREE_LOCATION:
return isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
return isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
return isCastingPossibleHere(action.spell().toSpell(), targetStack, targetHex);
case PossiblePlayerBattleAction::CATAPULT:
return owner.siegeController && owner.siegeController->isAttackableByCatapult(targetHex);
@ -904,7 +900,7 @@ spells::Mode BattleActionsController::getCurrentCastMode() const
}
bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell, const CStack *casterStack, const CStack *targetStack, BattleHex targetHex)
bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell, const CStack *targetStack, BattleHex targetHex)
{
assert(currentSpell);
if (!currentSpell)
@ -915,6 +911,8 @@ bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell,
const spells::Mode mode = heroSpellToCast ? spells::Mode::HERO : spells::Mode::CREATURE_ACTIVE;
spells::Target target;
if(targetStack)
target.emplace_back(targetStack);
target.emplace_back(targetHex);
spells::BattleCast cast(owner.curInt->cb.get(), caster, mode, currentSpell);

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@ -53,7 +53,7 @@ class BattleActionsController
/// stack that has been selected as first target for multi-target spells (Teleport & Sacrifice)
const CStack * selectedStack;
bool isCastingPossibleHere (const CSpell * spell, const CStack *sactive, const CStack *shere, BattleHex myNumber);
bool isCastingPossibleHere (const CSpell * spell, const CStack *shere, BattleHex myNumber);
bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);

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@ -158,10 +158,10 @@ ECreatureAnimType AttackAnimation::findValidGroup( const std::vector<ECreatureAn
const CCreature * AttackAnimation::getCreature() const
{
if (attackingStack->getCreature()->getId() == CreatureID::ARROW_TOWERS)
if (attackingStack->unitType()->getId() == CreatureID::ARROW_TOWERS)
return owner.siegeController->getTurretCreature();
else
return attackingStack->getCreature();
return attackingStack->unitType();
}
@ -179,7 +179,7 @@ HittedAnimation::HittedAnimation(BattleInterface & owner, const CStack * stack)
: StackActionAnimation(owner, stack)
{
setGroup(ECreatureAnimType::HITTED);
setSound(battle_sound(stack->getCreature(), wince));
setSound(battle_sound(stack->unitType(), wince));
logAnim->debug("Created HittedAnimation for %s", stack->getName());
}
@ -187,14 +187,14 @@ DefenceAnimation::DefenceAnimation(BattleInterface & owner, const CStack * stack
: StackActionAnimation(owner, stack)
{
setGroup(ECreatureAnimType::DEFENCE);
setSound(battle_sound(stack->getCreature(), defend));
setSound(battle_sound(stack->unitType(), defend));
logAnim->debug("Created DefenceAnimation for %s", stack->getName());
}
DeathAnimation::DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged):
StackActionAnimation(owner, stack)
{
setSound(battle_sound(stack->getCreature(), killed));
setSound(battle_sound(stack->unitType(), killed));
if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0)
setGroup(ECreatureAnimType::DEATH_RANGED);
@ -356,13 +356,13 @@ bool MovementAnimation::init()
if (moveSoundHander == -1)
{
moveSoundHander = CCS->soundh->playSound(battle_sound(stack->getCreature(), move), -1);
moveSoundHander = CCS->soundh->playSound(battle_sound(stack->unitType(), move), -1);
}
Point begPosition = owner.stacksController->getStackPositionAtHex(prevHex, stack);
Point endPosition = owner.stacksController->getStackPositionAtHex(nextHex, stack);
progressPerSecond = AnimationControls::getMovementDistance(stack->getCreature());
progressPerSecond = AnimationControls::getMovementDistance(stack->unitType());
begX = begPosition.x;
begY = begPosition.y;
@ -373,7 +373,7 @@ bool MovementAnimation::init()
if (stack->hasBonus(Selector::type()(Bonus::FLYING)))
{
float distance = static_cast<float>(sqrt(distanceX * distanceX + distanceY * distanceY));
progressPerSecond = AnimationControls::getFlightDistance(stack->getCreature()) / distance;
progressPerSecond = AnimationControls::getFlightDistance(stack->unitType()) / distance;
}
return true;
@ -453,7 +453,7 @@ bool MovementEndAnimation::init()
logAnim->debug("CMovementEndAnimation::init: stack %s", stack->getName());
myAnim->pos.moveTo(owner.stacksController->getStackPositionAtHex(nextHex, stack));
CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving));
CCS->soundh->playSound(battle_sound(stack->unitType(), endMoving));
if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_END))
{
@ -494,7 +494,7 @@ bool MovementStartAnimation::init()
}
logAnim->debug("CMovementStartAnimation::init: stack %s", stack->getName());
CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving));
CCS->soundh->playSound(battle_sound(stack->unitType(), startMoving));
if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_START))
{

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@ -146,7 +146,7 @@ BattleProjectileController::BattleProjectileController(BattleInterface & owner):
const CCreature & BattleProjectileController::getShooter(const CStack * stack) const
{
const CCreature * creature = stack->getCreature();
const CCreature * creature = stack->unitType();
if(creature->getId() == CreatureID::ARROW_TOWERS)
creature = owner.siegeController->getTurretCreature();

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@ -49,7 +49,7 @@ static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnima
if (animation->isIdle())
{
const CCreature *creature = stack->getCreature();
const CCreature *creature = stack->unitType();
if (stack->isFrozen())
animation->setType(ECreatureAnimType::FROZEN);
@ -207,7 +207,7 @@ void BattleStacksController::stackAdded(const CStack * stack, bool instant)
}
else
{
stackAnimation[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
stackAnimation[stack->ID] = AnimationControls::getAnimation(stack->unitType());
stackAnimation[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->ID]);
stackAnimation[stack->ID]->pos.h = stackAnimation[stack->ID]->getHeight();
stackAnimation[stack->ID]->pos.w = stackAnimation[stack->ID]->getWidth();

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@ -140,11 +140,6 @@
"appearAnimation" : "C09SPF0",
"appearSound" : "LANDMINE"
}
},
"damage":{
"type":"core:damage",
"optional":false,
"indirect":true
}
}
},
@ -641,6 +636,21 @@
}
},
"targetModifier":{"smart":true}
},
"advanced" :{
"battleEffects":{
"teleport":{
"isMoatPassable" : true
}
}
},
"expert" : {
"battleEffects":{
"teleport":{
"isWallPassable" : true,
"isMoatPassable" : true
}
}
}
},
"flags" : {

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@ -53,12 +53,8 @@ public:
*/
virtual int32_t getLevelPower(const int32_t skillLevel) const = 0;
virtual std::string getNameTextID() const = 0;
virtual std::string getNameTranslated() const = 0;
virtual std::string getDescriptionTextID(int32_t level) const = 0;
virtual std::string getDescriptionTranslated(int32_t level) const = 0;
};
}

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@ -56,11 +56,6 @@ CStack::CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I
health.init(); //???
}
const CCreature * CStack::getCreature() const
{
return type;
}
void CStack::localInit(BattleInfo * battleInfo)
{
battle = battleInfo;
@ -88,7 +83,7 @@ ui32 CStack::level() const
if(base)
return base->getLevel(); //creature or commander
else
return std::max(1, static_cast<int>(getCreature()->getLevel())); //war machine, clone etc
return std::max(1, static_cast<int>(unitType()->getLevel())); //war machine, clone etc
}
si32 CStack::magicResistance() const
@ -346,7 +341,7 @@ bool CStack::unitHasAmmoCart(const battle::Unit * unit) const
{
for(const CStack * st : battle->stacks)
{
if(battle->battleMatchOwner(st, unit, true) && st->getCreature()->getId() == CreatureID::AMMO_CART)
if(battle->battleMatchOwner(st, unit, true) && st->unitType()->getId() == CreatureID::AMMO_CART)
{
return st->alive();
}

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@ -43,8 +43,6 @@ public:
CStack();
~CStack();
const CCreature * getCreature() const; //deprecated
std::string nodeName() const override;
void localInit(BattleInfo * battleInfo);

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@ -52,7 +52,7 @@ void BattleInfo::calculateCasualties(std::map<ui32,si32> * casualties) const
const CStack * const st = elem;
si32 killed = st->getKilled();
if(killed > 0)
casualties[st->side][st->getCreature()->getId()] += killed;
casualties[st->side][st->unitType()->getId()] += killed;
}
}
@ -210,7 +210,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
if(town)
{
curB->town = town;
curB->terrainType = (*VLC->townh)[town->subID]->nativeTerrain;
curB->terrainType = town->getNativeTerrain();
}
else
{

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@ -14,9 +14,13 @@
#include "../CStack.h"
#include "BattleInfo.h"
#include "CObstacleInstance.h"
#include "DamageCalculator.h"
#include "PossiblePlayerBattleAction.h"
#include "../NetPacks.h"
#include "../spells/ObstacleCasterProxy.h"
#include "../spells/ISpellMechanics.h"
#include "../spells/Problem.h"
#include "../spells/CSpellHandler.h"
#include "../mapObjects/CGTownInstance.h"
#include "../BattleFieldHandler.h"
@ -133,11 +137,13 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(con
return ESpellCastProblem::OK;
}
bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
bool CBattleInfoCallback::battleHasPenaltyOnLine(BattleHex from, BattleHex dest, bool checkWall, bool checkMoat) const
{
auto isTileBlocked = [&](BattleHex tile)
{
EWallPart wallPart = battleHexToWallPart(tile);
if (wallPart == EWallPart::INVALID)
return false; // there is no wall here
if (wallPart == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
return false; // does not blocks ranged attacks
if (wallPart == EWallPart::INDESTRUCTIBLE_PART)
@ -145,35 +151,54 @@ bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, Bat
return isWallPartAttackable(wallPart);
};
auto needWallPenalty = [&](BattleHex from, BattleHex dest)
// Count wall penalty requirement by shortest path, not by arbitrary line, to avoid various OH3 bugs
auto getShortestPath = [](BattleHex from, BattleHex dest) -> std::vector<BattleHex>
{
// arbitrary selected cell size for virtual grid
// any even number can be selected (for division by two)
static const int cellSize = 10;
//Out early
if(from == dest)
return {};
// create line that goes from center of shooter cell to center of target cell
Point line1{ from.getX()*cellSize+cellSize/2, from.getY()*cellSize+cellSize/2};
Point line2{ dest.getX()*cellSize+cellSize/2, dest.getY()*cellSize+cellSize/2};
std::vector<BattleHex> ret;
auto next = from;
//Not a real direction, only to indicate to which side we should search closest tile
auto direction = from.getX() > dest.getX() ? BattleSide::DEFENDER : BattleSide::ATTACKER;
for (int y = 0; y < GameConstants::BFIELD_HEIGHT; ++y)
while (next != dest)
{
BattleHex obstacle = lineToWallHex(y);
if (!isTileBlocked(obstacle))
continue;
// create rect around cell with an obstacle
Rect rect {
Point(obstacle.getX(), obstacle.getY()) * cellSize,
Point( cellSize, cellSize)
};
if ( rect.intersectionTest(line1, line2))
return true;
auto tiles = next.neighbouringTiles();
std::set<BattleHex> possibilities = {tiles.begin(), tiles.end()};
next = BattleHex::getClosestTile(direction, dest, possibilities);
ret.push_back(next);
}
return false;
assert(!ret.empty());
ret.pop_back(); //Remove destination hex
return ret;
};
RETURN_IF_NOT_BATTLE(false);
auto checkNeeded = !sameSideOfWall(from, dest);
bool pathHasWall = false;
bool pathHasMoat = false;
for(const auto & hex : getShortestPath(from, dest))
{
pathHasWall |= isTileBlocked(hex);
if(!checkMoat)
continue;
auto obstacles = battleGetAllObstaclesOnPos(hex, false);
if(hex != ESiegeHex::GATE_BRIDGE || (battleIsGatePassable()))
for(const auto & obst : obstacles)
if(obst->obstacleType == CObstacleInstance::MOAT)
pathHasMoat |= true;
}
return checkNeeded && ( (checkWall && pathHasWall) || (checkMoat && pathHasMoat) );
}
bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
{
RETURN_IF_NOT_BATTLE(false);
if(!battleGetSiegeLevel())
return false;
@ -184,26 +209,9 @@ bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, Bat
if(shooter->hasBonus(selectorNoWallPenalty, cachingStrNoWallPenalty))
return false;
const int wallInStackLine = lineToWallHex(shooterPosition.getY());
const bool shooterOutsideWalls = shooterPosition < wallInStackLine;
const auto shooterOutsideWalls = shooterPosition < lineToWallHex(shooterPosition.getY());
return shooterOutsideWalls && needWallPenalty(shooterPosition, destHex);
}
si8 CBattleInfoCallback::battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const
{
RETURN_IF_NOT_BATTLE(false);
if (!getAccesibility(stack).accessible(destHex, stack))
return false;
const ui8 siegeLevel = battleGetSiegeLevel();
//check for wall
//advanced teleport can pass wall of fort|citadel, expert - of castle
if ((siegeLevel > CGTownInstance::NONE && telportLevel < 2) || (siegeLevel >= CGTownInstance::CASTLE && telportLevel < 3))
return sameSideOfWall(stack->getPosition(), destHex);
return true;
return shooterOutsideWalls && battleHasPenaltyOnLine(shooterPosition, destHex, true, false);
}
std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data)
@ -271,7 +279,7 @@ PossiblePlayerBattleAction CBattleInfoCallback::getCasterAction(const CSpell * s
return PossiblePlayerBattleAction(spellSelMode, spell->id);
}
std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
std::set<BattleHex> attackedHexes;
RETURN_IF_NOT_BATTLE(attackedHexes);
@ -645,7 +653,7 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle
return ret;
}
bool CBattleInfoCallback::battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const
bool CBattleInfoCallback::battleCanAttack(const battle::Unit * stack, const battle::Unit * target, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
@ -658,7 +666,7 @@ bool CBattleInfoCallback::battleCanAttack(const CStack * stack, const CStack * t
if(!battleMatchOwner(stack, target))
return false;
auto id = stack->getCreature()->getId();
auto id = stack->unitType()->getId();
if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
return false;
@ -814,15 +822,74 @@ std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::getAl
affectedObstacles.push_back(i);
}
for(auto hex : unit->getHexes())
if(hex == ESiegeHex::GATE_BRIDGE)
if(battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED)
for(int i=0; i<affectedObstacles.size(); i++)
if(affectedObstacles.at(i)->obstacleType == CObstacleInstance::MOAT)
affectedObstacles.erase(affectedObstacles.begin()+i);
if(hex == ESiegeHex::GATE_BRIDGE && battleIsGatePassable())
for(int i=0; i<affectedObstacles.size(); i++)
if(affectedObstacles.at(i)->obstacleType == CObstacleInstance::MOAT)
affectedObstacles.erase(affectedObstacles.begin()+i);
}
return affectedObstacles;
}
bool CBattleInfoCallback::handleObstacleTriggersForUnit(SpellCastEnvironment & spellEnv, const battle::Unit & unit, const std::set<BattleHex> & passed) const
{
if(!unit.alive())
return false;
bool movementStopped = false;
for(auto & obstacle : getAllAffectedObstaclesByStack(&unit, passed))
{
//helper info
const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
if(spellObstacle)
{
auto revealObstacles = [&](const SpellCreatedObstacle & spellObstacle) -> void
{
// For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
auto operation = ObstacleChanges::EOperation::UPDATE;
if (spellObstacle.removeOnTrigger)
operation = ObstacleChanges::EOperation::REMOVE;
SpellCreatedObstacle changedObstacle;
changedObstacle.uniqueID = spellObstacle.uniqueID;
changedObstacle.revealed = true;
BattleObstaclesChanged bocp;
bocp.changes.emplace_back(spellObstacle.uniqueID, operation);
changedObstacle.toInfo(bocp.changes.back(), operation);
spellEnv.apply(&bocp);
};
const auto side = unit.unitSide();
auto shouldReveal = !spellObstacle->hidden || !battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side);
const auto * hero = battleGetFightingHero(spellObstacle->casterSide);
auto caster = spells::ObstacleCasterProxy(getBattle()->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
const auto * sp = obstacle->getTrigger().toSpell();
if(obstacle->triggersEffects() && sp)
{
auto cast = spells::BattleCast(this, &caster, spells::Mode::PASSIVE, sp);
spells::detail::ProblemImpl ignored;
auto target = spells::Target(1, spells::Destination(&unit));
if(sp->battleMechanics(&cast)->canBeCastAt(target, ignored)) // Obstacles should not be revealed by immune creatures
{
if(shouldReveal) { //hidden obstacle triggers effects after revealed
revealObstacles(*spellObstacle);
cast.cast(&spellEnv, target);
}
}
}
else if(shouldReveal)
revealObstacles(*spellObstacle);
}
if(!unit.alive())
return false;
if(obstacle->stopsMovement())
movementStopped = true;
}
return unit.alive() && !movementStopped;
}
AccessibilityInfo CBattleInfoCallback::getAccesibility() const
{
AccessibilityInfo ret;

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@ -20,6 +20,7 @@ VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CStack;
class ISpellCaster;
class SpellCastEnvironment;
class CSpell;
struct CObstacleInstance;
class IBonusBearer;
@ -61,6 +62,8 @@ public:
std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const override;
std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const override;
//Handle obstacle damage here, requires SpellCastEnvironment
bool handleObstacleTriggersForUnit(SpellCastEnvironment & spellEnv, const battle::Unit & unit, const std::set<BattleHex> & passed = {}) const;
const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const;
@ -83,10 +86,10 @@ public:
int battleGetSurrenderCost(const PlayerColor & Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const;
std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
std::set<BattleHex> battleGetAttackedHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
bool isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosition, const battle::Unit * defenderUnit, unsigned int range) const;
bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
bool battleCanAttack(const battle::Unit * stack, const battle::Unit * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
bool battleCanShoot(const battle::Unit * attacker, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
bool battleCanShoot(const battle::Unit * attacker) const; //determines if stack with given ID shoot in principle
bool battleIsUnitBlocked(const battle::Unit * unit) const; //returns true if there is neighboring enemy stack
@ -101,6 +104,7 @@ public:
DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg = nullptr) const;
DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageEstimation * retaliationDmg = nullptr) const;
bool battleHasPenaltyOnLine(BattleHex from, BattleHex dest, bool checkWall, bool checkMoat) const;
bool battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
bool battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const;
@ -120,7 +124,6 @@ public:
SpellID getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const;
SpellID getRandomCastedSpell(CRandomGenerator & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
si8 battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
std::vector<PossiblePlayerBattleAction> getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data);
PossiblePlayerBattleAction getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const;

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@ -379,6 +379,15 @@ EGateState CBattleInfoEssentials::battleGetGateState() const
return getBattle()->getGateState();
}
bool CBattleInfoEssentials::battleIsGatePassable() const
{
RETURN_IF_NOT_BATTLE(true);
if(battleGetSiegeLevel() == CGTownInstance::NONE)
return true;
return battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED;
}
PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) const
{
RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);

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@ -96,6 +96,7 @@ public:
// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
EWallState battleGetWallState(EWallPart partOfWall) const;
EGateState battleGetGateState() const;
bool battleIsGatePassable() const;
//helpers
///returns all stacks, alive or dead or undead or mechanical :)

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@ -25,14 +25,13 @@ class DLL_LINKAGE CCallbackBase
{
const IBattleInfo * battle = nullptr; //battle to which the player is engaged, nullptr if none or not applicable
const IBattleInfo * getBattle() const;
protected:
boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
CCallbackBase(boost::optional<PlayerColor> Player);
CCallbackBase() = default;
const IBattleInfo * getBattle() const;
void setBattle(const IBattleInfo * B);
bool duringBattle() const;

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@ -14,6 +14,7 @@
#include "../ISpellMechanics.h"
#include "../../NetPacks.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../serializer/JsonSerializeFormat.h"
#include "../../battle/Unit.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -45,39 +46,34 @@ void Teleport::adjustTargetTypes(std::vector<TargetType> & types) const
}
}
bool Teleport::applicable(Problem & problem, const Mechanics * m) const
bool Teleport::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
{
return UnitEffect::applicable(problem, m);
if(target.size() == 1) //Assume, this is check only for selecting a unit
return UnitEffect::applicable(problem, m);
if(target.size() != 2)
return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem);
const auto *targetUnit = target[0].unitValue;
const auto & targetHex = target[1].hexValue;
if(!targetUnit)
return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem);
if(!targetHex.isValid() || !m->battle()->getAccesibility(targetUnit).accessible(targetHex, targetUnit))
return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem);
if(m->battle()->battleGetSiegeLevel() && !(isWallPassable && isMoatPassable))
{
return !m->battle()->battleHasPenaltyOnLine(target[0].hexValue, target[1].hexValue, !isWallPassable, !isMoatPassable);
}
return true;
}
void Teleport::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
{
if(target.size() != 2)
{
server->complain("Teleport requires 2 destinations.");
return;
}
const auto *targetUnit = target[0].unitValue;
if(nullptr == targetUnit)
{
server->complain("No unit to teleport");
return;
}
const BattleHex destination = target[1].hexValue;
if(!destination.isValid())
{
server->complain("Invalid teleport destination");
return;
}
//TODO: move here all teleport checks
if(!m->battle()->battleCanTeleportTo(targetUnit, destination, m->getEffectLevel()))
{
server->complain("Forbidden teleport.");
return;
}
const auto destination = target[1].hexValue;
BattleStackMoved pack;
pack.distance = 0;
@ -87,11 +83,19 @@ void Teleport::apply(ServerCallback * server, const Mechanics * m, const EffectT
pack.tilesToMove = tiles;
pack.teleporting = true;
server->apply(&pack);
if(triggerObstacles)
{
auto spellEnv = dynamic_cast<SpellCastEnvironment*>(server);
m->battle()->handleObstacleTriggersForUnit(*spellEnv, *targetUnit);
}
}
void Teleport::serializeJsonUnitEffect(JsonSerializeFormat & handler)
{
//TODO: teleport options
handler.serializeBool("triggerObstacles", triggerObstacles);
handler.serializeBool("isWallPassable", isWallPassable);
handler.serializeBool("isMoatPassable", isMoatPassable);
}
EffectTarget Teleport::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const

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@ -26,7 +26,7 @@ class Teleport : public UnitEffect
public:
void adjustTargetTypes(std::vector<TargetType> & types) const override;
bool applicable(Problem & problem, const Mechanics * m) const override;
bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override;
void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
@ -34,6 +34,11 @@ public:
protected:
void serializeJsonUnitEffect(JsonSerializeFormat & handler) override;
private:
bool triggerObstacles;
bool isWallPassable;
bool isMoatPassable;
};
}

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@ -1208,11 +1208,11 @@ void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * de
boost::format txt(formatString);
if(killed > 1)
{
txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->getNamePluralTranslated()); // creatures perish
txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
}
else //killed == 1
{
txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // creature perishes
txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
}
MetaString line;
line << txt.str();
@ -1527,7 +1527,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
{
if(stackIsMoving && start != curStack->getPosition())
{
stackIsMoving = handleDamageFromObstacle(curStack, passed);
stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
passed.insert(curStack->getPosition());
if(curStack->doubleWide())
passed.insert(curStack->occupiedHex());
@ -1565,7 +1565,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
passed.clear(); //Just empty passed, obstacles will handled automatically
}
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
handleDamageFromObstacle(curStack, passed);
handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
return ret;
}
@ -4478,10 +4478,10 @@ void CGameHandler::updateGateState()
// - deals moat damage to attacker if bridge is closed (fortress only)
bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
{
return obst->obstacleType == CObstacleInstance::MOAT;
});
@ -4933,7 +4933,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
}
if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
|| ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
handleDamageFromObstacle(stack);
handleObstacleTriggersForUnit(*spellEnv, *stack);
if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
battleMadeAction.setn(true);
return ok;
@ -5289,66 +5289,6 @@ void CGameHandler::stackTurnTrigger(const CStack *st)
}
}
bool CGameHandler::handleDamageFromObstacle(const battle::Unit * curStack, const std::set<BattleHex> & passed)
{
if(!curStack->alive())
return false;
bool movementStopped = false;
for(auto & obstacle : getAllAffectedObstaclesByStack(curStack, passed))
{
//helper info
const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
if(spellObstacle)
{
auto revealObstacles = [&](const SpellCreatedObstacle & spellObstacle) -> void
{
// For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
auto operation = ObstacleChanges::EOperation::UPDATE;
if (spellObstacle.removeOnTrigger)
operation = ObstacleChanges::EOperation::REMOVE;
SpellCreatedObstacle changedObstacle;
changedObstacle.uniqueID = spellObstacle.uniqueID;
changedObstacle.revealed = true;
BattleObstaclesChanged bocp;
bocp.changes.emplace_back(spellObstacle.uniqueID, operation);
changedObstacle.toInfo(bocp.changes.back(), operation);
sendAndApply(&bocp);
};
const auto side = curStack->unitSide();
auto shouldReveal = !spellObstacle->hidden || !gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side);
const auto * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
auto caster = spells::ObstacleCasterProxy(gs->curB->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
const auto * sp = obstacle->getTrigger().toSpell();
if(obstacle->triggersEffects() && sp)
{
auto cast = spells::BattleCast(gs->curB, &caster, spells::Mode::PASSIVE, sp);
spells::detail::ProblemImpl ignored;
auto target = spells::Target(1, spells::Destination(curStack));
if(sp->battleMechanics(&cast)->canBeCastAt(target, ignored)) // Obstacles should not be revealed by immune creatures
{
if(shouldReveal) { //hidden obstacle triggers effects after revealed
revealObstacles(*spellObstacle);
cast.cast(spellEnv, target);
}
}
}
else if(shouldReveal)
revealObstacles(*spellObstacle);
}
if(!curStack->alive())
return false;
if(obstacle->stopsMovement())
movementStopped = true;
}
return curStack->alive() && !movementStopped;
}
void CGameHandler::handleTimeEvents()
{
gs->map->events.sort(evntCmp);
@ -6031,8 +5971,8 @@ void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker
int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
if(defender->getCreature()->getId() == bonusAdditionalInfo ||
(bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->getId() == attacker->getCreature()->getId()))
if(defender->unitType()->getId() == bonusAdditionalInfo ||
(bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
return;
battle::UnitInfo resurrectInfo;
@ -6421,7 +6361,7 @@ void CGameHandler::runBattle()
auto accessibility = getAccesibility();
CreatureID creatureData = CreatureID(summonInfo->subtype);
std::vector<BattleHex> targetHexes;
const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
@ -6606,7 +6546,7 @@ void CGameHandler::runBattle()
}
const CGHeroInstance * curOwner = battleGetOwnerHero(next);
const int stackCreatureId = next->getCreature()->getId();
const int stackCreatureId = next->unitType()->getId();
if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
&& (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
@ -6622,7 +6562,7 @@ void CGameHandler::runBattle()
for(auto & elem : gs->curB->stacks)
{
if(elem->getCreature()->getId() != CreatureID::CATAPULT
if(elem->unitType()->getId() != CreatureID::CATAPULT
&& elem->owner != next->owner
&& elem->isValidTarget()
&& gs->curB->battleCanShoot(next, elem->getPosition()))
@ -6644,7 +6584,7 @@ void CGameHandler::runBattle()
continue;
}
if (next->getCreature()->getId() == CreatureID::CATAPULT)
if (next->unitType()->getId() == CreatureID::CATAPULT)
{
const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
@ -6666,7 +6606,7 @@ void CGameHandler::runBattle()
}
}
if (next->getCreature()->getId() == CreatureID::FIRST_AID_TENT)
if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
{
TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
{

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@ -236,7 +236,6 @@ public:
bool makeCustomAction(BattleAction &ba);
void stackEnchantedTrigger(const CStack * stack);
void stackTurnTrigger(const CStack *stack);
bool handleDamageFromObstacle(const battle::Unit * curStack, const std::set<BattleHex> & passed = {}); //checks if obstacle is land mine and handles possible consequences
void removeObstacle(const CObstacleInstance &obstacle);
bool queryReply( QueryID qid, const JsonNode & answer, PlayerColor player );