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https://github.com/vcmi/vcmi.git
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Merge pull request #1932 from rilian-la-te/proper-teleport
VCMI: teleport redesign
This commit is contained in:
commit
e3ed728193
@ -569,10 +569,10 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
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return false;
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case PossiblePlayerBattleAction::ANY_LOCATION:
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return isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
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return isCastingPossibleHere(action.spell().toSpell(), targetStack, targetHex);
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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return !selectedStack && targetStack && isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
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return !selectedStack && targetStack && isCastingPossibleHere(action.spell().toSpell(), targetStack, targetHex);
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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if(targetStack && targetStackOwned && targetStack != owner.stacksController->getActiveStack() && targetStack->alive()) //only positive spells for other allied creatures
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@ -583,18 +583,14 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
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return false;
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case PossiblePlayerBattleAction::TELEPORT:
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{
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ui8 skill = getCurrentSpellcaster()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
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return owner.curInt->cb->battleCanTeleportTo(selectedStack, targetHex, skill);
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}
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return selectedStack && isCastingPossibleHere(action.spell().toSpell(), selectedStack, targetHex);
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case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
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return targetStack && targetStack != selectedStack && targetStackOwned && targetStack->alive();
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case PossiblePlayerBattleAction::OBSTACLE:
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case PossiblePlayerBattleAction::FREE_LOCATION:
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return isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
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return isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
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return isCastingPossibleHere(action.spell().toSpell(), targetStack, targetHex);
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case PossiblePlayerBattleAction::CATAPULT:
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return owner.siegeController && owner.siegeController->isAttackableByCatapult(targetHex);
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@ -904,7 +900,7 @@ spells::Mode BattleActionsController::getCurrentCastMode() const
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}
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bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell, const CStack *casterStack, const CStack *targetStack, BattleHex targetHex)
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bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell, const CStack *targetStack, BattleHex targetHex)
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{
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assert(currentSpell);
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if (!currentSpell)
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@ -915,6 +911,8 @@ bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell,
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const spells::Mode mode = heroSpellToCast ? spells::Mode::HERO : spells::Mode::CREATURE_ACTIVE;
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spells::Target target;
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if(targetStack)
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target.emplace_back(targetStack);
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target.emplace_back(targetHex);
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spells::BattleCast cast(owner.curInt->cb.get(), caster, mode, currentSpell);
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@ -53,7 +53,7 @@ class BattleActionsController
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/// stack that has been selected as first target for multi-target spells (Teleport & Sacrifice)
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const CStack * selectedStack;
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bool isCastingPossibleHere (const CSpell * spell, const CStack *sactive, const CStack *shere, BattleHex myNumber);
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bool isCastingPossibleHere (const CSpell * spell, const CStack *shere, BattleHex myNumber);
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bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
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std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
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void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
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@ -158,10 +158,10 @@ ECreatureAnimType AttackAnimation::findValidGroup( const std::vector<ECreatureAn
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const CCreature * AttackAnimation::getCreature() const
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{
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if (attackingStack->getCreature()->getId() == CreatureID::ARROW_TOWERS)
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if (attackingStack->unitType()->getId() == CreatureID::ARROW_TOWERS)
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return owner.siegeController->getTurretCreature();
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else
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return attackingStack->getCreature();
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return attackingStack->unitType();
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}
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@ -179,7 +179,7 @@ HittedAnimation::HittedAnimation(BattleInterface & owner, const CStack * stack)
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: StackActionAnimation(owner, stack)
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{
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setGroup(ECreatureAnimType::HITTED);
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setSound(battle_sound(stack->getCreature(), wince));
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setSound(battle_sound(stack->unitType(), wince));
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logAnim->debug("Created HittedAnimation for %s", stack->getName());
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}
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@ -187,14 +187,14 @@ DefenceAnimation::DefenceAnimation(BattleInterface & owner, const CStack * stack
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: StackActionAnimation(owner, stack)
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{
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setGroup(ECreatureAnimType::DEFENCE);
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setSound(battle_sound(stack->getCreature(), defend));
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setSound(battle_sound(stack->unitType(), defend));
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logAnim->debug("Created DefenceAnimation for %s", stack->getName());
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}
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DeathAnimation::DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged):
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StackActionAnimation(owner, stack)
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{
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setSound(battle_sound(stack->getCreature(), killed));
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setSound(battle_sound(stack->unitType(), killed));
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if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0)
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setGroup(ECreatureAnimType::DEATH_RANGED);
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@ -356,13 +356,13 @@ bool MovementAnimation::init()
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if (moveSoundHander == -1)
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{
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moveSoundHander = CCS->soundh->playSound(battle_sound(stack->getCreature(), move), -1);
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moveSoundHander = CCS->soundh->playSound(battle_sound(stack->unitType(), move), -1);
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}
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Point begPosition = owner.stacksController->getStackPositionAtHex(prevHex, stack);
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Point endPosition = owner.stacksController->getStackPositionAtHex(nextHex, stack);
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progressPerSecond = AnimationControls::getMovementDistance(stack->getCreature());
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progressPerSecond = AnimationControls::getMovementDistance(stack->unitType());
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begX = begPosition.x;
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begY = begPosition.y;
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@ -373,7 +373,7 @@ bool MovementAnimation::init()
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if (stack->hasBonus(Selector::type()(Bonus::FLYING)))
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{
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float distance = static_cast<float>(sqrt(distanceX * distanceX + distanceY * distanceY));
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progressPerSecond = AnimationControls::getFlightDistance(stack->getCreature()) / distance;
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progressPerSecond = AnimationControls::getFlightDistance(stack->unitType()) / distance;
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}
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return true;
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@ -453,7 +453,7 @@ bool MovementEndAnimation::init()
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logAnim->debug("CMovementEndAnimation::init: stack %s", stack->getName());
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myAnim->pos.moveTo(owner.stacksController->getStackPositionAtHex(nextHex, stack));
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CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving));
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CCS->soundh->playSound(battle_sound(stack->unitType(), endMoving));
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if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_END))
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{
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@ -494,7 +494,7 @@ bool MovementStartAnimation::init()
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}
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logAnim->debug("CMovementStartAnimation::init: stack %s", stack->getName());
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CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving));
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CCS->soundh->playSound(battle_sound(stack->unitType(), startMoving));
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if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_START))
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{
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@ -146,7 +146,7 @@ BattleProjectileController::BattleProjectileController(BattleInterface & owner):
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const CCreature & BattleProjectileController::getShooter(const CStack * stack) const
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{
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const CCreature * creature = stack->getCreature();
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const CCreature * creature = stack->unitType();
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if(creature->getId() == CreatureID::ARROW_TOWERS)
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creature = owner.siegeController->getTurretCreature();
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@ -49,7 +49,7 @@ static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnima
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if (animation->isIdle())
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{
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const CCreature *creature = stack->getCreature();
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const CCreature *creature = stack->unitType();
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if (stack->isFrozen())
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animation->setType(ECreatureAnimType::FROZEN);
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@ -207,7 +207,7 @@ void BattleStacksController::stackAdded(const CStack * stack, bool instant)
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}
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else
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{
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stackAnimation[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
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stackAnimation[stack->ID] = AnimationControls::getAnimation(stack->unitType());
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stackAnimation[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->ID]);
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stackAnimation[stack->ID]->pos.h = stackAnimation[stack->ID]->getHeight();
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stackAnimation[stack->ID]->pos.w = stackAnimation[stack->ID]->getWidth();
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@ -140,11 +140,6 @@
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"appearAnimation" : "C09SPF0",
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"appearSound" : "LANDMINE"
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}
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},
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"damage":{
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"type":"core:damage",
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"optional":false,
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"indirect":true
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}
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}
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},
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@ -641,6 +636,21 @@
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}
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},
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"targetModifier":{"smart":true}
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},
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"advanced" :{
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"battleEffects":{
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"teleport":{
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"isMoatPassable" : true
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}
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}
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},
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"expert" : {
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"battleEffects":{
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"teleport":{
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"isWallPassable" : true,
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"isMoatPassable" : true
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}
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}
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}
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},
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"flags" : {
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@ -53,12 +53,8 @@ public:
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*/
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virtual int32_t getLevelPower(const int32_t skillLevel) const = 0;
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virtual std::string getNameTextID() const = 0;
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virtual std::string getNameTranslated() const = 0;
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virtual std::string getDescriptionTextID(int32_t level) const = 0;
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virtual std::string getDescriptionTranslated(int32_t level) const = 0;
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};
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}
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@ -56,11 +56,6 @@ CStack::CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I
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health.init(); //???
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}
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const CCreature * CStack::getCreature() const
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{
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return type;
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}
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void CStack::localInit(BattleInfo * battleInfo)
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{
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battle = battleInfo;
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@ -88,7 +83,7 @@ ui32 CStack::level() const
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if(base)
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return base->getLevel(); //creature or commander
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else
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return std::max(1, static_cast<int>(getCreature()->getLevel())); //war machine, clone etc
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return std::max(1, static_cast<int>(unitType()->getLevel())); //war machine, clone etc
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}
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si32 CStack::magicResistance() const
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@ -346,7 +341,7 @@ bool CStack::unitHasAmmoCart(const battle::Unit * unit) const
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{
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for(const CStack * st : battle->stacks)
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{
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if(battle->battleMatchOwner(st, unit, true) && st->getCreature()->getId() == CreatureID::AMMO_CART)
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if(battle->battleMatchOwner(st, unit, true) && st->unitType()->getId() == CreatureID::AMMO_CART)
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{
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return st->alive();
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}
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@ -43,8 +43,6 @@ public:
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CStack();
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~CStack();
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const CCreature * getCreature() const; //deprecated
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std::string nodeName() const override;
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void localInit(BattleInfo * battleInfo);
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@ -52,7 +52,7 @@ void BattleInfo::calculateCasualties(std::map<ui32,si32> * casualties) const
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const CStack * const st = elem;
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si32 killed = st->getKilled();
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if(killed > 0)
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casualties[st->side][st->getCreature()->getId()] += killed;
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casualties[st->side][st->unitType()->getId()] += killed;
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}
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}
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@ -210,7 +210,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
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if(town)
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{
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curB->town = town;
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curB->terrainType = (*VLC->townh)[town->subID]->nativeTerrain;
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curB->terrainType = town->getNativeTerrain();
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}
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else
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{
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@ -14,9 +14,13 @@
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#include "../CStack.h"
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#include "BattleInfo.h"
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#include "CObstacleInstance.h"
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#include "DamageCalculator.h"
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#include "PossiblePlayerBattleAction.h"
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#include "../NetPacks.h"
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#include "../spells/ObstacleCasterProxy.h"
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#include "../spells/ISpellMechanics.h"
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#include "../spells/Problem.h"
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#include "../spells/CSpellHandler.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../BattleFieldHandler.h"
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@ -133,11 +137,13 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(con
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return ESpellCastProblem::OK;
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}
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bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
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bool CBattleInfoCallback::battleHasPenaltyOnLine(BattleHex from, BattleHex dest, bool checkWall, bool checkMoat) const
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{
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auto isTileBlocked = [&](BattleHex tile)
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{
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EWallPart wallPart = battleHexToWallPart(tile);
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if (wallPart == EWallPart::INVALID)
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return false; // there is no wall here
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if (wallPart == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
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return false; // does not blocks ranged attacks
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if (wallPart == EWallPart::INDESTRUCTIBLE_PART)
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@ -145,35 +151,54 @@ bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, Bat
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return isWallPartAttackable(wallPart);
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};
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auto needWallPenalty = [&](BattleHex from, BattleHex dest)
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// Count wall penalty requirement by shortest path, not by arbitrary line, to avoid various OH3 bugs
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auto getShortestPath = [](BattleHex from, BattleHex dest) -> std::vector<BattleHex>
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{
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// arbitrary selected cell size for virtual grid
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// any even number can be selected (for division by two)
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static const int cellSize = 10;
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//Out early
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if(from == dest)
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return {};
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// create line that goes from center of shooter cell to center of target cell
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Point line1{ from.getX()*cellSize+cellSize/2, from.getY()*cellSize+cellSize/2};
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Point line2{ dest.getX()*cellSize+cellSize/2, dest.getY()*cellSize+cellSize/2};
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std::vector<BattleHex> ret;
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auto next = from;
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//Not a real direction, only to indicate to which side we should search closest tile
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auto direction = from.getX() > dest.getX() ? BattleSide::DEFENDER : BattleSide::ATTACKER;
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for (int y = 0; y < GameConstants::BFIELD_HEIGHT; ++y)
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while (next != dest)
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{
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BattleHex obstacle = lineToWallHex(y);
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if (!isTileBlocked(obstacle))
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continue;
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// create rect around cell with an obstacle
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Rect rect {
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Point(obstacle.getX(), obstacle.getY()) * cellSize,
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Point( cellSize, cellSize)
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};
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if ( rect.intersectionTest(line1, line2))
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return true;
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auto tiles = next.neighbouringTiles();
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std::set<BattleHex> possibilities = {tiles.begin(), tiles.end()};
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next = BattleHex::getClosestTile(direction, dest, possibilities);
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ret.push_back(next);
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}
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return false;
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assert(!ret.empty());
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ret.pop_back(); //Remove destination hex
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return ret;
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};
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RETURN_IF_NOT_BATTLE(false);
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auto checkNeeded = !sameSideOfWall(from, dest);
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bool pathHasWall = false;
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bool pathHasMoat = false;
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for(const auto & hex : getShortestPath(from, dest))
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{
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pathHasWall |= isTileBlocked(hex);
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if(!checkMoat)
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continue;
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auto obstacles = battleGetAllObstaclesOnPos(hex, false);
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if(hex != ESiegeHex::GATE_BRIDGE || (battleIsGatePassable()))
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for(const auto & obst : obstacles)
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if(obst->obstacleType == CObstacleInstance::MOAT)
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pathHasMoat |= true;
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}
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return checkNeeded && ( (checkWall && pathHasWall) || (checkMoat && pathHasMoat) );
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}
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bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
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{
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RETURN_IF_NOT_BATTLE(false);
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if(!battleGetSiegeLevel())
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return false;
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@ -184,26 +209,9 @@ bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, Bat
|
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if(shooter->hasBonus(selectorNoWallPenalty, cachingStrNoWallPenalty))
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return false;
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const int wallInStackLine = lineToWallHex(shooterPosition.getY());
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const bool shooterOutsideWalls = shooterPosition < wallInStackLine;
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const auto shooterOutsideWalls = shooterPosition < lineToWallHex(shooterPosition.getY());
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return shooterOutsideWalls && needWallPenalty(shooterPosition, destHex);
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}
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si8 CBattleInfoCallback::battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const
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{
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RETURN_IF_NOT_BATTLE(false);
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if (!getAccesibility(stack).accessible(destHex, stack))
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return false;
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const ui8 siegeLevel = battleGetSiegeLevel();
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//check for wall
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//advanced teleport can pass wall of fort|citadel, expert - of castle
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if ((siegeLevel > CGTownInstance::NONE && telportLevel < 2) || (siegeLevel >= CGTownInstance::CASTLE && telportLevel < 3))
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return sameSideOfWall(stack->getPosition(), destHex);
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return true;
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return shooterOutsideWalls && battleHasPenaltyOnLine(shooterPosition, destHex, true, false);
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}
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std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data)
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@ -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;
|
||||
|
@ -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;
|
||||
|
||||
|
@ -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);
|
||||
|
@ -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 :)
|
||||
|
@ -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;
|
||||
|
||||
|
@ -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
|
||||
|
@ -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;
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -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)
|
||||
{
|
||||
|
@ -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 );
|
||||
|
Loading…
Reference in New Issue
Block a user