mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
This commit is contained in:
@@ -36,13 +36,125 @@ Timed::Timed()
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Timed::~Timed() = default;
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void Timed::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
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void Timed::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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const bool describe = server->describeChanges();
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int32_t duration = m->getEffectDuration();
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std::vector<Bonus> converted;
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convertBonus(m, duration, converted);
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std::shared_ptr<const Bonus> peculiarBonus = nullptr;
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std::shared_ptr<const Bonus> addedValueBonus = nullptr;
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std::shared_ptr<const Bonus> fixedValueBonus = nullptr;
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auto casterHero = dynamic_cast<const CGHeroInstance *>(m->caster);
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if(casterHero)
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{
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peculiarBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, m->getSpellIndex()));
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addedValueBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_ADD_VALUE_ENCHANT, m->getSpellIndex()));
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fixedValueBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_FIXED_VALUE_ENCHANT, m->getSpellIndex()));
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}
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//TODO: does hero specialty should affects his stack casting spells?
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SetStackEffect sse;
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prepareEffects(sse, m, target, battleState->describe);
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BattleLogMessage blm;
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for(auto & t : target)
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{
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std::vector<Bonus> buffer;
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std::copy(converted.begin(), converted.end(), std::back_inserter(buffer));
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const battle::Unit * affected = t.unitValue;
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if(!affected)
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{
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logGlobal->error("[Internal error] Invalid target for timed effect");
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continue;
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}
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if(!affected->alive())
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continue;
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if(describe)
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describeEffect(blm.lines, m, converted, affected);
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//Apply hero specials - peculiar enchants
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const auto tier = std::max(affected->creatureLevel(), 1); //don't divide by 0 for certain creatures (commanders, war machines)
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if(peculiarBonus)
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{
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si32 power = 0;
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switch (peculiarBonus->additionalInfo[0])
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{
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case 0: //normal
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switch (tier)
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{
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case 1:
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case 2:
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power = 3;
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break;
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case 3:
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case 4:
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power = 2;
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break;
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case 5:
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case 6:
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power = 1;
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break;
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}
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break;
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case 1:
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//Coronius style specialty bonus.
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//Please note that actual Coronius isnt here, because Slayer is a spell that doesnt affect monster stats and is used only in calculateDmgRange
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power = std::max(5 - tier, 0);
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break;
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}
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if(m->isNegativeSpell())
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{
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//negative spells like weakness are defined in json with negative numbers, so we need do same here
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power = -1 * power;
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}
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for(Bonus& b : buffer)
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{
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b.val += power;
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}
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}
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if(addedValueBonus)
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{
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for(Bonus & b : buffer)
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{
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b.val += addedValueBonus->additionalInfo[0];
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}
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}
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if(fixedValueBonus)
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{
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for(Bonus & b : buffer)
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{
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b.val = fixedValueBonus->additionalInfo[0];
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}
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}
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if(casterHero && casterHero->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, m->getSpellIndex())) //TODO: better handling of bonus percentages
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{
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int damagePercent = casterHero->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, m->getSpellIndex()) / tier;
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Bonus specialBonus(Bonus::N_TURNS, Bonus::CREATURE_DAMAGE, Bonus::SPELL_EFFECT, damagePercent, m->getSpellIndex(), 0, Bonus::PERCENT_TO_ALL);
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specialBonus.turnsRemain = duration;
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buffer.push_back(specialBonus);
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}
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if(cumulative)
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sse.toAdd.push_back(std::make_pair(affected->unitId(), buffer));
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else
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sse.toUpdate.push_back(std::make_pair(affected->unitId(), buffer));
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}
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if(!(sse.toAdd.empty() && sse.toUpdate.empty()))
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battleState->apply(&sse);
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server->apply(&sse);
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if(describe && !blm.lines.empty())
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server->apply(&blm);
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}
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void Timed::convertBonus(const Mechanics * m, int32_t & duration, std::vector<Bonus> & converted) const
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@@ -143,115 +255,6 @@ void Timed::describeEffect(std::vector<MetaString> & log, const Mechanics * m, c
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}
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}
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void Timed::prepareEffects(SetStackEffect & sse, const Mechanics * m, const EffectTarget & target, bool describe) const
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{
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//get default spell duration (spell power with bonuses for heroes)
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int32_t duration = m->getEffectDuration();
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std::vector<Bonus> converted;
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convertBonus(m, duration, converted);
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std::shared_ptr<const Bonus> peculiarBonus = nullptr;
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std::shared_ptr<const Bonus> addedValueBonus = nullptr;
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std::shared_ptr<const Bonus> fixedValueBonus = nullptr;
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auto casterHero = dynamic_cast<const CGHeroInstance *>(m->caster);
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if(casterHero)
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{
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peculiarBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, m->getSpellIndex()));
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addedValueBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_ADD_VALUE_ENCHANT, m->getSpellIndex()));
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fixedValueBonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_FIXED_VALUE_ENCHANT, m->getSpellIndex()));
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}
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//TODO: does hero specialty should affects his stack casting spells?
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for(auto & t : target)
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{
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std::vector<Bonus> buffer;
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std::copy(converted.begin(), converted.end(), std::back_inserter(buffer));
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const battle::Unit * affected = t.unitValue;
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if(!affected)
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{
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logGlobal->error("[Internal error] Invalid target for timed effect");
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continue;
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}
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if(!affected->alive())
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continue;
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if(describe)
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describeEffect(sse.battleLog, m, converted, affected);
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const auto tier = std::max(affected->creatureLevel(), 1); //don't divide by 0 for certain creatures (commanders, war machines)
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//Apply hero specials - peculiar enchants
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if(peculiarBonus)
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{
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si32 power = 0;
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switch (peculiarBonus->additionalInfo[0])
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{
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case 0: //normal
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switch (tier)
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{
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case 1:
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case 2:
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power = 3;
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break;
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case 3:
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case 4:
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power = 2;
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break;
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case 5:
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case 6:
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power = 1;
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break;
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}
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break;
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case 1:
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//Coronius style specialty bonus.
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//Please note that actual Coronius isnt here, because Slayer is a spell that doesnt affect monster stats and is used only in calculateDmgRange
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power = std::max(5 - tier, 0);
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break;
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}
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if(m->isNegativeSpell())
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{
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//negative spells like weakness are defined in json with negative numbers, so we need do same here
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power = -1 * power;
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}
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for(Bonus& b : buffer)
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{
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b.val += power;
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}
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}
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if(addedValueBonus)
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{
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for(Bonus& b : buffer)
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{
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b.val += addedValueBonus->additionalInfo[0];
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}
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}
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if(fixedValueBonus)
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{
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for(Bonus& b : buffer)
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{
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b.val = fixedValueBonus->additionalInfo[0];
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}
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}
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if(casterHero && casterHero->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, m->getSpellIndex())) //TODO: better handling of bonus percentages
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{
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int damagePercent = casterHero->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, m->getSpellIndex()) / tier;
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Bonus specialBonus(Bonus::N_TURNS, Bonus::CREATURE_DAMAGE, Bonus::SPELL_EFFECT, damagePercent, m->getSpellIndex(), 0, Bonus::PERCENT_TO_ALL);
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specialBonus.turnsRemain = duration;
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buffer.push_back(specialBonus);
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}
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if(cumulative)
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sse.toAdd.push_back(std::make_pair(affected->unitId(), buffer));
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else
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sse.toUpdate.push_back(std::make_pair(affected->unitId(), buffer));
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}
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}
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void Timed::serializeJsonUnitEffect(JsonSerializeFormat & handler)
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{
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assert(!handler.saving);
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