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Reworked spell target existence check.
* related to 2269
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@ -1661,79 +1661,14 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell
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if(!spell->combatSpell)
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return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
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const ESpellCastProblem::ESpellCastProblem specificProblem = spell->canBeCast(this, caster);
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const ESpellCastProblem::ESpellCastProblem specificProblem = spell->canBeCast(this, mode, caster);
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if(specificProblem != ESpellCastProblem::OK)
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return specificProblem;
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if(spell->isNegative() || spell->hasEffects())
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{
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bool allStacksImmune = true;
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//we are interested only in enemy stacks when casting offensive spells
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//TODO: should hero be able to cast non-smart negative spell if all enemy stacks are immune?
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auto stacks = spell->isNegative() ? battleAliveStacks(!side) : battleAliveStacks();
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for(auto stack : stacks)
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{
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if(ESpellCastProblem::OK == spell->isImmuneByStack(caster, stack))
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{
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allStacksImmune = false;
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break;
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}
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}
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if(allStacksImmune)
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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if(battleMaxSpellLevel(side) < spell->level) //effect like Recanter's Cloak or Orb of Inhibition
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return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
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//checking if there exists an appropriate target
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switch(spell->getTargetType())
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{
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case CSpell::CREATURE:
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if(mode == ECastingMode::HERO_CASTING)
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{
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const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell));
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bool targetExists = false;
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for(const CStack * stack : battleGetAllStacks()) //dead stacks will be immune anyway
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{
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bool immune = ESpellCastProblem::OK != spell->isImmuneByStack(caster, stack);
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bool casterStack = stack->owner == caster->getOwner();
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if(!immune)
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{
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switch (spell->positiveness)
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{
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case CSpell::POSITIVE:
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if(casterStack || !ti.smart)
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{
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targetExists = true;
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break;
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}
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break;
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case CSpell::NEUTRAL:
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targetExists = true;
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break;
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case CSpell::NEGATIVE:
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if(!casterStack || !ti.smart)
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{
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targetExists = true;
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break;
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}
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break;
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}
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}
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}
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if(!targetExists)
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{
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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}
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break;
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}
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return ESpellCastProblem::OK;
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}
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@ -361,6 +361,11 @@ ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCast(const CBattl
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return ESpellCastProblem::OK;
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}
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bool EarthquakeMechanics::requiresCreatureTarget() const
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{
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return false;
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}
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///HypnotizeMechanics
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ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
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@ -504,6 +509,23 @@ void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, con
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}
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}
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bool ObstacleMechanics::requiresCreatureTarget() const
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{
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switch(owner->id)
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{
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case SpellID::QUICKSAND:
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return false;
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case SpellID::LAND_MINE:
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return true;
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case SpellID::FORCE_FIELD:
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return false;
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case SpellID::FIRE_WALL:
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return true;
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default:
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return false;
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}
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}
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///WallMechanics
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std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
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{
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@ -606,6 +628,11 @@ bool RemoveObstacleMechanics::canRemove(const CObstacleInstance * obstacle, cons
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return false;
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}
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bool RemoveObstacleMechanics::requiresCreatureTarget() const
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{
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return false;
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}
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///RisingSpellMechanics
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HealingSpellMechanics::EHealLevel RisingSpellMechanics::getHealLevel(int effectLevel) const
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{
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@ -700,6 +727,11 @@ int SacrificeMechanics::calculateHealedHP(const SpellCastEnvironment* env, const
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return res;
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}
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bool SacrificeMechanics::requiresCreatureTarget() const
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{
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return false;//canBeCast do all target existence checks
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}
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///SpecialRisingSpellMechanics
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ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::canBeCast(const CBattleInfoCallback * cb, const SpellTargetingContext & ctx) const
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{
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@ -774,6 +806,11 @@ void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, const
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env->complain("Summoning didn't summon any!");
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}
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bool SummonMechanics::requiresCreatureTarget() const
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{
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return false;
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}
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///TeleportMechanics
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void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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@ -81,6 +81,7 @@ class DLL_LINKAGE EarthquakeMechanics : public DefaultSpellMechanics
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public:
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EarthquakeMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ISpellCaster * caster) const override;
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bool requiresCreatureTarget() const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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@ -97,6 +98,7 @@ class DLL_LINKAGE ObstacleMechanics : public DefaultSpellMechanics
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public:
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ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const SpellTargetingContext & ctx) const override;
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bool requiresCreatureTarget() const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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@ -114,6 +116,7 @@ public:
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RemoveObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ISpellCaster * caster) const override;
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const SpellTargetingContext & ctx) const override;
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bool requiresCreatureTarget() const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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private:
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@ -135,6 +138,7 @@ public:
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SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ISpellCaster * caster) const override;
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bool requiresCreatureTarget() const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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int calculateHealedHP(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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@ -155,6 +159,7 @@ public:
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SummonMechanics(CSpell * s, CreatureID cre): DefaultSpellMechanics(s), creatureToSummon(cre){};
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ISpellCaster * caster) const override;
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bool requiresCreatureTarget() const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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private:
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@ -784,3 +784,10 @@ void DefaultSpellMechanics::prepareBattleCast(const BattleSpellCastParameters& p
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sc.casterStack = (parameters.casterStack ? parameters.casterStack->ID : -1);
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sc.manaGained = 0;
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}
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bool DefaultSpellMechanics::requiresCreatureTarget() const
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{
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//most spells affects creatures somehow regardless of Target Type
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//for few exceptions see overrides
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return true;
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}
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@ -44,6 +44,8 @@ public:
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void battleLogSingleTarget(std::vector<std::string> & logLines, const BattleSpellCast * packet,
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const std::string & casterName, const CStack * attackedStack, bool & displayDamage) const override;
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bool requiresCreatureTarget() const override;
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protected:
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virtual void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const;
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@ -149,9 +149,61 @@ ui32 CSpell::calculateDamage(const ISpellCaster * caster, const CStack * affecte
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return adjustRawDamage(caster, affectedCreature, calculateRawEffectValue(spellSchoolLevel, usedSpellPower));
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}
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ESpellCastProblem::ESpellCastProblem CSpell::canBeCast(const CBattleInfoCallback * cb, const ISpellCaster * caster) const
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ESpellCastProblem::ESpellCastProblem CSpell::canBeCast(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, const ISpellCaster * caster) const
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{
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return mechanics->canBeCast(cb, caster);
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const ESpellCastProblem::ESpellCastProblem generalProblem = mechanics->canBeCast(cb, caster);
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if(generalProblem != ESpellCastProblem::OK)
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return generalProblem;
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//check for creature target existence
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if(mechanics->requiresCreatureTarget())
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{
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switch(mode)
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{
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case ECastingMode::HERO_CASTING:
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case ECastingMode::CREATURE_ACTIVE_CASTING:
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case ECastingMode::ENCHANTER_CASTING:
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case ECastingMode::PASSIVE_CASTING:
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{
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TargetInfo tinfo(this, caster->getSpellSchoolLevel(this), mode);
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bool targetExists = false;
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for(const CStack * stack : cb->battleGetAllStacks())
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{
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bool immune = !(stack->isValidTarget(!tinfo.onlyAlive) && ESpellCastProblem::OK == isImmuneByStack(caster, stack));
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bool casterStack = stack->owner == caster->getOwner();
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if(!immune)
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{
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switch (positiveness)
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{
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case CSpell::POSITIVE:
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if(casterStack || !tinfo.smart)
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targetExists = true;
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break;
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case CSpell::NEUTRAL:
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targetExists = true;
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break;
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case CSpell::NEGATIVE:
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if(!casterStack || !tinfo.smart)
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targetExists = true;
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break;
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}
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}
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if(targetExists)
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break;
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}
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if(!targetExists)
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{
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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}
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break;
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}
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}
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return ESpellCastProblem::OK;
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}
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std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
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@ -266,8 +266,8 @@ public:
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public:
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///internal interface (for callbacks)
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///Checks general but spell-specific problems for all casting modes. Use only during battle.
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ISpellCaster * caster) const;
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///Checks general but spell-specific problems. Use only during battle.
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, const ISpellCaster * caster) const;
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///checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into account general problems such as not having spellbook or mana points etc.
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ESpellCastProblem::ESpellCastProblem canBeCastAt(const CBattleInfoCallback * cb, const ISpellCaster * caster, ECastingMode::ECastingMode mode, BattleHex destination) const;
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@ -111,6 +111,9 @@ public:
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virtual void battleLogSingleTarget(std::vector<std::string> & logLines, const BattleSpellCast * packet,
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const std::string & casterName, const CStack * attackedStack, bool & displayDamage) const = 0;
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//if true use generic algorithm for target existence check, see CSpell::canBeCast
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virtual bool requiresCreatureTarget() const = 0;
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static std::unique_ptr<ISpellMechanics> createMechanics(CSpell * s);
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protected:
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CSpell * owner;
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