/* * SpellMechanics.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "SpellMechanics.h" #include "mapObjects/CGHeroInstance.h" #include "BattleState.h" #include "NetPacks.h" ///DefaultSpellMechanics bool DefaultSpellMechanics::adventureCast(SpellCastContext& context) const { return false; //there is no general algorithm for castind adventure spells } bool DefaultSpellMechanics::battleCast(SpellCastContext& context) const { return false; //todo; DefaultSpellMechanics::battleCast } std::set DefaultSpellMechanics::getAffectedStacks(SpellTargetingContext & ctx) const { } ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const { //by default use general algorithm return owner->isImmuneBy(obj); } ///CloneMechanics ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack * obj) const { //can't clone already cloned creature if (vstd::contains(obj->state, EBattleStackState::CLONED)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //TODO: how about stacks casting Clone? //currently Clone casted by stack is assumed Expert level ui8 schoolLevel; if (caster) { schoolLevel = caster->getSpellSchoolLevel(owner); } else { schoolLevel = 3; } if (schoolLevel < 3) { int maxLevel = (std::max(schoolLevel, (ui8)1) + 4); int creLevel = obj->getCreature()->level; if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } //use default algorithm only if there is no mechanics-related problem return DefaultSpellMechanics::isImmuneByStack(caster,obj); } ///DispellHelpfulMechanics ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const { TBonusListPtr spellBon = obj->getSpellBonuses(); bool hasPositiveSpell = false; for(const Bonus * b : *spellBon) { if(SpellID(b->sid).toSpell()->isPositive()) { hasPositiveSpell = true; break; } } if(!hasPositiveSpell) { return ESpellCastProblem::NO_SPELLS_TO_DISPEL; } //use default algorithm only if there is no mechanics-related problem return DefaultSpellMechanics::isImmuneByStack(caster,obj); } ///HypnotizeMechanics ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const { if(nullptr != caster) //do not resist hypnotize casted after attack, for example { //TODO: what with other creatures casting hypnotize, Faerie Dragons style? ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft; //apply 'damage' bonus for hypnotize, including hero specialty ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj); if (subjectHealth > maxHealth) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } return DefaultSpellMechanics::isImmuneByStack(caster,obj); } ///SpecialRisingSpellMechanics ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const { // following does apply to resurrect and animate dead(?) only // for sacrifice health calculation and health limit check don't matter if(obj->count >= obj->baseAmount) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; if (caster) //FIXME: Archangels can cast immune stack { auto maxHealth = owner->calculateHealedHP (caster, obj); if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } return DefaultSpellMechanics::isImmuneByStack(caster,obj); }