/* * UnitEffect.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 "UnitEffect.h" #include "../ISpellMechanics.h" #include "../../bonuses/BonusSelector.h" #include "../../battle/CBattleInfoCallback.h" #include "../../battle/Unit.h" #include "../../serializer/JsonSerializeFormat.h" VCMI_LIB_NAMESPACE_BEGIN namespace spells { namespace effects { void UnitEffect::adjustTargetTypes(std::vector & types) const { } void UnitEffect::adjustAffectedHexes(std::set & hexes, const Mechanics * m, const Target & spellTarget) const { for(const auto & destnation : spellTarget) hexes.insert(destnation.hexValue); } bool UnitEffect::applicable(Problem & problem, const Mechanics * m) const { //stack effect is applicable in general if there is at least one smart target auto mainFilter = std::bind(&UnitEffect::getStackFilter, this, m, false, _1); auto predicate = std::bind(&UnitEffect::eraseByImmunityFilter, this, m, _1); auto targets = m->battle()->battleGetUnitsIf(mainFilter); vstd::erase_if(targets, predicate); if(targets.empty()) return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem); return true; } bool UnitEffect::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const { //stack effect is applicable if it affects at least one target (smartness should not be checked) //assume target correctly transformed, just reapply filter for(const auto & item : target) if(item.unitValue) if(getStackFilter(m, false, item.unitValue)) return true; return false; } bool UnitEffect::getStackFilter(const Mechanics * m, bool alwaysSmart, const battle::Unit * s) const { return isValidTarget(m, s) && isSmartTarget(m, s, alwaysSmart); } bool UnitEffect::eraseByImmunityFilter(const Mechanics * m, const battle::Unit * s) const { return !isReceptive(m, s); } EffectTarget UnitEffect::filterTarget(const Mechanics * m, const EffectTarget & target) const { EffectTarget res; vstd::copy_if(target, std::back_inserter(res), [this, m](const Destination & d) { return d.unitValue && isValidTarget(m, d.unitValue) && isReceptive(m, d.unitValue); }); return res; } EffectTarget UnitEffect::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const { if(chainLength > 1) return transformTargetByChain(m, aimPoint, spellTarget); else return transformTargetByRange(m, aimPoint, spellTarget); } EffectTarget UnitEffect::transformTargetByRange(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const { auto mainFilter = std::bind(&UnitEffect::getStackFilter, this, m, false, _1); Target spellTargetCopy(spellTarget); // make sure that we have valid target with valid aim, even if spell have invalid range configured // TODO: check than spell range is actually not valid // also hackfix for banned creature massive spells // FIXME: potentially breaking change: aimPoint may NOT be in Target - example: frost ring if(!aimPoint.empty() && spellTarget.empty()) spellTargetCopy.insert(spellTargetCopy.begin(), Destination(aimPoint.front())); std::set targets; if(m->isMassive()) { //ignore spellTarget and add all stacks auto units = m->battle()->battleGetUnitsIf(mainFilter); for(const auto *unit : units) targets.insert(unit); } else { //process each tile for(const Destination & dest : spellTargetCopy) { if(dest.unitValue) { if(mainFilter(dest.unitValue)) targets.insert(dest.unitValue); } else if(dest.hexValue.isValid()) { //select one unit on tile, prefer alive one const battle::Unit * targetOnTile = nullptr; auto predicate = [&](const battle::Unit * unit) { return unit->coversPos(dest.hexValue) && mainFilter(unit); }; auto units = m->battle()->battleGetUnitsIf(predicate); for(const auto *unit : units) { if(unit->alive()) { targetOnTile = unit; break; } } if(targetOnTile == nullptr && !units.empty()) targetOnTile = units.front(); if(targetOnTile) targets.insert(targetOnTile); } else { logGlobal->debug("Invalid destination in spell Target"); } } } auto predicate = std::bind(&UnitEffect::eraseByImmunityFilter, this, m, _1); vstd::erase_if(targets, predicate); if(m->alwaysHitFirstTarget()) { //TODO: examine if adjustments needed related to INVINCIBLE bonus if(!aimPoint.empty() && aimPoint.front().unitValue) targets.insert(aimPoint.front().unitValue); } EffectTarget effectTarget; for(const auto *s : targets) effectTarget.push_back(Destination(s)); return effectTarget; } EffectTarget UnitEffect::transformTargetByChain(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const { EffectTarget byRange = transformTargetByRange(m, aimPoint, spellTarget); if(byRange.empty()) { return EffectTarget(); } const Destination & mainDestination = byRange.front(); if(!mainDestination.hexValue.isValid()) { return EffectTarget(); } std::set possibleHexes; auto possibleTargets = m->battle()->battleGetUnitsIf([&](const battle::Unit * unit) -> bool { return isReceptive(m, unit) && isValidTarget(m, unit); }); for(const auto *unit : possibleTargets) { for(auto hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide())) possibleHexes.insert(hex); } BattleHex destHex = mainDestination.hexValue; EffectTarget effectTarget; for(int32_t targetIndex = 0; targetIndex < chainLength; ++targetIndex) { const auto *unit = m->battle()->battleGetUnitByPos(destHex, true); if(!unit) break; if(m->alwaysHitFirstTarget() && targetIndex == 0) effectTarget.emplace_back(unit); else if(isReceptive(m, unit) && isValidTarget(m, unit)) effectTarget.emplace_back(unit); else effectTarget.emplace_back(); for(auto hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide())) possibleHexes.erase(hex); if(possibleHexes.empty()) break; destHex = BattleHex::getClosestTile(unit->unitSide(), destHex, possibleHexes); } return effectTarget; } bool UnitEffect::isValidTarget(const Mechanics * m, const battle::Unit * unit) const { // TODO: override in rising effect // TODO: check absolute immunity here return unit->isValidTarget(false); } bool UnitEffect::isReceptive(const Mechanics * m, const battle::Unit * unit) const { if(ignoreImmunity) { //ignore all immunities, except specific absolute immunity(VCMI addition) //SPELL_IMMUNITY absolute case std::stringstream cachingStr; cachingStr << "type_" << vstd::to_underlying(BonusType::SPELL_IMMUNITY) << "subtype_" << m->getSpellIndex() << "addInfo_1"; return !unit->hasBonus(Selector::typeSubtypeInfo(BonusType::SPELL_IMMUNITY, BonusSubtypeID(m->getSpellId()), 1), cachingStr.str()); } else { return m->isReceptive(unit); } } bool UnitEffect::isSmartTarget(const Mechanics * m, const battle::Unit * unit, bool alwaysSmart) const { const bool smart = m->isSmart() || alwaysSmart; const bool ignoreOwner = !smart; return ignoreOwner || m->ownerMatches(unit); } void UnitEffect::serializeJsonEffect(JsonSerializeFormat & handler) { handler.serializeBool("ignoreImmunity", ignoreImmunity); handler.serializeInt("chainLength", chainLength, 0); handler.serializeFloat("chainFactor", chainFactor, 0); serializeJsonUnitEffect(handler); } } } VCMI_LIB_NAMESPACE_END