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https://github.com/vcmi/vcmi.git
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0015027ec7
* fix usage of RECEPTIVE bonus
134 lines
3.9 KiB
C++
134 lines
3.9 KiB
C++
/*
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* SpellMechanics.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "SpellMechanics.h"
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#include "mapObjects/CGHeroInstance.h"
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#include "BattleState.h"
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#include "NetPacks.h"
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///DefaultSpellMechanics
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bool DefaultSpellMechanics::adventureCast(SpellCastContext& context) const
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{
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return false; //there is no general algorithm for castind adventure spells
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}
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bool DefaultSpellMechanics::battleCast(SpellCastContext& context) const
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{
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return false; //todo; DefaultSpellMechanics::battleCast
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}
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std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
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{
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}
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ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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{
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//by default use general algorithm
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return owner->isImmuneBy(obj);
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}
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///CloneMechanics
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ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack * obj) const
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{
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//can't clone already cloned creature
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if (vstd::contains(obj->state, EBattleStackState::CLONED))
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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//TODO: how about stacks casting Clone?
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//currently Clone casted by stack is assumed Expert level
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ui8 schoolLevel;
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if (caster)
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{
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schoolLevel = caster->getSpellSchoolLevel(owner);
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}
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else
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{
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schoolLevel = 3;
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}
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if (schoolLevel < 3)
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{
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int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
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int creLevel = obj->getCreature()->level;
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if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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//use default algorithm only if there is no mechanics-related problem
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return DefaultSpellMechanics::isImmuneByStack(caster,obj);
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}
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///DispellHelpfulMechanics
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ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const
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{
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TBonusListPtr spellBon = obj->getSpellBonuses();
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bool hasPositiveSpell = false;
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for(const Bonus * b : *spellBon)
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{
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if(SpellID(b->sid).toSpell()->isPositive())
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{
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hasPositiveSpell = true;
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break;
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}
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}
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if(!hasPositiveSpell)
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{
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return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
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}
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//use default algorithm only if there is no mechanics-related problem
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return DefaultSpellMechanics::isImmuneByStack(caster,obj);
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}
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///HypnotizeMechanics
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ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const
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{
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if(nullptr != caster) //do not resist hypnotize casted after attack, for example
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{
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//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
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ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
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//apply 'damage' bonus for hypnotize, including hero specialty
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ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
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* owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
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if (subjectHealth > maxHealth)
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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return DefaultSpellMechanics::isImmuneByStack(caster,obj);
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}
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///SpecialRisingSpellMechanics
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ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const
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{
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// following does apply to resurrect and animate dead(?) only
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// for sacrifice health calculation and health limit check don't matter
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if(obj->count >= obj->baseAmount)
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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if (caster) //FIXME: Archangels can cast immune stack
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{
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auto maxHealth = owner->calculateHealedHP (caster, obj);
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if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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return DefaultSpellMechanics::isImmuneByStack(caster,obj);
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}
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