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vcmi/lib/spells/effects/Sacrifice.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

180 lines
3.9 KiB
C++

/*
* Sacrifice.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 "Sacrifice.h"
#include "Registry.h"
#include "../ISpellMechanics.h"
#include "../../NetPacks.h"
#include "../../battle/IBattleState.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../battle/Unit.h"
#include "../../serializer/JsonSerializeFormat.h"
static const std::string EFFECT_NAME = "core:sacrifice";
namespace spells
{
namespace effects
{
VCMI_REGISTER_SPELL_EFFECT(Sacrifice, EFFECT_NAME);
Sacrifice::Sacrifice()
: Heal()
{
}
Sacrifice::~Sacrifice() = default;
void Sacrifice::adjustTargetTypes(std::vector<TargetType> & types) const
{
if(!types.empty())
{
if(types[0] != AimType::CREATURE)
{
types.clear();
return;
}
if(types.size() == 1)
{
types.push_back(AimType::CREATURE);
}
else if(types.size() > 1)
{
if(types[1] != AimType::CREATURE)
types.clear();
}
}
}
bool Sacrifice::applicable(Problem & problem, const Mechanics * m) const
{
auto mainFilter = std::bind(&UnitEffect::getStackFilter, this, m, true, _1);
auto predicate = std::bind(&UnitEffect::eraseByImmunityFilter, this, m, _1);
auto targets = m->cb->battleGetUnitsIf(mainFilter);
vstd::erase_if(targets, predicate);
bool targetExists = false;
bool targetToSacrificeExists = false;
for(auto & target : targets)
{
if(target->alive())
targetToSacrificeExists = true;
else if(target->isDead())
targetExists = true;
if(targetExists && targetToSacrificeExists)
break;
}
if(!(targetExists && targetToSacrificeExists))
{
MetaString text;
text.addTxt(MetaString::GENERAL_TXT, 185);
problem.add(std::move(text), Problem::NORMAL);
return false;
}
return true;
}
bool Sacrifice::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
{
//TODO: support for multiple targets?
if(target.empty())
return false;
EffectTarget healTarget;
healTarget.emplace_back(target.front());
if(!Heal::applicable(problem, m, healTarget))
return false;
if(target.size() == 2)
{
auto victim = target.at(1).unitValue;
if(!victim)
return false;
if(!victim->alive() || !getStackFilter(m, false, victim) || !isReceptive(m, victim))
return false;
return true;
}
return true;
}
void Sacrifice::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
{
if(target.size() != 2)
{
logGlobal->error("Sacrifice effect requires 2 targets");
return;
}
const battle::Unit * victim = target.back().unitValue;
if(!victim)
{
logGlobal->error("No unit to Sacrifice");
return;
}
EffectTarget healTarget;
healTarget.emplace_back(target.front());
Heal::apply(calculateHealEffectValue(m, victim), battleState, rng, m, healTarget);
BattleUnitsChanged removeUnits;
removeUnits.changedStacks.emplace_back(victim->unitId(), UnitChanges::EOperation::REMOVE);
battleState->apply(&removeUnits);
}
bool Sacrifice::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
{
return unit->isValidTarget(true);
}
EffectTarget Sacrifice::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
{
EffectTarget res = Heal::transformTarget(m, aimPoint, spellTarget);
//ignore spell range for now, arbitrary range support requires redesign
res.resize(1);
//add victim
if(aimPoint.size() >= 2)
{
auto victim = aimPoint.at(1).unitValue;
if(victim && getStackFilter(m, false, victim) && isReceptive(m, victim))
res.emplace_back(victim);
}
return res;
}
int64_t Sacrifice::calculateHealEffectValue(const Mechanics * m, const battle::Unit * victim) const
{
return (m->getEffectPower() + victim->MaxHealth() + m->calculateRawEffectValue(0, 1)) * victim->getCount();
}
}
}