mirror of
https://github.com/vcmi/vcmi.git
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960 lines
20 KiB
C++
960 lines
20 KiB
C++
/*
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* CUnitState.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 "CUnitState.h"
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#include <vcmi/spells/Spell.h>
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#include "../NetPacks.h"
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#include "../CCreatureHandler.h"
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#include "../serializer/JsonDeserializer.h"
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#include "../serializer/JsonSerializer.h"
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VCMI_LIB_NAMESPACE_BEGIN
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namespace battle
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{
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///CAmmo
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CAmmo::CAmmo(const battle::Unit * Owner, CSelector totalSelector):
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used(0),
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owner(Owner),
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totalProxy(Owner, std::move(totalSelector))
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{
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reset();
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}
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CAmmo & CAmmo::operator= (const CAmmo & other)
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{
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used = other.used;
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totalProxy = other.totalProxy;
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return *this;
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}
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int32_t CAmmo::available() const
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{
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return total() - used;
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}
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bool CAmmo::canUse(int32_t amount) const
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{
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return !isLimited() || (available() - amount >= 0);
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}
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bool CAmmo::isLimited() const
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{
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return true;
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}
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void CAmmo::reset()
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{
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used = 0;
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}
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int32_t CAmmo::total() const
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{
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return totalProxy->totalValue();
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}
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void CAmmo::use(int32_t amount)
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{
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if(!isLimited())
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return;
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if(available() - amount < 0)
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{
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logGlobal->error("Stack ammo overuse. total: %d, used: %d, requested: %d", total(), used, amount);
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used += available();
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}
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else
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used += amount;
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}
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void CAmmo::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeInt("used", used, 0);
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}
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///CShots
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CShots::CShots(const battle::Unit * Owner)
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: CAmmo(Owner, Selector::type()(BonusType::SHOTS)),
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shooter(Owner, Selector::type()(BonusType::SHOOTER))
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{
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}
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CShots & CShots::operator=(const CShots & other)
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{
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CAmmo::operator=(other);
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shooter = other.shooter;
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return *this;
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}
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bool CShots::isLimited() const
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{
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return !env->unitHasAmmoCart(owner) || !shooter.getHasBonus();
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}
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void CShots::setEnv(const IUnitEnvironment * env_)
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{
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env = env_;
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}
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int32_t CShots::total() const
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{
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if(shooter.getHasBonus())
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return CAmmo::total();
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else
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return 0;
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}
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///CCasts
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CCasts::CCasts(const battle::Unit * Owner):
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CAmmo(Owner, Selector::type()(BonusType::CASTS))
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{
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}
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///CRetaliations
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CRetaliations::CRetaliations(const battle::Unit * Owner)
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: CAmmo(Owner, Selector::type()(BonusType::ADDITIONAL_RETALIATION)),
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totalCache(0),
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noRetaliation(Owner, Selector::type()(BonusType::SIEGE_WEAPON).Or(Selector::type()(BonusType::HYPNOTIZED)).Or(Selector::type()(BonusType::NO_RETALIATION))),
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unlimited(Owner, Selector::type()(BonusType::UNLIMITED_RETALIATIONS))
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{
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}
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bool CRetaliations::isLimited() const
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{
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return !unlimited.getHasBonus() || noRetaliation.getHasBonus();
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}
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int32_t CRetaliations::total() const
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{
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if(noRetaliation.getHasBonus())
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return 0;
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//after dispell bonus should remain during current round
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int32_t val = 1 + totalProxy->totalValue();
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vstd::amax(totalCache, val);
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return totalCache;
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}
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void CRetaliations::reset()
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{
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CAmmo::reset();
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totalCache = 0;
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}
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void CRetaliations::serializeJson(JsonSerializeFormat & handler)
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{
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CAmmo::serializeJson(handler);
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//we may be serialized in the middle of turn
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handler.serializeInt("totalCache", totalCache, 0);
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}
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///CHealth
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CHealth::CHealth(const battle::Unit * Owner):
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owner(Owner)
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{
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reset();
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}
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CHealth & CHealth::operator=(const CHealth & other)
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{
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//do not change owner
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firstHPleft = other.firstHPleft;
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fullUnits = other.fullUnits;
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resurrected = other.resurrected;
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return *this;
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}
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void CHealth::init()
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{
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reset();
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fullUnits = owner->unitBaseAmount() > 1 ? owner->unitBaseAmount() - 1 : 0;
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firstHPleft = owner->unitBaseAmount() > 0 ? owner->getMaxHealth() : 0;
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}
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void CHealth::addResurrected(int32_t amount)
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{
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resurrected += amount;
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vstd::amax(resurrected, 0);
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}
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int64_t CHealth::available() const
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{
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return static_cast<int64_t>(firstHPleft) + owner->getMaxHealth() * fullUnits;
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}
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int64_t CHealth::total() const
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{
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return static_cast<int64_t>(owner->getMaxHealth()) * owner->unitBaseAmount();
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}
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void CHealth::damage(int64_t & amount)
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{
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const int32_t oldCount = getCount();
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const bool withKills = amount >= firstHPleft;
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if(withKills)
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{
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int64_t totalHealth = available();
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if(amount > totalHealth)
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amount = totalHealth;
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totalHealth -= amount;
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if(totalHealth <= 0)
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{
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fullUnits = 0;
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firstHPleft = 0;
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}
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else
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{
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setFromTotal(totalHealth);
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}
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}
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else
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{
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firstHPleft -= static_cast<int32_t>(amount);
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}
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addResurrected(getCount() - oldCount);
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}
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void CHealth::heal(int64_t & amount, EHealLevel level, EHealPower power)
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{
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const int32_t unitHealth = owner->getMaxHealth();
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const int32_t oldCount = getCount();
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int64_t maxHeal = std::numeric_limits<int64_t>::max();
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switch(level)
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{
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case EHealLevel::HEAL:
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maxHeal = std::max(0, unitHealth - firstHPleft);
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break;
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case EHealLevel::RESURRECT:
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maxHeal = total() - available();
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break;
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default:
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assert(level == EHealLevel::OVERHEAL);
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break;
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}
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vstd::amax(maxHeal, 0);
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vstd::abetween(amount, int64_t(0), maxHeal);
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if(amount == 0)
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return;
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int64_t availableHealth = available();
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availableHealth += amount;
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setFromTotal(availableHealth);
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if(power == EHealPower::ONE_BATTLE)
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addResurrected(getCount() - oldCount);
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else
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assert(power == EHealPower::PERMANENT);
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}
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void CHealth::setFromTotal(const int64_t totalHealth)
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{
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const int32_t unitHealth = owner->getMaxHealth();
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firstHPleft = totalHealth % unitHealth;
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fullUnits = static_cast<int32_t>(totalHealth / unitHealth);
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if(firstHPleft == 0 && fullUnits >= 1)
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{
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firstHPleft = unitHealth;
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fullUnits -= 1;
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}
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}
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void CHealth::reset()
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{
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fullUnits = 0;
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firstHPleft = 0;
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resurrected = 0;
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}
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int32_t CHealth::getCount() const
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{
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return fullUnits + (firstHPleft > 0 ? 1 : 0);
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}
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int32_t CHealth::getFirstHPleft() const
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{
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return firstHPleft;
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}
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int32_t CHealth::getResurrected() const
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{
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return resurrected;
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}
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void CHealth::takeResurrected()
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{
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if(resurrected != 0)
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{
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int64_t totalHealth = available();
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totalHealth -= resurrected * owner->getMaxHealth();
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vstd::amax(totalHealth, 0);
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setFromTotal(totalHealth);
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resurrected = 0;
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}
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}
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void CHealth::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeInt("firstHPleft", firstHPleft, 0);
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handler.serializeInt("fullUnits", fullUnits, 0);
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handler.serializeInt("resurrected", resurrected, 0);
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}
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///CUnitState
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CUnitState::CUnitState():
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env(nullptr),
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cloned(false),
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defending(false),
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defendingAnim(false),
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drainedMana(false),
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fear(false),
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hadMorale(false),
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ghost(false),
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ghostPending(false),
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movedThisRound(false),
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summoned(false),
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waiting(false),
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waitedThisTurn(false),
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casts(this),
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counterAttacks(this),
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health(this),
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shots(this),
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totalAttacks(this, Selector::type()(BonusType::ADDITIONAL_ATTACK), 1),
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minDamage(this, Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 1)), 0),
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maxDamage(this, Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 2)), 0),
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attack(this, Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::ATTACK)), 0),
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defence(this, Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::DEFENSE)), 0),
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inFrenzy(this, Selector::type()(BonusType::IN_FRENZY)),
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cloneLifetimeMarker(this, Selector::type()(BonusType::NONE).And(Selector::source(BonusSource::SPELL_EFFECT, SpellID::CLONE))),
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cloneID(-1)
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{
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}
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CUnitState & CUnitState::operator=(const CUnitState & other)
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{
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//do not change unit and bonus info
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cloned = other.cloned;
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defending = other.defending;
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defendingAnim = other.defendingAnim;
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drainedMana = other.drainedMana;
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fear = other.fear;
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hadMorale = other.hadMorale;
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ghost = other.ghost;
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ghostPending = other.ghostPending;
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movedThisRound = other.movedThisRound;
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summoned = other.summoned;
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waiting = other.waiting;
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waitedThisTurn = other.waitedThisTurn;
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casts = other.casts;
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counterAttacks = other.counterAttacks;
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health = other.health;
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shots = other.shots;
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totalAttacks = other.totalAttacks;
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minDamage = other.minDamage;
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maxDamage = other.maxDamage;
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attack = other.attack;
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defence = other.defence;
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inFrenzy = other.inFrenzy;
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cloneLifetimeMarker = other.cloneLifetimeMarker;
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cloneID = other.cloneID;
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position = other.position;
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return *this;
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}
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int32_t CUnitState::creatureIndex() const
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{
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return static_cast<int32_t>(creatureId().toEnum());
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}
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CreatureID CUnitState::creatureId() const
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{
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return unitType()->getId();
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}
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int32_t CUnitState::creatureLevel() const
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{
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return static_cast<int32_t>(unitType()->getLevel());
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}
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bool CUnitState::doubleWide() const
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{
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return unitType()->isDoubleWide();
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}
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int32_t CUnitState::creatureCost() const
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{
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return unitType()->getRecruitCost(EGameResID::GOLD);
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}
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int32_t CUnitState::creatureIconIndex() const
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{
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return unitType()->getIconIndex();
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}
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FactionID CUnitState::getFaction() const
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{
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return unitType()->getFaction();
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}
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int32_t CUnitState::getCasterUnitId() const
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{
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return static_cast<int32_t>(unitId());
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}
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const CGHeroInstance * CUnitState::getHeroCaster() const
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{
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return nullptr;
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}
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int32_t CUnitState::getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool) const
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{
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int32_t skill = valOfBonuses(Selector::typeSubtype(BonusType::SPELLCASTER, spell->getIndex()));
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vstd::abetween(skill, 0, 3);
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return skill;
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}
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int64_t CUnitState::getSpellBonus(const spells::Spell * spell, int64_t base, const Unit * affectedStack) const
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{
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//does not have sorcery-like bonuses (yet?)
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return base;
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}
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int64_t CUnitState::getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const
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{
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return base;
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}
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int32_t CUnitState::getEffectLevel(const spells::Spell * spell) const
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{
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return getSpellSchoolLevel(spell);
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}
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int32_t CUnitState::getEffectPower(const spells::Spell * spell) const
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{
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return valOfBonuses(BonusType::CREATURE_SPELL_POWER) * getCount() / 100;
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}
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int32_t CUnitState::getEnchantPower(const spells::Spell * spell) const
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{
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int32_t res = valOfBonuses(BonusType::CREATURE_ENCHANT_POWER);
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if(res <= 0)
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res = 3;//default for creatures
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return res;
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}
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int64_t CUnitState::getEffectValue(const spells::Spell * spell) const
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{
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return static_cast<int64_t>(getCount()) * valOfBonuses(BonusType::SPECIFIC_SPELL_POWER, spell->getIndex());
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}
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PlayerColor CUnitState::getCasterOwner() const
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{
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return env->unitEffectiveOwner(this);
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}
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void CUnitState::getCasterName(MetaString & text) const
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{
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//always plural name in case of spell cast.
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addNameReplacement(text, true);
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}
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void CUnitState::getCastDescription(const spells::Spell * spell, const std::vector<const Unit *> & attacked, MetaString & text) const
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{
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text.appendLocalString(EMetaText::GENERAL_TXT, 565);//The %s casts %s
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//todo: use text 566 for single creature
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getCasterName(text);
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text.replaceLocalString(EMetaText::SPELL_NAME, spell->getIndex());
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}
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int32_t CUnitState::manaLimit() const
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{
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return 0; //TODO: creature casting with mana mode (for mods)
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}
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bool CUnitState::ableToRetaliate() const
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{
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return alive()
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&& counterAttacks.canUse();
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}
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bool CUnitState::alive() const
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{
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return health.getCount() > 0;
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}
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bool CUnitState::isGhost() const
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{
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return ghost;
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}
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bool CUnitState::isFrozen() const
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{
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return hasBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID::STONE_GAZE), Selector::all);
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}
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bool CUnitState::isValidTarget(bool allowDead) const
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{
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return (alive() || (allowDead && isDead())) && getPosition().isValid() && !isTurret();
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}
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bool CUnitState::isClone() const
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{
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return cloned;
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}
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bool CUnitState::hasClone() const
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{
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return cloneID > 0;
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}
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bool CUnitState::canCast() const
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{
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return casts.canUse(1);//do not check specific cast abilities here
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}
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bool CUnitState::isCaster() const
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{
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return casts.total() > 0;//do not check specific cast abilities here
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}
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bool CUnitState::canShoot() const
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{
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return shots.canUse(1);
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}
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bool CUnitState::isShooter() const
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{
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return shots.total() > 0;
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}
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int32_t CUnitState::getKilled() const
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{
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int32_t res = unitBaseAmount() - health.getCount() + health.getResurrected();
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vstd::amax(res, 0);
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return res;
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}
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int32_t CUnitState::getCount() const
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{
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return health.getCount();
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}
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int32_t CUnitState::getFirstHPleft() const
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{
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return health.getFirstHPleft();
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}
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int64_t CUnitState::getAvailableHealth() const
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{
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return health.available();
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|
}
|
|
|
|
int64_t CUnitState::getTotalHealth() const
|
|
{
|
|
return health.total();
|
|
}
|
|
|
|
BattleHex CUnitState::getPosition() const
|
|
{
|
|
return position;
|
|
}
|
|
|
|
void CUnitState::setPosition(BattleHex hex)
|
|
{
|
|
position = hex;
|
|
}
|
|
|
|
int32_t CUnitState::getInitiative(int turn) const
|
|
{
|
|
return valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)));
|
|
}
|
|
|
|
uint8_t CUnitState::getRangedFullDamageDistance() const
|
|
{
|
|
if(!isShooter())
|
|
return 0;
|
|
|
|
uint8_t rangedFullDamageDistance = GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE;
|
|
|
|
// overwrite full ranged damage distance with the value set in Additional info field of LIMITED_SHOOTING_RANGE bonus
|
|
if(this->hasBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE)))
|
|
{
|
|
auto bonus = this->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
|
|
if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
|
|
rangedFullDamageDistance = bonus->additionalInfo[0];
|
|
}
|
|
|
|
return rangedFullDamageDistance;
|
|
}
|
|
|
|
uint8_t CUnitState::getShootingRangeDistance() const
|
|
{
|
|
if(!isShooter())
|
|
return 0;
|
|
|
|
uint8_t shootingRangeDistance = GameConstants::BATTLE_SHOOTING_RANGE_DISTANCE;
|
|
|
|
// overwrite full ranged damage distance with the value set in Additional info field of LIMITED_SHOOTING_RANGE bonus
|
|
if(this->hasBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE)))
|
|
{
|
|
auto bonus = this->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
|
|
if(bonus != nullptr)
|
|
shootingRangeDistance = bonus->val;
|
|
}
|
|
|
|
return shootingRangeDistance;
|
|
}
|
|
|
|
bool CUnitState::canMove(int turn) const
|
|
{
|
|
return alive() && !hasBonus(Selector::type()(BonusType::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
|
|
}
|
|
|
|
bool CUnitState::defended(int turn) const
|
|
{
|
|
return !turn && defending;
|
|
}
|
|
|
|
bool CUnitState::moved(int turn) const
|
|
{
|
|
if(!turn && !waiting)
|
|
return movedThisRound;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
bool CUnitState::willMove(int turn) const
|
|
{
|
|
return (turn ? true : !defending)
|
|
&& !moved(turn)
|
|
&& canMove(turn);
|
|
}
|
|
|
|
bool CUnitState::waited(int turn) const
|
|
{
|
|
if(!turn)
|
|
return waiting;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
BattlePhases::Type CUnitState::battleQueuePhase(int turn) const
|
|
{
|
|
if(turn <= 0 && waited()) //consider waiting state only for ongoing round
|
|
{
|
|
if(hadMorale)
|
|
return BattlePhases::WAIT_MORALE;
|
|
else
|
|
return BattlePhases::WAIT;
|
|
}
|
|
else if(creatureIndex() == CreatureID::CATAPULT || isTurret()) //catapult and turrets are first
|
|
{
|
|
return BattlePhases::SIEGE;
|
|
}
|
|
else
|
|
{
|
|
return BattlePhases::NORMAL;
|
|
}
|
|
}
|
|
|
|
int CUnitState::getTotalAttacks(bool ranged) const
|
|
{
|
|
return ranged ? totalAttacks.getRangedValue() : totalAttacks.getMeleeValue();
|
|
}
|
|
|
|
int CUnitState::getMinDamage(bool ranged) const
|
|
{
|
|
return ranged ? minDamage.getRangedValue() : minDamage.getMeleeValue();
|
|
}
|
|
|
|
int CUnitState::getMaxDamage(bool ranged) const
|
|
{
|
|
return ranged ? maxDamage.getRangedValue() : maxDamage.getMeleeValue();
|
|
}
|
|
|
|
int CUnitState::getAttack(bool ranged) const
|
|
{
|
|
int ret = ranged ? attack.getRangedValue() : attack.getMeleeValue();
|
|
|
|
if(!inFrenzy->empty())
|
|
{
|
|
double frenzyPower = static_cast<double>(inFrenzy->totalValue()) / 100;
|
|
frenzyPower *= static_cast<double>(ranged ? defence.getRangedValue() : defence.getMeleeValue());
|
|
ret += static_cast<int>(frenzyPower);
|
|
}
|
|
|
|
vstd::amax(ret, 0);
|
|
return ret;
|
|
}
|
|
|
|
int CUnitState::getDefense(bool ranged) const
|
|
{
|
|
if(!inFrenzy->empty())
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
int ret = ranged ? defence.getRangedValue() : defence.getMeleeValue();
|
|
vstd::amax(ret, 0);
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
std::shared_ptr<Unit> CUnitState::acquire() const
|
|
{
|
|
auto ret = std::make_shared<CUnitStateDetached>(this, this);
|
|
ret->localInit(env);
|
|
*ret = *this;
|
|
return ret;
|
|
}
|
|
|
|
std::shared_ptr<CUnitState> CUnitState::acquireState() const
|
|
{
|
|
auto ret = std::make_shared<CUnitStateDetached>(this, this);
|
|
ret->localInit(env);
|
|
*ret = *this;
|
|
return ret;
|
|
}
|
|
|
|
void CUnitState::serializeJson(JsonSerializeFormat & handler)
|
|
{
|
|
handler.serializeBool("cloned", cloned);
|
|
handler.serializeBool("defending", defending);
|
|
handler.serializeBool("defendingAnim", defendingAnim);
|
|
handler.serializeBool("drainedMana", drainedMana);
|
|
handler.serializeBool("fear", fear);
|
|
handler.serializeBool("hadMorale", hadMorale);
|
|
handler.serializeBool("ghost", ghost);
|
|
handler.serializeBool("ghostPending", ghostPending);
|
|
handler.serializeBool("moved", movedThisRound);
|
|
handler.serializeBool("summoned", summoned);
|
|
handler.serializeBool("waiting", waiting);
|
|
handler.serializeBool("waitedThisTurn", waitedThisTurn);
|
|
|
|
handler.serializeStruct("casts", casts);
|
|
handler.serializeStruct("counterAttacks", counterAttacks);
|
|
handler.serializeStruct("health", health);
|
|
handler.serializeStruct("shots", shots);
|
|
|
|
handler.serializeInt("cloneID", cloneID);
|
|
|
|
handler.serializeInt("position", position);
|
|
}
|
|
|
|
void CUnitState::localInit(const IUnitEnvironment * env_)
|
|
{
|
|
env = env_;
|
|
|
|
shots.setEnv(env);
|
|
reset();
|
|
health.init();
|
|
}
|
|
|
|
void CUnitState::reset()
|
|
{
|
|
cloned = false;
|
|
defending = false;
|
|
defendingAnim = false;
|
|
drainedMana = false;
|
|
fear = false;
|
|
hadMorale = false;
|
|
ghost = false;
|
|
ghostPending = false;
|
|
movedThisRound = false;
|
|
summoned = false;
|
|
waiting = false;
|
|
waitedThisTurn = false;
|
|
|
|
casts.reset();
|
|
counterAttacks.reset();
|
|
health.reset();
|
|
shots.reset();
|
|
|
|
cloneID = -1;
|
|
|
|
position = BattleHex::INVALID;
|
|
}
|
|
|
|
void CUnitState::save(JsonNode & data)
|
|
{
|
|
//TODO: use instance resolver
|
|
data.clear();
|
|
JsonSerializer ser(nullptr, data);
|
|
ser.serializeStruct("state", *this);
|
|
}
|
|
|
|
void CUnitState::load(const JsonNode & data)
|
|
{
|
|
//TODO: use instance resolver
|
|
reset();
|
|
JsonDeserializer deser(nullptr, data);
|
|
deser.serializeStruct("state", *this);
|
|
}
|
|
|
|
void CUnitState::damage(int64_t & amount)
|
|
{
|
|
if(cloned)
|
|
{
|
|
// block ability should not kill clone (0 damage)
|
|
if(amount > 0)
|
|
{
|
|
amount = 0;
|
|
health.reset();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
health.damage(amount);
|
|
}
|
|
|
|
if(health.available() <= 0 && (cloned || summoned))
|
|
ghostPending = true;
|
|
}
|
|
|
|
void CUnitState::heal(int64_t & amount, EHealLevel level, EHealPower power)
|
|
{
|
|
if(level == EHealLevel::HEAL && power == EHealPower::ONE_BATTLE)
|
|
logGlobal->error("Heal for one battle does not make sense");
|
|
else if(cloned)
|
|
logGlobal->error("Attempt to heal clone");
|
|
else
|
|
health.heal(amount, level, power);
|
|
}
|
|
|
|
void CUnitState::afterAttack(bool ranged, bool counter)
|
|
{
|
|
if(counter)
|
|
counterAttacks.use();
|
|
|
|
if(ranged)
|
|
shots.use();
|
|
}
|
|
|
|
void CUnitState::afterNewRound()
|
|
{
|
|
defending = false;
|
|
waiting = false;
|
|
waitedThisTurn = false;
|
|
movedThisRound = false;
|
|
hadMorale = false;
|
|
fear = false;
|
|
drainedMana = false;
|
|
counterAttacks.reset();
|
|
|
|
if(alive() && isClone())
|
|
{
|
|
if(!cloneLifetimeMarker.getHasBonus())
|
|
makeGhost();
|
|
}
|
|
}
|
|
|
|
void CUnitState::afterGetsTurn()
|
|
{
|
|
//if moving second time this round it must be high morale bonus
|
|
if(movedThisRound)
|
|
hadMorale = true;
|
|
}
|
|
|
|
void CUnitState::makeGhost()
|
|
{
|
|
health.reset();
|
|
ghostPending = true;
|
|
}
|
|
|
|
void CUnitState::onRemoved()
|
|
{
|
|
health.reset();
|
|
ghostPending = false;
|
|
ghost = true;
|
|
}
|
|
|
|
CUnitStateDetached::CUnitStateDetached(const IUnitInfo * unit_, const IBonusBearer * bonus_):
|
|
unit(unit_),
|
|
bonus(bonus_)
|
|
{
|
|
}
|
|
|
|
TConstBonusListPtr CUnitStateDetached::getAllBonuses(const CSelector & selector, const CSelector & limit, const CBonusSystemNode * root, const std::string & cachingStr) const
|
|
{
|
|
return bonus->getAllBonuses(selector, limit, root, cachingStr);
|
|
}
|
|
|
|
int64_t CUnitStateDetached::getTreeVersion() const
|
|
{
|
|
return bonus->getTreeVersion();
|
|
}
|
|
|
|
CUnitStateDetached & CUnitStateDetached::operator=(const CUnitState & other)
|
|
{
|
|
CUnitState::operator=(other);
|
|
return *this;
|
|
}
|
|
|
|
uint32_t CUnitStateDetached::unitId() const
|
|
{
|
|
return unit->unitId();
|
|
}
|
|
|
|
ui8 CUnitStateDetached::unitSide() const
|
|
{
|
|
return unit->unitSide();
|
|
}
|
|
|
|
const CCreature * CUnitStateDetached::unitType() const
|
|
{
|
|
return unit->unitType();
|
|
}
|
|
|
|
PlayerColor CUnitStateDetached::unitOwner() const
|
|
{
|
|
return unit->unitOwner();
|
|
}
|
|
|
|
SlotID CUnitStateDetached::unitSlot() const
|
|
{
|
|
return unit->unitSlot();
|
|
}
|
|
|
|
int32_t CUnitStateDetached::unitBaseAmount() const
|
|
{
|
|
return unit->unitBaseAmount();
|
|
}
|
|
|
|
void CUnitStateDetached::spendMana(ServerCallback * server, const int spellCost) const
|
|
{
|
|
if(spellCost != 1)
|
|
logGlobal->warn("Unexpected spell cost %d for creature", spellCost);
|
|
|
|
//this is evil, but
|
|
//use of netpacks in detached state is an error
|
|
//non const API is more evil for hero
|
|
const_cast<CUnitStateDetached *>(this)->casts.use(spellCost);
|
|
}
|
|
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|