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0b70baa95e
* 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
156 lines
3.6 KiB
C++
156 lines
3.6 KiB
C++
/*
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* Catapult.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 "Catapult.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../../NetPacks.h"
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#include "../../battle/IBattleState.h"
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#include "../../battle/CBattleInfoCallback.h"
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#include "../../battle/Unit.h"
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#include "../../mapObjects/CGTownInstance.h"
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#include "../../serializer/JsonSerializeFormat.h"
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static const std::string EFFECT_NAME = "core:catapult";
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namespace spells
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{
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namespace effects
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{
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VCMI_REGISTER_SPELL_EFFECT(Catapult, EFFECT_NAME);
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Catapult::Catapult()
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: LocationEffect(),
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targetsToAttack(0)
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{
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}
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Catapult::~Catapult() = default;
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bool Catapult::applicable(Problem & problem, const Mechanics * m) const
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{
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auto town = m->cb->battleGetDefendedTown();
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if(nullptr == town)
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{
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return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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}
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if(CGTownInstance::NONE == town->fortLevel())
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{
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return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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}
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if(m->isSmart() && m->casterSide != BattleSide::ATTACKER)
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{
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//if spell targeting is smart, then only attacker can use it
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return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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}
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const auto attackableBattleHexes = m->cb->getAttackableBattleHexes();
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if(attackableBattleHexes.empty())
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return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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return true;
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}
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void Catapult::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
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{
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//start with all destructible parts
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static const std::set<EWallPart::EWallPart> possibleTargets =
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{
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EWallPart::KEEP,
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EWallPart::BOTTOM_TOWER,
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EWallPart::BOTTOM_WALL,
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EWallPart::BELOW_GATE,
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EWallPart::OVER_GATE,
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EWallPart::UPPER_WALL,
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EWallPart::UPPER_TOWER,
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EWallPart::GATE
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};
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assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
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CatapultAttack ca;
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ca.attacker = -1;
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for(int i = 0; i < targetsToAttack; i++)
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{
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//Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
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EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, rng);
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auto state = m->cb->battleGetWallState(target);
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if(state == EWallState::DESTROYED || state == EWallState::NONE)
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continue;
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CatapultAttack::AttackInfo attackInfo;
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attackInfo.damageDealt = 1;
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attackInfo.attackedPart = target;
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attackInfo.destinationTile = m->cb->wallPartToBattleHex(target);
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ca.attackedParts.push_back(attackInfo);
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//removing creatures in turrets / keep if one is destroyed
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BattleHex posRemove;
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switch(target)
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{
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case EWallPart::KEEP:
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posRemove = -2;
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break;
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case EWallPart::BOTTOM_TOWER:
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posRemove = -3;
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break;
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case EWallPart::UPPER_TOWER:
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posRemove = -4;
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break;
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}
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if(posRemove != BattleHex::INVALID)
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{
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BattleUnitsChanged removeUnits;
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auto all = m->cb->battleGetUnitsIf([=](const battle::Unit * unit)
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{
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return !unit->isGhost();
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});
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for(auto & elem : all)
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{
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if(elem->getPosition() == posRemove)
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{
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removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
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break;
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}
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}
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if(!removeUnits.changedStacks.empty())
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battleState->apply(&removeUnits);
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}
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}
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battleState->apply(&ca);
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}
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void Catapult::serializeJsonEffect(JsonSerializeFormat & handler)
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{
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//TODO: add configuration unifying with Catapult ability
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handler.serializeInt("targetsToAttack", targetsToAttack);
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}
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}
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}
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