mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-16 10:19:47 +02:00
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
137 lines
2.9 KiB
C++
137 lines
2.9 KiB
C++
/*
|
|
* Teleport.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 "Teleport.h"
|
|
#include "Registry.h"
|
|
#include "Registry.h"
|
|
#include "../ISpellMechanics.h"
|
|
#include "../../NetPacks.h"
|
|
#include "../../battle/CBattleInfoCallback.h"
|
|
#include "../../battle/Unit.h"
|
|
|
|
//TODO: Teleport effect
|
|
|
|
static const std::string EFFECT_NAME = "core:teleport";
|
|
|
|
namespace spells
|
|
{
|
|
namespace effects
|
|
{
|
|
VCMI_REGISTER_SPELL_EFFECT(Teleport, EFFECT_NAME);
|
|
|
|
Teleport::Teleport()
|
|
: UnitEffect()
|
|
{
|
|
}
|
|
|
|
Teleport::~Teleport() = default;
|
|
|
|
void Teleport::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::LOCATION);
|
|
}
|
|
else if(types.size() > 1)
|
|
{
|
|
if(types[1] != AimType::LOCATION)
|
|
types.clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Teleport::applicable(Problem & problem, const Mechanics * m) const
|
|
{
|
|
return UnitEffect::applicable(problem, m);
|
|
}
|
|
|
|
void Teleport::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
|
|
{
|
|
BattleStackMoved pack;
|
|
std::string errorMessage;
|
|
|
|
if(prepareEffects(errorMessage, pack, m, target))
|
|
battleState->apply(&pack);
|
|
else
|
|
battleState->complain(errorMessage);
|
|
}
|
|
|
|
bool Teleport::prepareEffects(std::string & errorMessage, BattleStackMoved & pack, const Mechanics * m, const EffectTarget & target) const
|
|
{
|
|
if(target.size() != 2)
|
|
{
|
|
errorMessage = "Teleport requires 2 destinations.";
|
|
return false;
|
|
}
|
|
|
|
auto targetUnit = target[0].unitValue;
|
|
if(nullptr == targetUnit)
|
|
{
|
|
errorMessage = "No unit to teleport";
|
|
return false;
|
|
}
|
|
|
|
const BattleHex destination = target[1].hexValue;
|
|
if(!destination.isValid())
|
|
{
|
|
errorMessage = "Invalid teleport destination";
|
|
return false;
|
|
}
|
|
|
|
//TODO: move here all teleport checks
|
|
if(!m->cb->battleCanTeleportTo(targetUnit, destination, m->getEffectLevel()))
|
|
{
|
|
errorMessage = "Forbidden teleport.";
|
|
return false;
|
|
}
|
|
|
|
pack.distance = 0;
|
|
pack.stack = targetUnit->unitId();
|
|
std::vector<BattleHex> tiles;
|
|
tiles.push_back(destination);
|
|
pack.tilesToMove = tiles;
|
|
pack.teleporting = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void Teleport::serializeJsonUnitEffect(JsonSerializeFormat & handler)
|
|
{
|
|
//TODO: teleport options
|
|
}
|
|
|
|
EffectTarget Teleport::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
|
|
{
|
|
//first transformed destination is unit to teleport, let base class handle immunity etc.
|
|
//second spell destination is destination tile, use it directly
|
|
EffectTarget transformed = UnitEffect::transformTarget(m, aimPoint, spellTarget);
|
|
|
|
EffectTarget ret;
|
|
if(!transformed.empty())
|
|
ret.push_back(transformed.front());
|
|
if(aimPoint.size() == 2)
|
|
ret.push_back(aimPoint.back());
|
|
|
|
return ret;
|
|
}
|
|
|
|
}
|
|
}
|