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vcmi/lib/spells/effects/Teleport.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

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2.9 KiB
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/*
* 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;
}
}
}