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vcmi/lib/spells/effects/RemoveObstacle.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

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3.0 KiB
C++

/*
* RemoveObstacle.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 "RemoveObstacle.h"
#include "Registry.h"
#include "../ISpellMechanics.h"
#include "../../NetPacks.h"
#include "../../battle/IBattleState.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../battle/CObstacleInstance.h"
#include "../../serializer/JsonSerializeFormat.h"
static const std::string EFFECT_NAME = "core:removeObstacle";
namespace spells
{
namespace effects
{
VCMI_REGISTER_SPELL_EFFECT(RemoveObstacle, EFFECT_NAME);
RemoveObstacle::RemoveObstacle()
: LocationEffect(),
removeAbsolute(false),
removeUsual(false),
removeAllSpells(false)
{
}
RemoveObstacle::~RemoveObstacle() = default;
bool RemoveObstacle::applicable(Problem & problem, const Mechanics * m) const
{
return !getTargets(m, EffectTarget(), true).empty();
}
bool RemoveObstacle::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
{
return !getTargets(m, target, false).empty();
}
void RemoveObstacle::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
{
BattleObstaclesChanged pack;
for(const auto & obstacle : getTargets(m, target, false))
pack.changes.emplace_back(obstacle->uniqueID, BattleChanges::EOperation::REMOVE);
if(!pack.changes.empty())
server->apply(&pack);
}
void RemoveObstacle::serializeJsonEffect(JsonSerializeFormat & handler)
{
handler.serializeBool("removeAbsolute", removeAbsolute, false);
handler.serializeBool("removeUsual", removeUsual, false);
handler.serializeBool("removeAllSpells", removeAllSpells, false);
handler.serializeIdArray("removeSpells", removeSpells);
}
bool RemoveObstacle::canRemove(const CObstacleInstance * obstacle) const
{
if(removeAbsolute && obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
return true;
if(removeUsual && obstacle->obstacleType == CObstacleInstance::USUAL)
return true;
auto spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle);
if(removeAllSpells && spellObstacle)
return true;
if(spellObstacle && !removeSpells.empty())
{
if(vstd::contains(removeSpells, SpellID(spellObstacle->ID)))
return true;
}
return false;
}
std::set<const CObstacleInstance *> RemoveObstacle::getTargets(const Mechanics * m, const EffectTarget & target, bool alwaysMassive) const
{
std::set<const CObstacleInstance *> possibleTargets;
if(m->isMassive() || alwaysMassive)
{
for(const auto & obstacle : m->battle()->battleGetAllObstacles())
if(canRemove(obstacle.get()))
possibleTargets.insert(obstacle.get());
}
else
{
for(const auto & destination : target)
if(destination.hexValue.isValid())
for(const auto & obstacle : m->battle()->battleGetAllObstaclesOnPos(destination.hexValue, false))
if(canRemove(obstacle.get()))
possibleTargets.insert(obstacle.get());
}
return possibleTargets;
}
}
}