1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/lib/spells/effects/Teleport.cpp
Ivan Savenko 36c1ed670f Support for configurable town fortifications
Removed most of hardcoded checks for fort level or for presence of fort/
citadel/castle buildings.

It is now possible to define which parts of town fortifications are
provided by town buildings

Configuration for H3-like fortifications is provided in
buildingsLibrary.json and will be used automatically by mods as long as
mods have buidings named "fort", "citadel" and "castle".

Alternatively, mods can separately define:
- hitpoints of walls (shared value for all sections)
- hitpoints of central, upper and lower towers (separate values)
- presence of moat
- shooters for each tower (separate values)
2024-08-28 19:42:14 +00:00

123 lines
3.3 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 "../ISpellMechanics.h"
#include "../../battle/IBattleState.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../battle/Unit.h"
#include "../../entities/building/TownFortifications.h"
#include "../../networkPacks/PacksForClientBattle.h"
#include "../../serializer/JsonSerializeFormat.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
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 EffectTarget & target) const
{
if(target.size() == 1) //Assume, this is check only for selecting a unit
return UnitEffect::applicable(problem, m, target);
if(target.size() != 2)
return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem);
const auto *targetUnit = target[0].unitValue;
const auto & targetHex = target[1].hexValue;
if(!targetUnit)
return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem);
if(!targetHex.isValid() || !m->battle()->getAccessibility(targetUnit).accessible(targetHex, targetUnit))
return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem);
if(m->battle()->battleGetFortifications().wallsHealth > 0 && !(isWallPassable && isMoatPassable))
{
return !m->battle()->battleHasPenaltyOnLine(target[0].hexValue, target[1].hexValue, !isWallPassable, !isMoatPassable);
}
return true;
}
void Teleport::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
{
const auto *targetUnit = target[0].unitValue;
const auto destination = target[1].hexValue;
BattleStackMoved pack;
pack.battleID = m->battle()->getBattle()->getBattleID();
pack.distance = 0;
pack.stack = targetUnit->unitId();
std::vector<BattleHex> tiles;
tiles.push_back(destination);
pack.tilesToMove = tiles;
pack.teleporting = true;
server->apply(&pack);
if(triggerObstacles)
{
auto spellEnv = dynamic_cast<SpellCastEnvironment*>(server);
m->battle()->handleObstacleTriggersForUnit(*spellEnv, *targetUnit);
}
}
void Teleport::serializeJsonUnitEffect(JsonSerializeFormat & handler)
{
handler.serializeBool("triggerObstacles", triggerObstacles);
handler.serializeBool("isWallPassable", isWallPassable);
handler.serializeBool("isMoatPassable", isMoatPassable);
}
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;
}
}
}
VCMI_LIB_NAMESPACE_END