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36c1ed670f
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)
123 lines
3.3 KiB
C++
123 lines
3.3 KiB
C++
/*
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* Teleport.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 "Teleport.h"
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#include "Registry.h"
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#include "../ISpellMechanics.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 "../../entities/building/TownFortifications.h"
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#include "../../networkPacks/PacksForClientBattle.h"
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#include "../../serializer/JsonSerializeFormat.h"
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VCMI_LIB_NAMESPACE_BEGIN
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namespace spells
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{
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namespace effects
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{
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void Teleport::adjustTargetTypes(std::vector<TargetType> & types) const
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{
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if(!types.empty())
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{
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if(types[0] != AimType::CREATURE)
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{
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types.clear();
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return;
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}
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if(types.size() == 1)
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{
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types.push_back(AimType::LOCATION);
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}
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else if(types.size() > 1)
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{
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if(types[1] != AimType::LOCATION)
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types.clear();
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}
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}
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}
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bool Teleport::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
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{
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if(target.size() == 1) //Assume, this is check only for selecting a unit
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return UnitEffect::applicable(problem, m, target);
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if(target.size() != 2)
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return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem);
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const auto *targetUnit = target[0].unitValue;
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const auto & targetHex = target[1].hexValue;
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if(!targetUnit)
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return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem);
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if(!targetHex.isValid() || !m->battle()->getAccessibility(targetUnit).accessible(targetHex, targetUnit))
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return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem);
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if(m->battle()->battleGetFortifications().wallsHealth > 0 && !(isWallPassable && isMoatPassable))
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{
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return !m->battle()->battleHasPenaltyOnLine(target[0].hexValue, target[1].hexValue, !isWallPassable, !isMoatPassable);
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}
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return true;
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}
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void Teleport::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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const auto *targetUnit = target[0].unitValue;
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const auto destination = target[1].hexValue;
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BattleStackMoved pack;
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pack.battleID = m->battle()->getBattle()->getBattleID();
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pack.distance = 0;
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pack.stack = targetUnit->unitId();
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std::vector<BattleHex> tiles;
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tiles.push_back(destination);
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pack.tilesToMove = tiles;
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pack.teleporting = true;
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server->apply(&pack);
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if(triggerObstacles)
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{
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auto spellEnv = dynamic_cast<SpellCastEnvironment*>(server);
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m->battle()->handleObstacleTriggersForUnit(*spellEnv, *targetUnit);
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}
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}
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void Teleport::serializeJsonUnitEffect(JsonSerializeFormat & handler)
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{
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handler.serializeBool("triggerObstacles", triggerObstacles);
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handler.serializeBool("isWallPassable", isWallPassable);
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handler.serializeBool("isMoatPassable", isMoatPassable);
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}
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EffectTarget Teleport::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
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{
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//first transformed destination is unit to teleport, let base class handle immunity etc.
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//second spell destination is destination tile, use it directly
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EffectTarget transformed = UnitEffect::transformTarget(m, aimPoint, spellTarget);
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EffectTarget ret;
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if(!transformed.empty())
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ret.push_back(transformed.front());
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if(aimPoint.size() == 2)
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ret.push_back(aimPoint.back());
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return ret;
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}
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}
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}
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VCMI_LIB_NAMESPACE_END
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