mirror of
https://github.com/vcmi/vcmi.git
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758 lines
18 KiB
C++
758 lines
18 KiB
C++
/*
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* ISpellMechanics.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 "ISpellMechanics.h"
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#include "../CRandomGenerator.h"
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#include "../VCMI_Lib.h"
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#include "../bonuses/Bonus.h"
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#include "../battle/CBattleInfoCallback.h"
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#include "../battle/IBattleState.h"
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#include "../battle/Unit.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../serializer/JsonDeserializer.h"
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#include "../serializer/JsonSerializer.h"
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#include "TargetCondition.h"
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#include "Problem.h"
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#include "AdventureSpellMechanics.h"
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#include "BattleSpellMechanics.h"
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#include "effects/Effects.h"
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#include "effects/Registry.h"
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#include "effects/Damage.h"
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#include "effects/Timed.h"
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#include "CSpellHandler.h"
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#include "../NetPacks.h"
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#include "../CHeroHandler.h"//todo: remove
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#include "../IGameCallback.h"//todo: remove
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#include "../BattleFieldHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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namespace spells
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{
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static std::shared_ptr<TargetCondition> makeCondition(const CSpell * s)
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{
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std::shared_ptr<TargetCondition> res = std::make_shared<TargetCondition>();
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JsonDeserializer deser(nullptr, s->targetCondition);
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res->serializeJson(deser, TargetConditionItemFactory::getDefault());
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return res;
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}
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class CustomMechanicsFactory : public ISpellMechanicsFactory
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{
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public:
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std::unique_ptr<Mechanics> create(const IBattleCast * event) const override
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{
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auto * ret = new BattleSpellMechanics(event, effects, targetCondition);
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return std::unique_ptr<Mechanics>(ret);
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}
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protected:
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std::shared_ptr<effects::Effects> effects;
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CustomMechanicsFactory(const CSpell * s)
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: ISpellMechanicsFactory(s), effects(new effects::Effects)
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{
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targetCondition = makeCondition(s);
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}
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void loadEffects(const JsonNode & config, const int level)
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{
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JsonDeserializer deser(nullptr, config);
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effects->serializeJson(VLC->spellEffects(), deser, level);
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}
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private:
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std::shared_ptr<IReceptiveCheck> targetCondition;
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};
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class ConfigurableMechanicsFactory : public CustomMechanicsFactory
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{
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public:
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ConfigurableMechanicsFactory(const CSpell * s)
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: CustomMechanicsFactory(s)
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{
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for(int level = 0; level < GameConstants::SPELL_SCHOOL_LEVELS; level++)
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loadEffects(s->getLevelInfo(level).battleEffects, level);
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}
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};
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//to be used for spells configured with old format
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class FallbackMechanicsFactory : public CustomMechanicsFactory
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{
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public:
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FallbackMechanicsFactory(const CSpell * s)
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: CustomMechanicsFactory(s)
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{
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for(int level = 0; level < GameConstants::SPELL_SCHOOL_LEVELS; level++)
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{
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const CSpell::LevelInfo & levelInfo = s->getLevelInfo(level);
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assert(levelInfo.battleEffects.isNull());
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if(s->isOffensive())
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{
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//default constructed object should be enough
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effects->add("directDamage", std::make_shared<effects::Damage>(), level);
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}
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std::shared_ptr<effects::Effect> effect;
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if(!levelInfo.effects.empty())
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{
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auto * timed = new effects::Timed();
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timed->cumulative = false;
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timed->bonus = levelInfo.effects;
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effect.reset(timed);
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}
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if(!levelInfo.cumulativeEffects.empty())
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{
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auto * timed = new effects::Timed();
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timed->cumulative = true;
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timed->bonus = levelInfo.cumulativeEffects;
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effect.reset(timed);
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}
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if(effect)
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effects->add("timed", effect, level);
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}
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}
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};
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BattleCast::BattleCast(const CBattleInfoCallback * cb_, const Caster * caster_, const Mode mode_, const CSpell * spell_):
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spell(spell_),
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cb(cb_),
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gameCb(IObjectInterface::cb), //FIXME: pass player callback (problem is that BattleAI do not have one)
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caster(caster_),
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mode(mode_),
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smart(boost::logic::indeterminate),
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massive(boost::logic::indeterminate)
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{
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}
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BattleCast::BattleCast(const BattleCast & orig, const Caster * caster_)
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: spell(orig.spell),
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cb(orig.cb),
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gameCb(orig.gameCb),
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caster(caster_),
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mode(Mode::MAGIC_MIRROR),
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magicSkillLevel(orig.magicSkillLevel),
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effectPower(orig.effectPower),
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effectDuration(orig.effectDuration),
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effectValue(orig.effectValue),
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smart(true),
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massive(false)
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{
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}
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BattleCast::~BattleCast() = default;
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const CSpell * BattleCast::getSpell() const
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{
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return spell;
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}
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Mode BattleCast::getMode() const
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{
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return mode;
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}
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const Caster * BattleCast::getCaster() const
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{
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return caster;
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}
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const CBattleInfoCallback * BattleCast::getBattle() const
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{
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return cb;
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}
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const IGameInfoCallback * BattleCast::getGame() const
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{
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return gameCb;
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}
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BattleCast::OptionalValue BattleCast::getSpellLevel() const
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{
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return magicSkillLevel;
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}
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BattleCast::OptionalValue BattleCast::getEffectPower() const
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{
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return effectPower;
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}
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BattleCast::OptionalValue BattleCast::getEffectDuration() const
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{
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return effectDuration;
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}
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BattleCast::OptionalValue64 BattleCast::getEffectValue() const
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{
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return effectValue;
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}
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boost::logic::tribool BattleCast::isSmart() const
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{
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return smart;
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}
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boost::logic::tribool BattleCast::isMassive() const
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{
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return massive;
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}
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void BattleCast::setSpellLevel(BattleCast::Value value)
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{
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magicSkillLevel = std::make_optional(value);
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}
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void BattleCast::setEffectPower(BattleCast::Value value)
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{
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effectPower = std::make_optional(value);
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}
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void BattleCast::setEffectDuration(BattleCast::Value value)
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{
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effectDuration = std::make_optional(value);
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}
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void BattleCast::setEffectValue(BattleCast::Value64 value)
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{
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effectValue = std::make_optional(value);
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}
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void BattleCast::applyEffects(ServerCallback * server, const Target & target, bool indirect, bool ignoreImmunity) const
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{
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auto m = spell->battleMechanics(this);
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m->applyEffects(server, target, indirect, ignoreImmunity);
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}
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void BattleCast::cast(ServerCallback * server, Target target)
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{
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if(target.empty())
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target.emplace_back();
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auto m = spell->battleMechanics(this);
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const battle::Unit * mainTarget = nullptr;
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if(target.front().unitValue)
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{
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mainTarget = target.front().unitValue;
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}
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else if(target.front().hexValue.isValid())
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{
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mainTarget = cb->battleGetUnitByPos(target.front().hexValue, true);
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}
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bool tryMagicMirror = (mainTarget != nullptr) && (mode == Mode::HERO || mode == Mode::CREATURE_ACTIVE);//TODO: recheck
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tryMagicMirror = tryMagicMirror && (mainTarget->unitOwner() != caster->getCasterOwner()) && !spell->isPositive();//TODO: recheck
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m->cast(server, target);
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//Magic Mirror effect
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if(tryMagicMirror)
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{
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const std::string magicMirrorCacheStr = "type_MAGIC_MIRROR";
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static const auto magicMirrorSelector = Selector::type()(BonusType::MAGIC_MIRROR);
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auto rangeGen = server->getRNG()->getInt64Range(0, 99);
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const int mirrorChance = mainTarget->valOfBonuses(magicMirrorSelector, magicMirrorCacheStr);
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if(rangeGen() < mirrorChance)
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{
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auto mirrorTargets = cb->battleGetUnitsIf([this](const battle::Unit * unit)
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{
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//Get all caster stacks. Magic mirror can reflect to immune creature (with no effect)
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return unit->unitOwner() == caster->getCasterOwner() && unit->isValidTarget(true);
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});
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if(!mirrorTargets.empty())
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{
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const auto * mirrorDestination = (*RandomGeneratorUtil::nextItem(mirrorTargets, *server->getRNG()));
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Target mirrorTarget;
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mirrorTarget.emplace_back(mirrorDestination);
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BattleCast mirror(*this, mainTarget);
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mirror.cast(server, mirrorTarget);
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}
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}
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}
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}
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void BattleCast::castEval(ServerCallback * server, Target target)
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{
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//TODO: make equivalent to normal cast
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if(target.empty())
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target.emplace_back();
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auto m = spell->battleMechanics(this);
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//TODO: reflection
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//TODO: random effects evaluation
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m->castEval(server, target);
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}
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bool BattleCast::castIfPossible(ServerCallback * server, Target target)
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{
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if(spell->canBeCast(cb, mode, caster))
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{
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cast(server, std::move(target));
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return true;
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}
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return false;
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}
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std::vector<Target> BattleCast::findPotentialTargets() const
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{
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//TODO: for more than 2 destinations per target much more efficient algorithm is required
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auto m = spell->battleMechanics(this);
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auto targetTypes = m->getTargetTypes();
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if(targetTypes.empty() || targetTypes.size() > 2)
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{
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return std::vector<Target>();
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}
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else
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{
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std::vector<Target> previous;
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std::vector<Target> next;
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for(size_t index = 0; index < targetTypes.size(); index++)
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{
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std::swap(previous, next);
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next.clear();
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std::vector<Destination> destinations;
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if(previous.empty())
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{
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Target empty;
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destinations = m->getPossibleDestinations(index, targetTypes.at(index), empty);
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for(auto & destination : destinations)
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{
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Target target;
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target.emplace_back(destination);
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next.push_back(target);
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}
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}
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else
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{
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for(const Target & current : previous)
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{
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destinations = m->getPossibleDestinations(index, targetTypes.at(index), current);
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for(auto & destination : destinations)
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{
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Target target = current;
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target.emplace_back(destination);
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next.push_back(target);
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}
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}
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}
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if(next.empty())
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break;
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}
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return next;
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}
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}
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///ISpellMechanicsFactory
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ISpellMechanicsFactory::ISpellMechanicsFactory(const CSpell * s)
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: spell(s)
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{
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}
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//must be instantiated in .cpp file for access to complete types of all member fields
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ISpellMechanicsFactory::~ISpellMechanicsFactory() = default;
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std::unique_ptr<ISpellMechanicsFactory> ISpellMechanicsFactory::get(const CSpell * s)
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{
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if(s->hasBattleEffects())
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return std::make_unique<ConfigurableMechanicsFactory>(s);
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else
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return std::make_unique<FallbackMechanicsFactory>(s);
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}
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///Mechanics
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Mechanics::Mechanics()
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: caster(nullptr),
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casterSide(0)
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{
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}
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Mechanics::~Mechanics() = default;
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BaseMechanics::BaseMechanics(const IBattleCast * event):
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owner(event->getSpell()),
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mode(event->getMode()),
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smart(event->isSmart()),
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massive(event->isMassive()),
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cb(event->getBattle()),
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gameCb(event->getGame())
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{
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caster = event->getCaster();
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//FIXME: do not crash on invalid side
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casterSide = cb->playerToSide(caster->getCasterOwner()).value();
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{
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auto value = event->getSpellLevel();
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rangeLevel = value.value_or(caster->getSpellSchoolLevel(owner));
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vstd::abetween(rangeLevel, 0, 3);
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}
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{
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auto value = event->getSpellLevel();
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effectLevel = value.value_or(caster->getEffectLevel(owner));
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vstd::abetween(effectLevel, 0, 3);
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}
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{
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auto value = event->getEffectPower();
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effectPower = value.value_or(caster->getEffectPower(owner));
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vstd::amax(effectPower, 0);
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}
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{
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auto value = event->getEffectDuration();
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effectDuration = value.value_or(caster->getEnchantPower(owner));
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vstd::amax(effectDuration, 0); //???
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}
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{
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auto value = event->getEffectValue();
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auto casterValue = caster->getEffectValue(owner) ? caster->getEffectValue(owner) : owner->calculateRawEffectValue(effectLevel, effectPower, 1);
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effectValue = value.value_or(casterValue);
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vstd::amax(effectValue, 0);
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}
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}
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BaseMechanics::~BaseMechanics() = default;
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bool BaseMechanics::adaptGenericProblem(Problem & target) const
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{
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MetaString text;
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// %s recites the incantations but they seem to have no effect.
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text.appendLocalString(EMetaText::GENERAL_TXT, 541);
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assert(caster);
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caster->getCasterName(text);
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target.add(std::move(text), spells::Problem::NORMAL);
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return false;
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}
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bool BaseMechanics::adaptProblem(ESpellCastProblem::ESpellCastProblem source, Problem & target) const
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{
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if(source == ESpellCastProblem::OK)
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return true;
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switch(source)
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{
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case ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED:
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{
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MetaString text;
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//TODO: refactor
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const auto * hero = dynamic_cast<const CGHeroInstance *>(caster);
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if(!hero)
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return adaptGenericProblem(target);
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//Recanter's Cloak or similar effect. Try to retrieve bonus
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const auto b = hero->getBonusLocalFirst(Selector::type()(BonusType::BLOCK_MAGIC_ABOVE));
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//TODO what about other values and non-artifact sources?
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if(b && b->val == 2 && b->source == BonusSource::ARTIFACT)
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{
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//The %s prevents %s from casting 3rd level or higher spells.
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text.appendLocalString(EMetaText::GENERAL_TXT, 536);
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text.replaceLocalString(EMetaText::ART_NAMES, b->sid);
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caster->getCasterName(text);
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target.add(std::move(text), spells::Problem::NORMAL);
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}
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else if(b && b->source == BonusSource::TERRAIN_OVERLAY && VLC->battlefields()->getByIndex(b->sid)->identifier == "cursed_ground")
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{
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text.appendLocalString(EMetaText::GENERAL_TXT, 537);
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target.add(std::move(text), spells::Problem::NORMAL);
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}
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else
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{
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return adaptGenericProblem(target);
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}
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}
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break;
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case ESpellCastProblem::WRONG_SPELL_TARGET:
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case ESpellCastProblem::STACK_IMMUNE_TO_SPELL:
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case ESpellCastProblem::NO_APPROPRIATE_TARGET:
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{
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MetaString text;
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text.appendLocalString(EMetaText::GENERAL_TXT, 185);
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target.add(std::move(text), spells::Problem::NORMAL);
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}
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break;
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case ESpellCastProblem::INVALID:
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{
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MetaString text;
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text.appendRawString("Internal error during check of spell cast.");
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target.add(std::move(text), spells::Problem::CRITICAL);
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}
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break;
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default:
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return adaptGenericProblem(target);
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}
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return false;
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}
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int32_t BaseMechanics::getSpellIndex() const
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{
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return getSpellId().toEnum();
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}
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SpellID BaseMechanics::getSpellId() const
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{
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return owner->getId();
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}
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std::string BaseMechanics::getSpellName() const
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{
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return owner->getNameTranslated();
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}
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int32_t BaseMechanics::getSpellLevel() const
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{
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return owner->getLevel();
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}
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bool BaseMechanics::isSmart() const
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{
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if(boost::logic::indeterminate(smart))
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{
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const CSpell::TargetInfo targetInfo(owner, getRangeLevel(), mode);
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return targetInfo.smart;
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}
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else
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{
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return (bool)smart;
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}
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}
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bool BaseMechanics::isMassive() const
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{
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if(boost::logic::indeterminate(massive))
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{
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const CSpell::TargetInfo targetInfo(owner, getRangeLevel(), mode);
|
|
return targetInfo.massive;
|
|
}
|
|
else
|
|
{
|
|
return (bool)massive;
|
|
}
|
|
}
|
|
|
|
bool BaseMechanics::requiresClearTiles() const
|
|
{
|
|
const CSpell::TargetInfo targetInfo(owner, getRangeLevel(), mode);
|
|
return targetInfo.clearAffected;
|
|
}
|
|
|
|
bool BaseMechanics::alwaysHitFirstTarget() const
|
|
{
|
|
return mode == Mode::SPELL_LIKE_ATTACK;
|
|
}
|
|
|
|
bool BaseMechanics::isNegativeSpell() const
|
|
{
|
|
return owner->isNegative();
|
|
}
|
|
|
|
bool BaseMechanics::isPositiveSpell() const
|
|
{
|
|
return owner->isPositive();
|
|
}
|
|
|
|
bool BaseMechanics::isMagicalEffect() const
|
|
{
|
|
return owner->isMagical();
|
|
}
|
|
|
|
int64_t BaseMechanics::adjustEffectValue(const battle::Unit * target) const
|
|
{
|
|
return owner->adjustRawDamage(caster, target, getEffectValue());
|
|
}
|
|
|
|
int64_t BaseMechanics::applySpellBonus(int64_t value, const battle::Unit * target) const
|
|
{
|
|
return caster->getSpellBonus(owner, value, target);
|
|
}
|
|
|
|
int64_t BaseMechanics::applySpecificSpellBonus(int64_t value) const
|
|
{
|
|
return caster->getSpecificSpellBonus(owner, value);
|
|
}
|
|
|
|
int64_t BaseMechanics::calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const
|
|
{
|
|
return owner->calculateRawEffectValue(getEffectLevel(), basePowerMultiplier, levelPowerMultiplier);
|
|
}
|
|
|
|
std::vector<BonusType> BaseMechanics::getElementalImmunity() const
|
|
{
|
|
std::vector<BonusType> ret;
|
|
|
|
owner->forEachSchool([&](const SchoolInfo & cnf, bool & stop)
|
|
{
|
|
ret.push_back(cnf.immunityBonus);
|
|
});
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool BaseMechanics::ownerMatches(const battle::Unit * unit) const
|
|
{
|
|
return ownerMatches(unit, owner->getPositiveness());
|
|
}
|
|
|
|
bool BaseMechanics::ownerMatches(const battle::Unit * unit, const boost::logic::tribool positivness) const
|
|
{
|
|
return cb->battleMatchOwner(caster->getCasterOwner(), unit, positivness);
|
|
}
|
|
|
|
IBattleCast::Value BaseMechanics::getEffectLevel() const
|
|
{
|
|
return effectLevel;
|
|
}
|
|
|
|
IBattleCast::Value BaseMechanics::getRangeLevel() const
|
|
{
|
|
return rangeLevel;
|
|
}
|
|
|
|
IBattleCast::Value BaseMechanics::getEffectPower() const
|
|
{
|
|
return effectPower;
|
|
}
|
|
|
|
IBattleCast::Value BaseMechanics::getEffectDuration() const
|
|
{
|
|
return effectDuration;
|
|
}
|
|
|
|
IBattleCast::Value64 BaseMechanics::getEffectValue() const
|
|
{
|
|
return effectValue;
|
|
}
|
|
|
|
PlayerColor BaseMechanics::getCasterColor() const
|
|
{
|
|
return caster->getCasterOwner();
|
|
}
|
|
|
|
std::vector<AimType> BaseMechanics::getTargetTypes() const
|
|
{
|
|
std::vector<AimType> ret;
|
|
detail::ProblemImpl ignored;
|
|
|
|
if(canBeCast(ignored))
|
|
{
|
|
auto spellTargetType = owner->getTargetType();
|
|
|
|
if(isMassive())
|
|
spellTargetType = AimType::NO_TARGET;
|
|
else if(spellTargetType == AimType::OBSTACLE)
|
|
spellTargetType = AimType::LOCATION;
|
|
|
|
ret.push_back(spellTargetType);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
const CreatureService * BaseMechanics::creatures() const
|
|
{
|
|
return VLC->creatures(); //todo: redirect
|
|
}
|
|
|
|
#if SCRIPTING_ENABLED
|
|
const scripting::Service * BaseMechanics::scripts() const
|
|
{
|
|
return VLC->scripts(); //todo: redirect
|
|
}
|
|
#endif
|
|
|
|
const Service * BaseMechanics::spells() const
|
|
{
|
|
return VLC->spells(); //todo: redirect
|
|
}
|
|
|
|
const IGameInfoCallback * BaseMechanics::game() const
|
|
{
|
|
return gameCb;
|
|
}
|
|
|
|
const CBattleInfoCallback * BaseMechanics::battle() const
|
|
{
|
|
return cb;
|
|
}
|
|
|
|
|
|
} //namespace spells
|
|
|
|
///IAdventureSpellMechanics
|
|
IAdventureSpellMechanics::IAdventureSpellMechanics(const CSpell * s)
|
|
: owner(s)
|
|
{
|
|
}
|
|
|
|
std::unique_ptr<IAdventureSpellMechanics> IAdventureSpellMechanics::createMechanics(const CSpell * s)
|
|
{
|
|
switch (s->id)
|
|
{
|
|
case SpellID::SUMMON_BOAT:
|
|
return std::make_unique<SummonBoatMechanics>(s);
|
|
case SpellID::SCUTTLE_BOAT:
|
|
return std::make_unique<ScuttleBoatMechanics>(s);
|
|
case SpellID::DIMENSION_DOOR:
|
|
return std::make_unique<DimensionDoorMechanics>(s);
|
|
case SpellID::FLY:
|
|
case SpellID::WATER_WALK:
|
|
case SpellID::VISIONS:
|
|
case SpellID::DISGUISE:
|
|
return std::make_unique<AdventureSpellMechanics>(s); //implemented using bonus system
|
|
case SpellID::TOWN_PORTAL:
|
|
return std::make_unique<TownPortalMechanics>(s);
|
|
case SpellID::VIEW_EARTH:
|
|
return std::make_unique<ViewEarthMechanics>(s);
|
|
case SpellID::VIEW_AIR:
|
|
return std::make_unique<ViewAirMechanics>(s);
|
|
default:
|
|
return s->combat ? std::unique_ptr<IAdventureSpellMechanics>() : std::make_unique<AdventureSpellMechanics>(s);
|
|
}
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|