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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* 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.
140 lines
3.2 KiB
C++
140 lines
3.2 KiB
C++
/*
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* Heal.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 "Heal.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../../NetPacks.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 "../../serializer/JsonSerializeFormat.h"
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static const std::string EFFECT_NAME = "core:heal";
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namespace spells
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{
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namespace effects
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{
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VCMI_REGISTER_SPELL_EFFECT(Heal, EFFECT_NAME);
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Heal::Heal()
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: UnitEffect(),
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healLevel(EHealLevel::HEAL),
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healPower(EHealPower::PERMANENT),
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minFullUnits(0)
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{
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}
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Heal::~Heal() = default;
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void Heal::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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apply(m->getEffectValue(), server, m, target);
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}
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void Heal::apply(int64_t value, ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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BattleUnitsChanged pack;
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prepareHealEffect(value, pack, *server->getRNG(), m, target);
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if(!pack.changedStacks.empty())
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server->apply(&pack);
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}
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bool Heal::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
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{
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const bool onlyAlive = healLevel == EHealLevel::HEAL;
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const bool validInGenaral = unit->isValidTarget(!onlyAlive);
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if(!validInGenaral)
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return false;
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auto insuries = unit->getTotalHealth() - unit->getAvailableHealth();
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if(insuries == 0)
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return false;
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if(minFullUnits > 0)
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{
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auto hpGained = std::min(m->getEffectValue(), insuries);
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if(hpGained < minFullUnits * unit->MaxHealth())
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return false;
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}
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if(unit->isDead())
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{
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//check if alive unit blocks resurrection
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for(const BattleHex & hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
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{
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auto blocking = m->battle()->battleGetUnitsIf([hex, unit](const battle::Unit * other)
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{
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return other->isValidTarget(false) && other->coversPos(hex) && other != unit;
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});
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if(!blocking.empty())
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return false;
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}
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}
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return true;
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}
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void Heal::serializeJsonUnitEffect(JsonSerializeFormat & handler)
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{
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static const std::vector<std::string> HEAL_LEVEL_MAP =
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{
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"heal",
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"resurrect",
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"overHeal"
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};
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static const std::vector<std::string> HEAL_POWER_MAP =
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{
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"oneBattle",
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"permanent"
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};
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handler.serializeEnum("healLevel", healLevel, EHealLevel::HEAL, HEAL_LEVEL_MAP);
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handler.serializeEnum("healPower", healPower, EHealPower::PERMANENT, HEAL_POWER_MAP);
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handler.serializeInt("minFullUnits", minFullUnits);
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}
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void Heal::prepareHealEffect(int64_t value, BattleUnitsChanged & pack, RNG & rng, const Mechanics * m, const EffectTarget & target) const
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{
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for(auto & oneTarget : target)
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{
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const battle::Unit * unit = oneTarget.unitValue;
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if(unit)
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{
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auto unitHPgained = m->applySpellBonus(value, unit);
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auto state = unit->acquire();
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state->heal(unitHPgained, healLevel, healPower);
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if(unitHPgained > 0)
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{
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UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
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info.healthDelta = unitHPgained;
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state->save(info.data);
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pack.changedStacks.push_back(info);
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}
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}
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}
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}
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}
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}
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