1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/lib/spells/effects/Effects.cpp
2018-03-04 11:15:24 +03:00

157 lines
3.4 KiB
C++

/*
* Effects.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 "Effects.h"
#include "../ISpellMechanics.h"
#include "../../serializer/JsonSerializeFormat.h"
namespace spells
{
namespace effects
{
Effects::Effects() = default;
Effects::~Effects() = default;
void Effects::add(const std::string & name, std::shared_ptr<Effect> effect, const int level)
{
effect->name = name;
data.at(level)[name] = effect;
}
bool Effects::applicable(Problem & problem, const Mechanics * m) const
{
//stop on first problem
//require all not optional effects to be applicable in general
//f.e. FireWall damage effect also need to have smart target
bool requiredEffectNotBlocked = true;
bool oneEffectApplicable = false;
auto callback = [&](const Effect * e, bool & stop)
{
if(e->applicable(problem, m))
{
oneEffectApplicable = true;
}
else if(!e->optional)
{
requiredEffectNotBlocked = false;
stop = true;
}
};
forEachEffect(m->getEffectLevel(), callback);
return requiredEffectNotBlocked && oneEffectApplicable;
}
bool Effects::applicable(Problem & problem, const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
{
//stop on first problem
//require all direct and not optional effects to be applicable at this aimPoint
//f.e. FireWall do not need damage target here, only a place to put obstacle
bool requiredEffectNotBlocked = true;
bool oneEffectApplicable = false;
auto callback = [&](const Effect * e, bool & stop)
{
if(e->indirect)
return;
EffectTarget target = e->transformTarget(m, aimPoint, spellTarget);
if(e->applicable(problem, m, target))
{
oneEffectApplicable = true;
}
else if(!e->optional)
{
requiredEffectNotBlocked = false;
stop = true;
}
};
forEachEffect(m->getEffectLevel(), callback);
return requiredEffectNotBlocked && oneEffectApplicable;
}
void Effects::forEachEffect(const int level, const std::function<void(const Effect *, bool &)> & callback) const
{
bool stop = false;
for(auto one : data.at(level))
{
callback(one.second.get(), stop);
if(stop)
return;
}
}
Effects::EffectsToApply Effects::prepare(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
{
EffectsToApply effectsToApply;
auto callback = [&](const Effect * e, bool & stop)
{
bool applyThis = false;
//todo: find a better way to handle such special cases
if(m->getSpellIndex() == SpellID::RESURRECTION && e->name == "cure")
applyThis = (m->caster->getCasterUnitId() >= 0);
else
applyThis = !e->indirect;
if(applyThis)
{
EffectTarget target = e->transformTarget(m, aimPoint, spellTarget);
effectsToApply.push_back(std::make_pair(e, target));
}
};
forEachEffect(m->getEffectLevel(), callback);
return effectsToApply;
}
void Effects::serializeJson(JsonSerializeFormat & handler, const int level)
{
assert(!handler.saving);
const JsonNode & effectMap = handler.getCurrent();
for(auto & p : effectMap.Struct())
{
const std::string & name = p.first;
auto guard = handler.enterStruct(name);
std::string type;
handler.serializeString("type", type);
auto effect = Effect::create(type);
if(effect)
{
effect->serializeJson(handler);
add(name, effect, level);
}
}
}
}
}