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vcmi/lib/spells/effects/Heal.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* 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.
2021-02-14 19:05:43 +03:00

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3.2 KiB
C++

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