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4042757f93
* made ISpellMechanics opaque
350 lines
8.8 KiB
C++
350 lines
8.8 KiB
C++
/*
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* SpellMechanics.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 "SpellMechanics.h"
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#include "mapObjects/CGHeroInstance.h"
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#include "BattleState.h"
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#include "NetPacks.h"
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namespace SRSLPraserHelpers
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{
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static int XYToHex(int x, int y)
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{
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return x + 17 * y;
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}
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static int XYToHex(std::pair<int, int> xy)
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{
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return XYToHex(xy.first, xy.second);
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}
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static int hexToY(int battleFieldPosition)
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{
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return battleFieldPosition/17;
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}
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static int hexToX(int battleFieldPosition)
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{
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int pos = battleFieldPosition - hexToY(battleFieldPosition) * 17;
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return pos;
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}
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static std::pair<int, int> hexToPair(int battleFieldPosition)
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{
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return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
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}
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//moves hex by one hex in given direction
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//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
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static std::pair<int, int> gotoDir(int x, int y, int direction)
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{
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switch(direction)
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{
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case 0: //top left
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return std::make_pair((y%2) ? x-1 : x, y-1);
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case 1: //top right
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return std::make_pair((y%2) ? x : x+1, y-1);
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case 2: //right
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return std::make_pair(x+1, y);
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case 3: //right bottom
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return std::make_pair((y%2) ? x : x+1, y+1);
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case 4: //left bottom
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return std::make_pair((y%2) ? x-1 : x, y+1);
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case 5: //left
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return std::make_pair(x-1, y);
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default:
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throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
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}
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}
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static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
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{
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return gotoDir(xy.first, xy.second, direction);
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}
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static bool isGoodHex(std::pair<int, int> xy)
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{
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return xy.first >=0 && xy.first < 17 && xy.second >= 0 && xy.second < 11;
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}
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//helper function for std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const
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static std::set<ui16> getInRange(unsigned int center, int low, int high)
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{
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std::set<ui16> ret;
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if(low == 0)
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{
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ret.insert(center);
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}
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std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
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for(auto & elem : mainPointForLayer)
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elem = hexToPair(center);
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for(int it=1; it<=high; ++it) //it - distance to the center
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{
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for(int b=0; b<6; ++b)
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mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
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if(it>=low)
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{
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std::pair<int, int> curHex;
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//adding lines (A-b, B-c, C-d, etc)
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for(int v=0; v<6; ++v)
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{
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curHex = mainPointForLayer[v];
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for(int h=0; h<it; ++h)
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{
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if(isGoodHex(curHex))
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ret.insert(XYToHex(curHex));
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curHex = gotoDir(curHex, (v+2)%6);
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}
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}
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} //if(it>=low)
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}
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return ret;
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}
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}
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///ISpellMechanics
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ISpellMechanics::ISpellMechanics(CSpell * s):
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owner(s)
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{
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}
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///DefaultSpellMechanics
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bool DefaultSpellMechanics::adventureCast(SpellCastContext& context) const
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{
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return false; //there is no general algorithm for castind adventure spells
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}
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bool DefaultSpellMechanics::battleCast(SpellCastContext& context) const
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{
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return false; //todo; DefaultSpellMechanics::battleCast
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}
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std::vector<BattleHex> DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
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{
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using namespace SRSLPraserHelpers;
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std::vector<BattleHex> ret;
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std::string rng = owner->getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling
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if(rng.size() >= 1 && rng[0] != 'X') //there is at lest one hex in range
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{
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std::string number1, number2;
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int beg, end;
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bool readingFirst = true;
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for(auto & elem : rng)
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{
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if(std::isdigit(elem) ) //reading number
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{
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if(readingFirst)
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number1 += elem;
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else
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number2 += elem;
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}
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else if(elem == ',') //comma
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{
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//calculating variables
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if(readingFirst)
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{
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beg = atoi(number1.c_str());
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number1 = "";
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}
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else
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{
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end = atoi(number2.c_str());
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number2 = "";
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}
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//obtaining new hexes
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std::set<ui16> curLayer;
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if(readingFirst)
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{
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curLayer = getInRange(centralHex, beg, beg);
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}
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else
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{
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curLayer = getInRange(centralHex, beg, end);
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readingFirst = true;
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}
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//adding abtained hexes
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for(auto & curLayer_it : curLayer)
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{
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ret.push_back(curLayer_it);
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}
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}
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else if(elem == '-') //dash
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{
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beg = atoi(number1.c_str());
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number1 = "";
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readingFirst = false;
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}
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}
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}
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//remove duplicates (TODO check if actually needed)
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range::unique(ret);
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return ret;
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}
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std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
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{
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}
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ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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{
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//by default use general algorithm
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return owner->isImmuneBy(obj);
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}
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std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool* outDroppedHexes) const
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{
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using namespace SRSLPraserHelpers;
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std::vector<BattleHex> ret;
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//Special case - shape of obstacle depends on caster's side
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//TODO make it possible through spell_info config
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BattleHex::EDir firstStep, secondStep;
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if(side)
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{
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firstStep = BattleHex::TOP_LEFT;
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secondStep = BattleHex::TOP_RIGHT;
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}
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else
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{
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firstStep = BattleHex::TOP_RIGHT;
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secondStep = BattleHex::TOP_LEFT;
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}
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//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
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auto addIfValid = [&](BattleHex hex)
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{
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if(hex.isValid())
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ret.push_back(hex);
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else if(outDroppedHexes)
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*outDroppedHexes = true;
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};
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ret.push_back(centralHex);
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addIfValid(centralHex.moveInDir(firstStep, false));
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if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
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addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
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return ret;
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}
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///CloneMechanics
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ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack * obj) const
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{
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//can't clone already cloned creature
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if (vstd::contains(obj->state, EBattleStackState::CLONED))
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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//TODO: how about stacks casting Clone?
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//currently Clone casted by stack is assumed Expert level
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ui8 schoolLevel;
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if (caster)
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{
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schoolLevel = caster->getSpellSchoolLevel(owner);
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}
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else
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{
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schoolLevel = 3;
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}
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if (schoolLevel < 3)
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{
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int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
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int creLevel = obj->getCreature()->level;
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if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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//use default algorithm only if there is no mechanics-related problem
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return DefaultSpellMechanics::isImmuneByStack(caster,obj);
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}
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///DispellHelpfulMechanics
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ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const
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{
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TBonusListPtr spellBon = obj->getSpellBonuses();
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bool hasPositiveSpell = false;
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for(const Bonus * b : *spellBon)
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{
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if(SpellID(b->sid).toSpell()->isPositive())
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{
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hasPositiveSpell = true;
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break;
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}
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}
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if(!hasPositiveSpell)
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{
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return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
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}
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//use default algorithm only if there is no mechanics-related problem
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return DefaultSpellMechanics::isImmuneByStack(caster,obj);
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}
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///HypnotizeMechanics
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ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const
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{
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if(nullptr != caster) //do not resist hypnotize casted after attack, for example
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{
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//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
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ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
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//apply 'damage' bonus for hypnotize, including hero specialty
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ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
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* owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
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if (subjectHealth > maxHealth)
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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return DefaultSpellMechanics::isImmuneByStack(caster,obj);
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}
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///SpecialRisingSpellMechanics
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ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const
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{
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// following does apply to resurrect and animate dead(?) only
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// for sacrifice health calculation and health limit check don't matter
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if(obj->count >= obj->baseAmount)
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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if (caster) //FIXME: Archangels can cast immune stack
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{
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auto maxHealth = owner->calculateHealedHP (caster, obj);
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if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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return DefaultSpellMechanics::isImmuneByStack(caster,obj);
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}
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