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vcmi/lib/spells/effects/RemoveObstacle.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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/*
* RemoveObstacle.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 "RemoveObstacle.h"
#include "Registry.h"
#include "../ISpellMechanics.h"
#include "../../NetPacks.h"
#include "../../battle/IBattleState.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../battle/CObstacleInstance.h"
#include "../../serializer/JsonSerializeFormat.h"
static const std::string EFFECT_NAME = "core:removeObstacle";
namespace spells
{
namespace effects
{
VCMI_REGISTER_SPELL_EFFECT(RemoveObstacle, EFFECT_NAME);
RemoveObstacle::RemoveObstacle()
: LocationEffect(),
removeAbsolute(false),
removeUsual(false),
removeAllSpells(false)
{
}
RemoveObstacle::~RemoveObstacle() = default;
bool RemoveObstacle::applicable(Problem & problem, const Mechanics * m) const
{
return !getTargets(m, EffectTarget(), true).empty();
}
bool RemoveObstacle::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
{
return !getTargets(m, target, false).empty();
}
void RemoveObstacle::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
{
BattleObstaclesChanged pack;
for(const auto & obstacle : getTargets(m, target, false))
pack.changes.emplace_back(obstacle->uniqueID, BattleChanges::EOperation::REMOVE);
if(!pack.changes.empty())
battleState->apply(&pack);
}
void RemoveObstacle::serializeJsonEffect(JsonSerializeFormat & handler)
{
handler.serializeBool("removeAbsolute", removeAbsolute, false);
handler.serializeBool("removeUsual", removeUsual, false);
handler.serializeBool("removeAllSpells", removeAllSpells, false);
handler.serializeIdArray("removeSpells", removeSpells);
}
bool RemoveObstacle::canRemove(const CObstacleInstance * obstacle) const
{
if(removeAbsolute && obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
return true;
if(removeUsual && obstacle->obstacleType == CObstacleInstance::USUAL)
return true;
auto spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle);
if(removeAllSpells && spellObstacle)
return true;
if(spellObstacle && !removeSpells.empty())
{
if(vstd::contains(removeSpells, SpellID(spellObstacle->ID)))
return true;
}
return false;
}
std::set<const CObstacleInstance *> RemoveObstacle::getTargets(const Mechanics * m, const EffectTarget & target, bool alwaysMassive) const
{
std::set<const CObstacleInstance *> possibleTargets;
if(m->isMassive() || alwaysMassive)
{
for(const auto & obstacle : m->cb->battleGetAllObstacles())
if(canRemove(obstacle.get()))
possibleTargets.insert(obstacle.get());
}
else
{
for(const auto & destination : target)
if(destination.hexValue.isValid())
for(const auto & obstacle : m->cb->battleGetAllObstaclesOnPos(destination.hexValue, false))
if(canRemove(obstacle.get()))
possibleTargets.insert(obstacle.get());
}
return possibleTargets;
}
}
}