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0b70baa95e
* 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
180 lines
3.9 KiB
C++
180 lines
3.9 KiB
C++
/*
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* Sacrifice.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 "Sacrifice.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:sacrifice";
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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(Sacrifice, EFFECT_NAME);
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Sacrifice::Sacrifice()
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: Heal()
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{
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}
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Sacrifice::~Sacrifice() = default;
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void Sacrifice::adjustTargetTypes(std::vector<TargetType> & types) const
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{
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if(!types.empty())
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{
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if(types[0] != AimType::CREATURE)
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{
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types.clear();
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return;
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}
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if(types.size() == 1)
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{
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types.push_back(AimType::CREATURE);
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}
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else if(types.size() > 1)
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{
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if(types[1] != AimType::CREATURE)
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types.clear();
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}
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}
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}
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bool Sacrifice::applicable(Problem & problem, const Mechanics * m) const
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{
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auto mainFilter = std::bind(&UnitEffect::getStackFilter, this, m, true, _1);
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auto predicate = std::bind(&UnitEffect::eraseByImmunityFilter, this, m, _1);
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auto targets = m->cb->battleGetUnitsIf(mainFilter);
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vstd::erase_if(targets, predicate);
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bool targetExists = false;
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bool targetToSacrificeExists = false;
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for(auto & target : targets)
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{
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if(target->alive())
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targetToSacrificeExists = true;
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else if(target->isDead())
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targetExists = true;
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if(targetExists && targetToSacrificeExists)
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break;
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}
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if(!(targetExists && targetToSacrificeExists))
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{
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MetaString text;
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text.addTxt(MetaString::GENERAL_TXT, 185);
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problem.add(std::move(text), Problem::NORMAL);
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return false;
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}
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return true;
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}
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bool Sacrifice::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
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{
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//TODO: support for multiple targets?
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if(target.empty())
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return false;
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EffectTarget healTarget;
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healTarget.emplace_back(target.front());
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if(!Heal::applicable(problem, m, healTarget))
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return false;
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if(target.size() == 2)
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{
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auto victim = target.at(1).unitValue;
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if(!victim)
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return false;
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if(!victim->alive() || !getStackFilter(m, false, victim) || !isReceptive(m, victim))
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return false;
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return true;
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}
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return true;
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}
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void Sacrifice::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
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{
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if(target.size() != 2)
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{
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logGlobal->error("Sacrifice effect requires 2 targets");
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return;
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}
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const battle::Unit * victim = target.back().unitValue;
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if(!victim)
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{
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logGlobal->error("No unit to Sacrifice");
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return;
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}
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EffectTarget healTarget;
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healTarget.emplace_back(target.front());
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Heal::apply(calculateHealEffectValue(m, victim), battleState, rng, m, healTarget);
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BattleUnitsChanged removeUnits;
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removeUnits.changedStacks.emplace_back(victim->unitId(), UnitChanges::EOperation::REMOVE);
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battleState->apply(&removeUnits);
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}
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bool Sacrifice::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
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{
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return unit->isValidTarget(true);
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}
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EffectTarget Sacrifice::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
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{
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EffectTarget res = Heal::transformTarget(m, aimPoint, spellTarget);
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//ignore spell range for now, arbitrary range support requires redesign
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res.resize(1);
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//add victim
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if(aimPoint.size() >= 2)
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{
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auto victim = aimPoint.at(1).unitValue;
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if(victim && getStackFilter(m, false, victim) && isReceptive(m, victim))
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res.emplace_back(victim);
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}
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return res;
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}
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int64_t Sacrifice::calculateHealEffectValue(const Mechanics * m, const battle::Unit * victim) const
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{
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return (m->getEffectPower() + victim->MaxHealth() + m->calculateRawEffectValue(0, 1)) * victim->getCount();
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}
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}
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}
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