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vcmi/lib/battle/CObstacleInstance.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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/*
* CObstacleInstance.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 "CObstacleInstance.h"
#include "../CHeroHandler.h"
#include "../CTownHandler.h"
#include "../VCMI_Lib.h"
#include "../NetPacksBase.h"
#include "../serializer/JsonDeserializer.h"
#include "../serializer/JsonSerializer.h"
CObstacleInstance::CObstacleInstance()
{
obstacleType = USUAL;
uniqueID = -1;
ID = -1;
}
CObstacleInstance::~CObstacleInstance()
{
}
const CObstacleInfo & CObstacleInstance::getInfo() const
{
switch(obstacleType)
{
case ABSOLUTE_OBSTACLE:
return VLC->heroh->absoluteObstacles[ID];
case USUAL:
return VLC->heroh->obstacles[ID];
default:
throw std::runtime_error("Unknown obstacle type in CObstacleInstance::getInfo()");
}
}
std::vector<BattleHex> CObstacleInstance::getBlockedTiles() const
{
if(blocksTiles())
return getAffectedTiles();
return std::vector<BattleHex>();
}
std::vector<BattleHex> CObstacleInstance::getStoppingTile() const
{
if(stopsMovement())
return getAffectedTiles();
return std::vector<BattleHex>();
}
std::vector<BattleHex> CObstacleInstance::getAffectedTiles() const
{
switch(obstacleType)
{
case ABSOLUTE_OBSTACLE:
case USUAL:
return getInfo().getBlocked(pos);
default:
assert(0);
return std::vector<BattleHex>();
}
}
bool CObstacleInstance::visibleForSide(ui8 side, bool hasNativeStack) const
{
//by default obstacle is visible for everyone
return true;
}
int CObstacleInstance::getAnimationYOffset(int imageHeight) const
{
int offset = imageHeight % 42;
if(obstacleType == CObstacleInstance::USUAL)
{
if(getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63
offset -= 42;
}
return offset;
}
bool CObstacleInstance::stopsMovement() const
{
return obstacleType == MOAT;
}
bool CObstacleInstance::blocksTiles() const
{
return obstacleType == USUAL || obstacleType == ABSOLUTE_OBSTACLE ;
}
bool CObstacleInstance::triggersEffects() const
{
return false;
}
SpellCreatedObstacle::SpellCreatedObstacle()
: turnsRemaining(-1),
casterSpellPower(0),
spellLevel(0),
casterSide(0),
hidden(false),
passable(false),
trigger(false),
trap(false),
removeOnTrigger(false),
revealed(false),
animationYOffset(0)
{
obstacleType = SPELL_CREATED;
}
bool SpellCreatedObstacle::visibleForSide(ui8 side, bool hasNativeStack) const
{
//we hide mines and not discovered quicksands
//quicksands are visible to the caster or if owned unit stepped into that particular patch
//additionally if side has a native unit, mines/quicksands will be visible
return casterSide == side || !hidden || revealed || hasNativeStack;
}
bool SpellCreatedObstacle::blocksTiles() const
{
return !passable;
}
bool SpellCreatedObstacle::stopsMovement() const
{
return trap;
}
bool SpellCreatedObstacle::triggersEffects() const
{
return trigger;
}
void SpellCreatedObstacle::toInfo(ObstacleChanges & info)
{
info.id = uniqueID;
info.operation = ObstacleChanges::EOperation::ADD;
info.data.clear();
JsonSerializer ser(nullptr, info.data);
ser.serializeStruct("obstacle", *this);
}
void SpellCreatedObstacle::fromInfo(const ObstacleChanges & info)
{
uniqueID = info.id;
if(info.operation != ObstacleChanges::EOperation::ADD)
logGlobal->error("ADD operation expected");
JsonDeserializer deser(nullptr, info.data);
deser.serializeStruct("obstacle", *this);
}
void SpellCreatedObstacle::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeInt("spell", ID);
handler.serializeInt("position", pos);
handler.serializeInt("turnsRemaining", turnsRemaining);
handler.serializeInt("casterSpellPower", casterSpellPower);
handler.serializeInt("spellLevel", spellLevel);
handler.serializeInt("casterSide", casterSide);
handler.serializeBool("hidden", hidden);
handler.serializeBool("passable", passable);
handler.serializeBool("trigger", trigger);
handler.serializeBool("trap", trap);
handler.serializeBool("removeOnTrigger", removeOnTrigger);
handler.serializeString("appearAnimation", appearAnimation);
handler.serializeString("animation", animation);
handler.serializeInt("animationYOffset", animationYOffset);
{
JsonArraySerializer customSizeJson = handler.enterArray("customSize");
customSizeJson.syncSize(customSize, JsonNode::JsonType::DATA_INTEGER);
for(size_t index = 0; index < customSizeJson.size(); index++)
customSizeJson.serializeInt(index, customSize.at(index));
}
}
std::vector<BattleHex> SpellCreatedObstacle::getAffectedTiles() const
{
return customSize;
}
void SpellCreatedObstacle::battleTurnPassed()
{
if(turnsRemaining > 0)
turnsRemaining--;
}
int SpellCreatedObstacle::getAnimationYOffset(int imageHeight) const
{
int offset = imageHeight % 42;
if(obstacleType == CObstacleInstance::SPELL_CREATED)
{
offset += animationYOffset;
}
return offset;
}
std::vector<BattleHex> MoatObstacle::getAffectedTiles() const
{
return VLC->townh->factions[ID]->town->moatHexes;
}