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vcmi/lib/battle/BattleAction.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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4.1 KiB
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/*
* BattleAction.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 "BattleAction.h"
#include "Unit.h"
#include "CBattleInfoCallback.h"
static const int32_t INVALID_UNIT_ID = -1000;
BattleAction::BattleAction():
side(-1),
stackNumber(-1),
actionType(EActionType::INVALID),
actionSubtype(-1)
{
}
BattleAction BattleAction::makeHeal(const battle::Unit * healer, const battle::Unit * healed)
{
BattleAction ba;
ba.side = healer->unitSide();
ba.actionType = EActionType::STACK_HEAL;
ba.stackNumber = healer->unitId();
ba.aimToUnit(healed);
return ba;
}
BattleAction BattleAction::makeDefend(const battle::Unit * stack)
{
BattleAction ba;
ba.side = stack->unitSide();
ba.actionType = EActionType::DEFEND;
ba.stackNumber = stack->unitId();
return ba;
}
BattleAction BattleAction::makeMeleeAttack(const battle::Unit * stack, BattleHex destination, BattleHex attackFrom, bool returnAfterAttack)
{
BattleAction ba;
ba.side = stack->unitSide(); //FIXME: will it fail if stack mind controlled?
ba.actionType = EActionType::WALK_AND_ATTACK;
ba.stackNumber = stack->unitId();
ba.aimToHex(attackFrom);
ba.aimToHex(destination);
if(returnAfterAttack && stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
ba.aimToHex(stack->getPosition());
return ba;
}
BattleAction BattleAction::makeWait(const battle::Unit * stack)
{
BattleAction ba;
ba.side = stack->unitSide();
ba.actionType = EActionType::WAIT;
ba.stackNumber = stack->unitId();
return ba;
}
BattleAction BattleAction::makeShotAttack(const battle::Unit * shooter, const battle::Unit * target)
{
BattleAction ba;
ba.side = shooter->unitSide();
ba.actionType = EActionType::SHOOT;
ba.stackNumber = shooter->unitId();
ba.aimToUnit(target);
return ba;
}
BattleAction BattleAction::makeMove(const battle::Unit * stack, BattleHex dest)
{
BattleAction ba;
ba.side = stack->unitSide();
ba.actionType = EActionType::WALK;
ba.stackNumber = stack->unitId();
ba.aimToHex(dest);
return ba;
}
BattleAction BattleAction::makeEndOFTacticPhase(ui8 side)
{
BattleAction ba;
ba.side = side;
ba.actionType = EActionType::END_TACTIC_PHASE;
return ba;
}
std::string BattleAction::toString() const
{
std::stringstream actionTypeStream;
actionTypeStream << actionType;
std::stringstream targetStream;
for(const DestinationInfo & info : target)
{
if(info.unitValue == INVALID_UNIT_ID)
{
targetStream << info.hexValue;
}
else
{
targetStream << info.unitValue;
targetStream << "@";
targetStream << info.hexValue;
}
targetStream << ",";
}
boost::format fmt("{BattleAction: side '%d', stackNumber '%d', actionType '%s', actionSubtype '%d', target {%s}}");
fmt % static_cast<int>(side) % stackNumber % actionTypeStream.str() % actionSubtype % targetStream.str();
return fmt.str();
}
void BattleAction::aimToHex(const BattleHex & destination)
{
DestinationInfo info;
info.hexValue = destination;
info.unitValue = INVALID_UNIT_ID;
target.push_back(info);
}
void BattleAction::aimToUnit(const battle::Unit * destination)
{
DestinationInfo info;
info.hexValue = destination->getPosition();
info.unitValue = destination->unitId();
target.push_back(info);
}
battle::Target BattleAction::getTarget(const CBattleInfoCallback * cb) const
{
battle::Target ret;
for(auto & destination : target)
{
if(destination.unitValue == INVALID_UNIT_ID)
ret.emplace_back(destination.hexValue);
else
ret.emplace_back(cb->battleGetUnitByID(destination.unitValue));
}
return ret;
}
void BattleAction::setTarget(const battle::Target & target_)
{
target.clear();
for(auto & destination : target_)
{
if(destination.unitValue == nullptr)
aimToHex(destination.hexValue);
else
aimToUnit(destination.unitValue);
}
}
std::ostream & operator<<(std::ostream & os, const BattleAction & ba)
{
os << ba.toString();
return os;
}