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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
143 lines
3.4 KiB
C++
143 lines
3.4 KiB
C++
/*
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* Dispel.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 "Dispel.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../CSpellHandler.h"
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#include "../../NetPacks.h"
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#include "../../battle/IBattleState.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:dispel";
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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(Dispel, EFFECT_NAME);
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Dispel::Dispel()
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: UnitEffect()
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{
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}
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Dispel::~Dispel() = default;
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void Dispel::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
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{
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SetStackEffect sse;
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prepareEffects(sse, rng, m, target, battleState->describe);
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if(!sse.toRemove.empty())
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battleState->apply(&sse);
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}
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bool Dispel::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
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{
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if(getBonuses(m, unit)->empty())
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return false;
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return UnitEffect::isValidTarget(m, unit);
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}
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void Dispel::serializeJsonUnitEffect(JsonSerializeFormat & handler)
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{
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handler.serializeBool("dispelPositive", positive);
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handler.serializeBool("dispelNegative", negative);
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handler.serializeBool("dispelNeutral", neutral);
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}
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std::shared_ptr<BonusList> Dispel::getBonuses(const Mechanics * m, const battle::Unit * unit) const
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{
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auto addSelector = [=](const Bonus * bonus)
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{
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if(bonus->source == Bonus::SPELL_EFFECT)
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{
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const CSpell * sourceSpell = SpellID(bonus->sid).toSpell();
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if(!sourceSpell)
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return false;//error
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if(bonus->sid == m->getSpellIndex())
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return false;
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if(positive && sourceSpell->isPositive())
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return true;
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if(negative && sourceSpell->isNegative())
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return true;
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if(neutral && sourceSpell->isNeutral())
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return true;
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}
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return false;
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};
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CSelector selector = CSelector(mainSelector).And(CSelector(addSelector));
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return unit->getBonuses(selector);
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}
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bool Dispel::mainSelector(const Bonus * bonus)
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{
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if(bonus->source == Bonus::SPELL_EFFECT)
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{
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const CSpell * sourceSpell = SpellID(bonus->sid).toSpell();
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if(!sourceSpell)
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return false;//error
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//Special case: DISRUPTING_RAY is "immune" to dispell
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//Other even PERMANENT effects can be removed (f.e. BIND)
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if(sourceSpell->id == SpellID::DISRUPTING_RAY)
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return false;
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//Special case:do not remove lifetime marker
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if(sourceSpell->id == SpellID::CLONE)
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return false;
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//stack may have inherited effects
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if(sourceSpell->isAdventureSpell())
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return false;
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return true;
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}
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//not spell effect
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return false;
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}
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void Dispel::prepareEffects(SetStackEffect & pack, RNG & rng, const Mechanics * m, const EffectTarget & target, bool describe) const
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{
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for(auto & t : target)
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{
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const battle::Unit * unit = t.unitValue;
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if(unit)
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{
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//special case for DISPEL_HELPFUL_SPELLS
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if(describe && positive && !negative && !neutral)
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{
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MetaString line;
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unit->addText(line, MetaString::GENERAL_TXT, -555, true);
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unit->addNameReplacement(line, true);
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pack.battleLog.push_back(std::move(line));
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}
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std::vector<Bonus> buffer;
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auto bl = getBonuses(m, unit);
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for(auto item : *bl)
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buffer.emplace_back(*item);
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if(!buffer.empty())
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pack.toRemove.push_back(std::make_pair(unit->unitId(), buffer));
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}
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}
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}
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}
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}
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