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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
213 lines
5.2 KiB
C++
213 lines
5.2 KiB
C++
/*
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* Unit.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 "Unit.h"
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#include "../VCMI_Lib.h"
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#include "../CGeneralTextHandler.h"
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#include "../NetPacksBase.h"
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#include "../serializer/JsonDeserializer.h"
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#include "../serializer/JsonSerializer.h"
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namespace battle
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{
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///Unit
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Unit::~Unit() = default;
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bool Unit::isDead() const
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{
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return !alive() && !isGhost();
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}
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bool Unit::isTurret() const
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{
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return creatureIndex() == CreatureID::ARROW_TOWERS;
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}
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std::string Unit::getDescription() const
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{
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boost::format fmt("Unit %d of side %d");
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fmt % unitId() % unitSide();
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return fmt.str();
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}
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std::vector<BattleHex> Unit::getSurroundingHexes(BattleHex assumedPosition) const
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{
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BattleHex hex = (assumedPosition != BattleHex::INVALID) ? assumedPosition : getPosition(); //use hypothetical position
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return getSurroundingHexes(hex, doubleWide(), unitSide());
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}
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std::vector<BattleHex> Unit::getSurroundingHexes(BattleHex position, bool twoHex, ui8 side)
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{
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std::vector<BattleHex> hexes;
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if(twoHex)
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{
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const BattleHex otherHex = occupiedHex(position, twoHex, side);
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if(side == BattleSide::ATTACKER)
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{
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for(BattleHex::EDir dir = BattleHex::EDir(0); dir <= BattleHex::EDir(4); dir = BattleHex::EDir(dir+1))
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BattleHex::checkAndPush(position.cloneInDirection(dir, false), hexes);
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BattleHex::checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), hexes);
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BattleHex::checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::LEFT, false), hexes);
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BattleHex::checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), hexes);
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}
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else
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{
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BattleHex::checkAndPush(position.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), hexes);
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for(BattleHex::EDir dir = BattleHex::EDir(0); dir <= BattleHex::EDir(4); dir = BattleHex::EDir(dir+1))
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BattleHex::checkAndPush(otherHex.cloneInDirection(dir, false), hexes);
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BattleHex::checkAndPush(position.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), hexes);
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BattleHex::checkAndPush(position.cloneInDirection(BattleHex::EDir::LEFT, false), hexes);
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}
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return hexes;
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}
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else
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{
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return position.neighbouringTiles();
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}
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}
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bool Unit::coversPos(BattleHex pos) const
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{
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return getPosition() == pos || (doubleWide() && (occupiedHex() == pos));
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}
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std::vector<BattleHex> Unit::getHexes() const
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{
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return getHexes(getPosition(), doubleWide(), unitSide());
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}
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std::vector<BattleHex> Unit::getHexes(BattleHex assumedPos) const
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{
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return getHexes(assumedPos, doubleWide(), unitSide());
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}
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std::vector<BattleHex> Unit::getHexes(BattleHex assumedPos, bool twoHex, ui8 side)
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{
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std::vector<BattleHex> hexes;
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hexes.push_back(assumedPos);
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if(twoHex)
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hexes.push_back(occupiedHex(assumedPos, twoHex, side));
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return hexes;
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}
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BattleHex Unit::occupiedHex() const
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{
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return occupiedHex(getPosition(), doubleWide(), unitSide());
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}
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BattleHex Unit::occupiedHex(BattleHex assumedPos) const
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{
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return occupiedHex(assumedPos, doubleWide(), unitSide());
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}
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BattleHex Unit::occupiedHex(BattleHex assumedPos, bool twoHex, ui8 side)
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{
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if(twoHex)
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{
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if(side == BattleSide::ATTACKER)
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return assumedPos - 1;
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else
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return assumedPos + 1;
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}
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else
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{
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return BattleHex::INVALID;
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}
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}
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void Unit::addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural) const
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{
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if(boost::logic::indeterminate(plural))
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serial = VLC->generaltexth->pluralText(serial, getCount());
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else if(plural)
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serial = VLC->generaltexth->pluralText(serial, 2);
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else
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serial = VLC->generaltexth->pluralText(serial, 1);
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text.addTxt(type, serial);
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}
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void Unit::addNameReplacement(MetaString & text, const boost::logic::tribool & plural) const
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{
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if(boost::logic::indeterminate(plural))
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text.addCreReplacement(creatureId(), getCount());
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else if(plural)
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text.addReplacement(MetaString::CRE_PL_NAMES, creatureIndex());
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else
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text.addReplacement(MetaString::CRE_SING_NAMES, creatureIndex());
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}
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std::string Unit::formatGeneralMessage(const int32_t baseTextId) const
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{
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const int32_t textId = VLC->generaltexth->pluralText(baseTextId, getCount());
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MetaString text;
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text.addTxt(MetaString::GENERAL_TXT, textId);
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text.addCreReplacement(creatureId(), getCount());
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return text.toString();
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}
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int Unit::getRawSurrenderCost() const
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{
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//we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
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if(unitSlot().validSlot())
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return creatureCost() * getCount();
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else
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return 0;
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}
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///UnitInfo
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UnitInfo::UnitInfo()
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: id(0),
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count(0),
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type(),
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side(0),
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position(),
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summoned(false)
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{
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}
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void UnitInfo::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeInt("count", count);
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handler.serializeId("type", type, CreatureID::NONE);
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handler.serializeInt("side", side);
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handler.serializeInt("position", position);
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handler.serializeBool("summoned", summoned);
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}
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void UnitInfo::save(JsonNode & data)
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{
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data.clear();
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JsonSerializer ser(nullptr, data);
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ser.serializeStruct("newUnitInfo", *this);
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}
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void UnitInfo::load(uint32_t id_, const JsonNode & data)
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{
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id = id_;
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JsonDeserializer deser(nullptr, data);
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deser.serializeStruct("newUnitInfo", *this);
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}
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}
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