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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
181 lines
4.3 KiB
C++
181 lines
4.3 KiB
C++
/*
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* Summon.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 "Summon.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../../battle/CBattleInfoCallback.h"
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#include "../../battle/Unit.h"
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#include "../../NetPacks.h"
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#include "../../serializer/JsonSerializeFormat.h"
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#include "../../CHeroHandler.h"
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#include "../../mapObjects/CGHeroInstance.h"
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static const std::string EFFECT_NAME = "core:summon";
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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(Summon, EFFECT_NAME);
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Summon::Summon()
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: Effect(),
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creature(),
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permanent(false),
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exclusive(true)
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{
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}
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Summon::~Summon() = default;
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void Summon::adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const
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{
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//no hexes affected
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}
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void Summon::adjustTargetTypes(std::vector<TargetType> & types) const
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{
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//any target type allowed
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}
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bool Summon::applicable(Problem & problem, const Mechanics * m) const
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{
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if(!exclusive)
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return true;
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//check if there are summoned elementals of other type
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auto otherSummoned = m->cb->battleGetUnitsIf([m, this](const battle::Unit * unit)
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{
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return (unit->unitOwner() == m->getCasterColor())
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&& (unit->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
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&& (!unit->isClone())
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&& (unit->creatureId() != creature);
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});
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if(!otherSummoned.empty())
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{
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auto elemental = otherSummoned.front();
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MetaString text;
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text.addTxt(MetaString::GENERAL_TXT, 538);
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auto caster = dynamic_cast<const CGHeroInstance *>(m->caster);
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if(caster)
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{
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text.addReplacement(caster->name);
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text.addReplacement(MetaString::CRE_PL_NAMES, elemental->creatureIndex());
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if(caster->type->sex)
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text.addReplacement(MetaString::GENERAL_TXT, 540);
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else
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text.addReplacement(MetaString::GENERAL_TXT, 539);
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}
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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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void Summon::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
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{
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//new feature - percentage bonus
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auto amount = m->applySpecificSpellBonus(m->calculateRawEffectValue(0, m->getEffectPower()));
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if(amount < 1)
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{
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battleState->complain("Summoning didn't summon any!");
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return;
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}
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BattleUnitsChanged pack;
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for(auto & dest : target)
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{
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if(dest.unitValue)
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{
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const battle::Unit * summoned = dest.unitValue;
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std::shared_ptr<battle::Unit> state = summoned->acquire();
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int64_t healthValue = amount * summoned->MaxHealth();
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state->heal(healthValue, EHealLevel::OVERHEAL, (permanent ? EHealPower::PERMANENT : EHealPower::ONE_BATTLE));
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pack.changedStacks.emplace_back(summoned->unitId(), UnitChanges::EOperation::RESET_STATE);
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state->save(pack.changedStacks.back().data);
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}
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else
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{
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battle::UnitInfo info;
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info.id = m->cb->battleNextUnitId();
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info.count = amount;
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info.type = creature;
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info.side = m->casterSide;
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info.position = dest.hexValue;
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info.summoned = !permanent;
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pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
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info.save(pack.changedStacks.back().data);
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}
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}
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if(!pack.changedStacks.empty())
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battleState->apply(&pack);
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}
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EffectTarget Summon::filterTarget(const Mechanics * m, const EffectTarget & target) const
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{
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return target;
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}
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void Summon::serializeJsonEffect(JsonSerializeFormat & handler)
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{
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handler.serializeId("id", creature, CreatureID());
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handler.serializeBool("permanent", permanent, false);
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handler.serializeBool("exclusive", exclusive, true);
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}
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EffectTarget Summon::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
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{
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auto sameSummoned = m->cb->battleGetUnitsIf([m, this](const battle::Unit * unit)
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{
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return (unit->unitOwner() == m->getCasterColor())
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&& (unit->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
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&& (!unit->isClone())
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&& (unit->creatureId() == creature)
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&& (unit->alive());
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});
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EffectTarget effectTarget;
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if(sameSummoned.empty())
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{
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BattleHex hex = m->cb->getAvaliableHex(creature, m->casterSide);
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if(!hex.isValid())
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logGlobal->error("No free space to summon creature!");
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else
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effectTarget.emplace_back(hex);
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}
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else
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{
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effectTarget.emplace_back(sameSummoned.front());
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}
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return effectTarget;
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}
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}
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}
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