mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
140 lines
3.2 KiB
C++
140 lines
3.2 KiB
C++
/*
|
|
* Heal.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 "Heal.h"
|
|
#include "Registry.h"
|
|
#include "../ISpellMechanics.h"
|
|
|
|
#include "../../NetPacks.h"
|
|
#include "../../battle/IBattleState.h"
|
|
#include "../../battle/CBattleInfoCallback.h"
|
|
#include "../../battle/Unit.h"
|
|
#include "../../serializer/JsonSerializeFormat.h"
|
|
|
|
|
|
static const std::string EFFECT_NAME = "core:heal";
|
|
|
|
namespace spells
|
|
{
|
|
namespace effects
|
|
{
|
|
|
|
VCMI_REGISTER_SPELL_EFFECT(Heal, EFFECT_NAME);
|
|
|
|
Heal::Heal()
|
|
: UnitEffect(),
|
|
healLevel(EHealLevel::HEAL),
|
|
healPower(EHealPower::PERMANENT),
|
|
minFullUnits(0)
|
|
{
|
|
|
|
}
|
|
|
|
Heal::~Heal() = default;
|
|
|
|
void Heal::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
|
|
{
|
|
apply(m->getEffectValue(), server, m, target);
|
|
}
|
|
|
|
void Heal::apply(int64_t value, ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
|
|
{
|
|
BattleUnitsChanged pack;
|
|
prepareHealEffect(value, pack, *server->getRNG(), m, target);
|
|
if(!pack.changedStacks.empty())
|
|
server->apply(&pack);
|
|
}
|
|
|
|
bool Heal::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
|
|
{
|
|
const bool onlyAlive = healLevel == EHealLevel::HEAL;
|
|
const bool validInGenaral = unit->isValidTarget(!onlyAlive);
|
|
|
|
if(!validInGenaral)
|
|
return false;
|
|
|
|
auto insuries = unit->getTotalHealth() - unit->getAvailableHealth();
|
|
|
|
if(insuries == 0)
|
|
return false;
|
|
|
|
if(minFullUnits > 0)
|
|
{
|
|
auto hpGained = std::min(m->getEffectValue(), insuries);
|
|
if(hpGained < minFullUnits * unit->MaxHealth())
|
|
return false;
|
|
}
|
|
|
|
if(unit->isDead())
|
|
{
|
|
//check if alive unit blocks resurrection
|
|
for(const BattleHex & hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
|
|
{
|
|
auto blocking = m->battle()->battleGetUnitsIf([hex, unit](const battle::Unit * other)
|
|
{
|
|
return other->isValidTarget(false) && other->coversPos(hex) && other != unit;
|
|
});
|
|
|
|
if(!blocking.empty())
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void Heal::serializeJsonUnitEffect(JsonSerializeFormat & handler)
|
|
{
|
|
static const std::vector<std::string> HEAL_LEVEL_MAP =
|
|
{
|
|
"heal",
|
|
"resurrect",
|
|
"overHeal"
|
|
};
|
|
|
|
static const std::vector<std::string> HEAL_POWER_MAP =
|
|
{
|
|
"oneBattle",
|
|
"permanent"
|
|
};
|
|
|
|
handler.serializeEnum("healLevel", healLevel, EHealLevel::HEAL, HEAL_LEVEL_MAP);
|
|
handler.serializeEnum("healPower", healPower, EHealPower::PERMANENT, HEAL_POWER_MAP);
|
|
handler.serializeInt("minFullUnits", minFullUnits);
|
|
}
|
|
|
|
void Heal::prepareHealEffect(int64_t value, BattleUnitsChanged & pack, RNG & rng, const Mechanics * m, const EffectTarget & target) const
|
|
{
|
|
for(auto & oneTarget : target)
|
|
{
|
|
const battle::Unit * unit = oneTarget.unitValue;
|
|
|
|
if(unit)
|
|
{
|
|
auto unitHPgained = m->applySpellBonus(value, unit);
|
|
|
|
auto state = unit->acquire();
|
|
state->heal(unitHPgained, healLevel, healPower);
|
|
|
|
if(unitHPgained > 0)
|
|
{
|
|
UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
|
|
info.healthDelta = unitHPgained;
|
|
state->save(info.data);
|
|
pack.changedStacks.push_back(info);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
}
|