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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
600 lines
16 KiB
C++
600 lines
16 KiB
C++
/*
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* AdventureSpellMechanics.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 "AdventureSpellMechanics.h"
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#include "CSpellHandler.h"
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#include "../CRandomGenerator.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../NetPacks.h"
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#include "../CGameInfoCallback.h"
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#include "../mapping/CMap.h"
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#include "../CPlayerState.h"
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///AdventureSpellMechanics
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AdventureSpellMechanics::AdventureSpellMechanics(const CSpell * s):
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IAdventureSpellMechanics(s)
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{
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}
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bool AdventureSpellMechanics::adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
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{
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if(!owner->isAdventureSpell())
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{
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env->complain("Attempt to cast non adventure spell in adventure mode");
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return false;
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}
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const CGHeroInstance * caster = parameters.caster;
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if(caster->inTownGarrison)
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{
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env->complain("Attempt to cast an adventure spell in town garrison");
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return false;
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}
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const int cost = caster->getSpellCost(owner);
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if(!caster->canCastThisSpell(owner))
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{
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env->complain("Hero cannot cast this spell!");
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return false;
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}
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if(caster->mana < cost)
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{
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env->complain("Hero doesn't have enough spell points to cast this spell!");
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return false;
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}
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ESpellCastResult result = beginCast(env, parameters);
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if(result == ESpellCastResult::OK)
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performCast(env, parameters);
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return result != ESpellCastResult::ERROR;
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}
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ESpellCastResult AdventureSpellMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
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{
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if(owner->hasEffects())
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{
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//todo: cumulative effects support
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const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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std::vector<Bonus> bonuses;
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owner->getEffects(bonuses, schoolLevel, false, parameters.caster->getEnchantPower(owner));
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for(Bonus b : bonuses)
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{
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GiveBonus gb;
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gb.id = parameters.caster->id.getNum();
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gb.bonus = b;
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env->sendAndApply(&gb);
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}
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return ESpellCastResult::OK;
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}
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else
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{
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//There is no generic algorithm of adventure cast
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env->complain("Unimplemented adventure spell");
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return ESpellCastResult::ERROR;
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}
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}
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ESpellCastResult AdventureSpellMechanics::beginCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
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{
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return ESpellCastResult::OK;
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}
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void AdventureSpellMechanics::performCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
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{
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AdvmapSpellCast asc;
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asc.caster = parameters.caster;
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asc.spellID = owner->id;
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env->sendAndApply(&asc);
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ESpellCastResult result = applyAdventureEffects(env, parameters);
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endCast(env, parameters, result);
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}
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void AdventureSpellMechanics::endCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const ESpellCastResult result) const
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{
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const int cost = parameters.caster->getSpellCost(owner);
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switch(result)
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{
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case ESpellCastResult::OK:
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{
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SetMana sm;
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sm.hid = parameters.caster->id;
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sm.absolute = false;
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sm.val = -cost;
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env->sendAndApply(&sm);
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}
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break;
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default:
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break;
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}
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}
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///SummonBoatMechanics
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SummonBoatMechanics::SummonBoatMechanics(const CSpell * s):
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AdventureSpellMechanics(s)
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{
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}
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ESpellCastResult SummonBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
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{
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if(parameters.caster->boat)
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 333);//%s is already in boat
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iw.text.addReplacement(parameters.caster->name);
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env->sendAndApply(&iw);
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return ESpellCastResult::CANCEL;
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}
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int3 summonPos = parameters.caster->bestLocation();
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if(summonPos.x < 0)
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 334);//There is no place to put the boat.
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env->sendAndApply(&iw);
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return ESpellCastResult::CANCEL;
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}
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const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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//check if spell works at all
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if(env->getRandomGenerator().nextInt(99) >= owner->getPower(schoolLevel)) //power is % chance of success
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
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iw.text.addReplacement(parameters.caster->name);
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env->sendAndApply(&iw);
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return ESpellCastResult::OK;
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}
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//try to find unoccupied boat to summon
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const CGBoat * nearest = nullptr;
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double dist = 0;
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for(const CGObjectInstance * obj : env->getMap()->objects)
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{
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if(obj && obj->ID == Obj::BOAT)
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{
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const CGBoat *b = static_cast<const CGBoat*>(obj);
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if(b->hero)
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continue; //we're looking for unoccupied boat
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double nDist = b->pos.dist2d(parameters.caster->getPosition());
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if(!nearest || nDist < dist) //it's first boat or closer than previous
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{
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nearest = b;
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dist = nDist;
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}
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}
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}
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if(nullptr != nearest) //we found boat to summon
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{
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ChangeObjPos cop;
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cop.objid = nearest->id;
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cop.nPos = summonPos + int3(1,0,0);
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cop.flags = 1;
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env->sendAndApply(&cop);
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}
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else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
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env->sendAndApply(&iw);
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}
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else //create boat
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{
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NewObject no;
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no.ID = Obj::BOAT;
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no.subID = parameters.caster->getBoatType();
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no.pos = summonPos + int3(1,0,0);
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env->sendAndApply(&no);
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}
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return ESpellCastResult::OK;
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}
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///ScuttleBoatMechanics
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ScuttleBoatMechanics::ScuttleBoatMechanics(const CSpell * s):
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AdventureSpellMechanics(s)
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{
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}
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ESpellCastResult ScuttleBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
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{
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const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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//check if spell works at all
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if(env->getRandomGenerator().nextInt(99) >= owner->getPower(schoolLevel)) //power is % chance of success
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
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iw.text.addReplacement(parameters.caster->name);
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env->sendAndApply(&iw);
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return ESpellCastResult::OK;
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}
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if(!env->getMap()->isInTheMap(parameters.pos))
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{
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env->complain("Invalid dst tile for scuttle!");
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return ESpellCastResult::ERROR;
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}
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//TODO: test range, visibility
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const TerrainTile *t = &env->getMap()->getTile(parameters.pos);
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if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
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{
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env->complain("There is no boat to scuttle!");
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return ESpellCastResult::ERROR;
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}
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RemoveObject ro;
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ro.id = t->visitableObjects.back()->id;
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env->sendAndApply(&ro);
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return ESpellCastResult::OK;
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}
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///DimensionDoorMechanics
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DimensionDoorMechanics::DimensionDoorMechanics(const CSpell * s):
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AdventureSpellMechanics(s)
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{
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}
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ESpellCastResult DimensionDoorMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
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{
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if(!env->getMap()->isInTheMap(parameters.pos))
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{
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env->complain("Destination is out of map!");
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return ESpellCastResult::ERROR;
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}
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const TerrainTile * dest = env->getCb()->getTile(parameters.pos);
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const TerrainTile * curr = env->getCb()->getTile(parameters.caster->getSightCenter());
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if(nullptr == dest)
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{
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env->complain("Destination tile doesn't exist!");
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return ESpellCastResult::ERROR;
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}
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if(nullptr == curr)
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{
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env->complain("Source tile doesn't exist!");
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return ESpellCastResult::ERROR;
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}
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if(parameters.caster->movement <= 0) //unlike town portal non-zero MP is enough
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{
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env->complain("Hero needs movement points to cast Dimension Door!");
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return ESpellCastResult::ERROR;
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}
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const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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const int movementCost = GameConstants::BASE_MOVEMENT_COST * ((schoolLevel >= 3) ? 2 : 3);
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std::stringstream cachingStr;
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cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << owner->id.num;
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if(parameters.caster->getBonuses(Selector::source(Bonus::SPELL_EFFECT, owner->id), Selector::all, cachingStr.str())->size() >= owner->getPower(schoolLevel)) //limit casts per turn
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
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iw.text.addReplacement(parameters.caster->name);
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env->sendAndApply(&iw);
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return ESpellCastResult::CANCEL;
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}
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GiveBonus gb;
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gb.id = parameters.caster->id.getNum();
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gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, owner->id);
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env->sendAndApply(&gb);
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if(!dest->isClear(curr)) //wrong dest tile
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
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env->sendAndApply(&iw);
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}
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else if(env->moveHero(parameters.caster->id, parameters.pos + parameters.caster->getVisitableOffset(), true))
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{
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SetMovePoints smp;
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smp.hid = parameters.caster->id;
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if(movementCost < parameters.caster->movement)
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smp.val = parameters.caster->movement - movementCost;
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else
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smp.val = 0;
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env->sendAndApply(&smp);
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}
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return ESpellCastResult::OK;
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}
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///TownPortalMechanics
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TownPortalMechanics::TownPortalMechanics(const CSpell * s):
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AdventureSpellMechanics(s)
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{
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}
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ESpellCastResult TownPortalMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
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{
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const CGTownInstance * destination = nullptr;
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const int moveCost = movementCost(parameters);
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if(parameters.caster->getSpellSchoolLevel(owner) < 2)
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{
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std::vector <const CGTownInstance*> pool = getPossibleTowns(env, parameters);
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destination = findNearestTown(env, parameters, pool);
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if(nullptr == destination)
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return ESpellCastResult::ERROR;
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if(parameters.caster->movement < moveCost)
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return ESpellCastResult::ERROR;
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if(destination->visitingHero)
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 123);
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env->sendAndApply(&iw);
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return ESpellCastResult::CANCEL;
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}
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}
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else if(env->getMap()->isInTheMap(parameters.pos))
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{
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const TerrainTile & tile = env->getMap()->getTile(parameters.pos);
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if(tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN)
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{
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env->complain("No town at destination tile");
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return ESpellCastResult::ERROR;
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}
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destination = dynamic_cast<CGTownInstance*>(tile.visitableObjects.back());
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if(nullptr == destination)
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{
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env->complain("[Internal error] invalid town object");
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return ESpellCastResult::ERROR;
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}
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const auto relations = env->getCb()->getPlayerRelations(destination->tempOwner, parameters.caster->tempOwner);
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if(relations == PlayerRelations::ENEMIES)
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{
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env->complain("Can't teleport to enemy!");
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return ESpellCastResult::ERROR;
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}
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if(parameters.caster->movement < moveCost)
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{
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env->complain("This hero has not enough movement points!");
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return ESpellCastResult::ERROR;
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}
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if(destination->visitingHero)
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{
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env->complain("Can't teleport to occupied town!");
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return ESpellCastResult::ERROR;
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}
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}
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else
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{
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env->complain("Invalid destination tile");
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return ESpellCastResult::ERROR;
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}
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if(env->moveHero(parameters.caster->id, destination->visitablePos() + parameters.caster->getVisitableOffset(), true))
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{
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SetMovePoints smp;
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smp.hid = parameters.caster->id;
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smp.val = std::max<ui32>(0, parameters.caster->movement - moveCost);
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env->sendAndApply(&smp);
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}
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return ESpellCastResult::OK;
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}
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ESpellCastResult TownPortalMechanics::beginCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
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{
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std::vector<const CGTownInstance *> towns = getPossibleTowns(env, parameters);
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if(towns.empty())
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 124);
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env->sendAndApply(&iw);
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return ESpellCastResult::CANCEL;
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}
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const int moveCost = movementCost(parameters);
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if(parameters.caster->movement < moveCost)
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 125);
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env->sendAndApply(&iw);
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return ESpellCastResult::CANCEL;
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}
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if(!parameters.pos.valid() && parameters.caster->getSpellSchoolLevel(owner) >= 2)
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{
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auto queryCallback = [=](const JsonNode & reply) -> void
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{
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if(reply.getType() == JsonNode::JsonType::DATA_INTEGER)
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{
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ObjectInstanceID townId(reply.Integer());
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const CGObjectInstance * o = env->getCb()->getObj(townId, true);
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if(o == nullptr)
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{
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env->complain("Invalid object instance selected");
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return;
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}
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if(!dynamic_cast<const CGTownInstance *>(o))
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{
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env->complain("Object instance is not town");
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return;
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}
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AdventureSpellCastParameters p;
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p.caster = parameters.caster;
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p.pos = o->visitablePos();
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performCast(env, p);
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}
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};
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MapObjectSelectDialog request;
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for(auto t : towns)
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{
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if(t->visitingHero == nullptr) //empty town
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request.objects.push_back(t->id);
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}
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if(request.objects.empty())
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{
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InfoWindow iw;
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iw.player = parameters.caster->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 124);
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env->sendAndApply(&iw);
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return ESpellCastResult::CANCEL;
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}
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request.player = parameters.caster->getOwner();
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request.title.addTxt(MetaString::JK_TXT, 40);
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request.description.addTxt(MetaString::JK_TXT, 41);
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request.icon.id = Component::SPELL;
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request.icon.subtype = owner->id.toEnum();
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env->genericQuery(&request, request.player, queryCallback);
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|
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return ESpellCastResult::PENDING;
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}
|
|
|
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return ESpellCastResult::OK;
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|
}
|
|
|
|
const CGTownInstance * TownPortalMechanics::findNearestTown(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const std::vector <const CGTownInstance *> & pool) const
|
|
{
|
|
if(pool.empty())
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|
return nullptr;
|
|
|
|
auto nearest = pool.cbegin(); //nearest town's iterator
|
|
si32 dist = (*nearest)->pos.dist2dSQ(parameters.caster->pos);
|
|
|
|
for(auto i = nearest + 1; i != pool.cend(); ++i)
|
|
{
|
|
si32 curDist = (*i)->pos.dist2dSQ(parameters.caster->pos);
|
|
|
|
if(curDist < dist)
|
|
{
|
|
nearest = i;
|
|
dist = curDist;
|
|
}
|
|
}
|
|
return *nearest;
|
|
}
|
|
|
|
std::vector <const CGTownInstance*> TownPortalMechanics::getPossibleTowns(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
|
|
{
|
|
std::vector <const CGTownInstance*> ret;
|
|
|
|
const TeamState * team = env->getCb()->getPlayerTeam(parameters.caster->getOwner());
|
|
|
|
for(const auto & color : team->players)
|
|
{
|
|
for(auto currTown : env->getCb()->getPlayer(color)->towns)
|
|
{
|
|
ret.push_back(currTown.get());
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
int TownPortalMechanics::movementCost(const AdventureSpellCastParameters & parameters) const
|
|
{
|
|
return GameConstants::BASE_MOVEMENT_COST * ((parameters.caster->getSpellSchoolLevel(owner) >= 3) ? 2 : 3);
|
|
}
|
|
|
|
///ViewMechanics
|
|
ViewMechanics::ViewMechanics(const CSpell * s):
|
|
AdventureSpellMechanics(s)
|
|
{
|
|
}
|
|
|
|
ESpellCastResult ViewMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
|
|
{
|
|
ShowWorldViewEx pack;
|
|
|
|
pack.player = parameters.caster->getOwner();
|
|
|
|
const int spellLevel = parameters.caster->getSpellSchoolLevel(owner);
|
|
|
|
const auto & fowMap = env->getCb()->getPlayerTeam(parameters.caster->getOwner())->fogOfWarMap;
|
|
|
|
for(const CGObjectInstance * obj : env->getMap()->objects)
|
|
{
|
|
//deleted object remain as empty pointer
|
|
if(obj && filterObject(obj, spellLevel))
|
|
{
|
|
ObjectPosInfo posInfo(obj);
|
|
|
|
if(fowMap[posInfo.pos.x][posInfo.pos.y][posInfo.pos.z] == 0)
|
|
pack.objectPositions.push_back(posInfo);
|
|
}
|
|
}
|
|
|
|
env->sendAndApply(&pack);
|
|
|
|
return ESpellCastResult::OK;
|
|
}
|
|
|
|
///ViewAirMechanics
|
|
ViewAirMechanics::ViewAirMechanics(const CSpell * s):
|
|
ViewMechanics(s)
|
|
{
|
|
}
|
|
|
|
bool ViewAirMechanics::filterObject(const CGObjectInstance * obj, const int spellLevel) const
|
|
{
|
|
return (obj->ID == Obj::ARTIFACT) || (spellLevel > 1 && obj->ID == Obj::HERO) || (spellLevel > 2 && obj->ID == Obj::TOWN);
|
|
}
|
|
|
|
///ViewEarthMechanics
|
|
ViewEarthMechanics::ViewEarthMechanics(const CSpell * s):
|
|
ViewMechanics(s)
|
|
{
|
|
}
|
|
|
|
bool ViewEarthMechanics::filterObject(const CGObjectInstance * obj, const int spellLevel) const
|
|
{
|
|
return (obj->ID == Obj::RESOURCE) || (spellLevel > 1 && obj->ID == Obj::MINE);
|
|
}
|
|
|