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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.
159 lines
3.4 KiB
C++
159 lines
3.4 KiB
C++
/*
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* Effects.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 "Effects.h"
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#include <vcmi/spells/Caster.h>
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#include "../ISpellMechanics.h"
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#include "../../serializer/JsonSerializeFormat.h"
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namespace spells
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{
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namespace effects
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{
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Effects::Effects() = default;
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Effects::~Effects() = default;
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void Effects::add(const std::string & name, std::shared_ptr<Effect> effect, const int level)
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{
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effect->name = name;
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data.at(level)[name] = effect;
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}
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bool Effects::applicable(Problem & problem, const Mechanics * m) const
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{
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//stop on first problem
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//require all not optional effects to be applicable in general
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//f.e. FireWall damage effect also need to have smart target
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bool requiredEffectNotBlocked = true;
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bool oneEffectApplicable = false;
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auto callback = [&](const Effect * e, bool & stop)
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{
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if(e->applicable(problem, m))
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{
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oneEffectApplicable = true;
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}
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else if(!e->optional)
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{
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requiredEffectNotBlocked = false;
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stop = true;
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}
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};
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forEachEffect(m->getEffectLevel(), callback);
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return requiredEffectNotBlocked && oneEffectApplicable;
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}
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bool Effects::applicable(Problem & problem, const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
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{
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//stop on first problem
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//require all direct and not optional effects to be applicable at this aimPoint
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//f.e. FireWall do not need damage target here, only a place to put obstacle
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bool requiredEffectNotBlocked = true;
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bool oneEffectApplicable = false;
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auto callback = [&](const Effect * e, bool & stop)
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{
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if(e->indirect)
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return;
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EffectTarget target = e->transformTarget(m, aimPoint, spellTarget);
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if(e->applicable(problem, m, target))
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{
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oneEffectApplicable = true;
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}
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else if(!e->optional)
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{
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requiredEffectNotBlocked = false;
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stop = true;
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}
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};
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forEachEffect(m->getEffectLevel(), callback);
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return requiredEffectNotBlocked && oneEffectApplicable;
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}
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void Effects::forEachEffect(const int level, const std::function<void(const Effect *, bool &)> & callback) const
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{
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bool stop = false;
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for(auto one : data.at(level))
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{
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callback(one.second.get(), stop);
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if(stop)
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return;
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}
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}
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Effects::EffectsToApply Effects::prepare(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
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{
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EffectsToApply effectsToApply;
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auto callback = [&](const Effect * e, bool & stop)
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{
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bool applyThis = false;
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//todo: find a better way to handle such special cases
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if(m->getSpellIndex() == SpellID::RESURRECTION && e->name == "cure")
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applyThis = (m->caster->getCasterUnitId() >= 0);
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else
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applyThis = !e->indirect;
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if(applyThis)
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{
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EffectTarget target = e->transformTarget(m, aimPoint, spellTarget);
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effectsToApply.push_back(std::make_pair(e, target));
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}
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};
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forEachEffect(m->getEffectLevel(), callback);
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return effectsToApply;
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}
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void Effects::serializeJson(const Registry * registry, JsonSerializeFormat & handler, const int level)
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{
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assert(!handler.saving);
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const JsonNode & effectMap = handler.getCurrent();
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for(auto & p : effectMap.Struct())
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{
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const std::string & name = p.first;
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auto guard = handler.enterStruct(name);
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std::string type;
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handler.serializeString("type", type);
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auto effect = Effect::create(registry, type);
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if(effect)
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{
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effect->serializeJson(handler);
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add(name, effect, level);
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}
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}
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}
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}
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}
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