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vcmi/lib/spells/effects/Catapult.cpp

191 lines
4.8 KiB
C++

/*
* Catapult.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 "Catapult.h"
#include "Registry.h"
#include "../ISpellMechanics.h"
#include "../../NetPacks.h"
#include "../../battle/IBattleState.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../battle/Unit.h"
#include "../../mapObjects/CGTownInstance.h"
#include "../../serializer/JsonSerializeFormat.h"
VCMI_LIB_NAMESPACE_BEGIN
static const std::string EFFECT_NAME = "core:catapult";
namespace spells
{
namespace effects
{
VCMI_REGISTER_SPELL_EFFECT(Catapult, EFFECT_NAME);
Catapult::Catapult()
: LocationEffect(),
targetsToAttack(0)
{
}
Catapult::~Catapult() = default;
bool Catapult::applicable(Problem & problem, const Mechanics * m) const
{
auto town = m->battle()->battleGetDefendedTown();
if(nullptr == town)
{
return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
}
if(CGTownInstance::NONE == town->fortLevel())
{
return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
}
if(m->isSmart() && m->casterSide != BattleSide::ATTACKER)
{
//if spell targeting is smart, then only attacker can use it
return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
}
const auto attackableBattleHexes = m->battle()->getAttackableBattleHexes();
return !attackableBattleHexes.empty() || m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
}
void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & /* eTarget */) const
{
//start with all destructible parts
static const std::set<EWallPart::EWallPart> potentialTargets =
{
EWallPart::KEEP,
EWallPart::BOTTOM_TOWER,
EWallPart::BOTTOM_WALL,
EWallPart::BELOW_GATE,
EWallPart::OVER_GATE,
EWallPart::UPPER_WALL,
EWallPart::UPPER_TOWER,
EWallPart::GATE
};
assert(potentialTargets.size() == EWallPart::PARTS_COUNT);
std::set<EWallPart::EWallPart> allowedTargets;
for (auto const & target : potentialTargets)
{
auto state = m->battle()->battleGetWallState(target);
if(state != EWallState::DESTROYED && state != EWallState::NONE)
allowedTargets.insert(target);
}
assert(!allowedTargets.empty());
if (allowedTargets.empty())
return;
CatapultAttack ca;
ca.attacker = -1;
BattleUnitsChanged removeUnits;
for(int i = 0; i < targetsToAttack; i++)
{
// Hit on any existing, not destroyed targets are allowed
// Multiple hit on same target are allowed.
// Potential overshots (more hits on same targets than remaining HP) are allowed
EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG());
auto state = m->battle()->battleGetWallState(target);
auto attackInfo = ca.attackedParts.begin();
for ( ; attackInfo != ca.attackedParts.end(); ++attackInfo)
if ( attackInfo->attackedPart == target )
break;
if (attackInfo == ca.attackedParts.end()) // new part
{
CatapultAttack::AttackInfo newInfo;
newInfo.damageDealt = 1;
newInfo.attackedPart = target;
newInfo.destinationTile = m->battle()->wallPartToBattleHex(target);
ca.attackedParts.push_back(newInfo);
attackInfo = ca.attackedParts.end() - 1;
}
else // already damaged before, update damage
{
attackInfo->damageDealt += 1;
}
//removing creatures in turrets / keep if one is destroyed
BattleHex posRemove;
switch(target)
{
case EWallPart::KEEP:
posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
break;
case EWallPart::BOTTOM_TOWER:
posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
break;
case EWallPart::UPPER_TOWER:
posRemove = BattleHex::CASTLE_UPPER_TOWER;
break;
}
if(posRemove != BattleHex::INVALID && state - attackInfo->damageDealt <= 0) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
{
auto all = m->battle()->battleGetUnitsIf([=](const battle::Unit * unit)
{
return !unit->isGhost();
});
for(auto & elem : all)
{
if(elem->getPosition() != posRemove)
continue;
// if tower was hit multiple times, it may have been destroyed already
bool stackWasRemovedBefore = false;
for(auto & removed : removeUnits.changedStacks)
{
if (removed.id == elem->unitId())
stackWasRemovedBefore = true;
}
if (!stackWasRemovedBefore)
removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
break;
}
}
}
server->apply(&ca);
if(!removeUnits.changedStacks.empty())
server->apply(&removeUnits);
}
void Catapult::serializeJsonEffect(JsonSerializeFormat & handler)
{
//TODO: add configuration unifying with Catapult ability
handler.serializeInt("targetsToAttack", targetsToAttack);
}
}
}
VCMI_LIB_NAMESPACE_END