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vcmi/lib/spells/effects/Heal.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* 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
2018-02-08 11:37:21 +03:00

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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/CUnitState.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(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
{
apply(m->getEffectValue(), battleState, rng, m, target);
}
void Heal::apply(int64_t value, BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
{
BattleUnitsChanged pack;
prepareHealEffect(value, pack, rng, m, target);
if(!pack.changedStacks.empty())
battleState->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 = m->getEffectValue();
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->cb->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->acquireState();
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);
}
}
}
}
}
}