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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
140 lines
3.2 KiB
C++
140 lines
3.2 KiB
C++
/*
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* Heal.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 "Heal.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../../NetPacks.h"
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#include "../../battle/IBattleState.h"
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#include "../../battle/CBattleInfoCallback.h"
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#include "../../battle/CUnitState.h"
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#include "../../serializer/JsonSerializeFormat.h"
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static const std::string EFFECT_NAME = "core:heal";
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namespace spells
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{
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namespace effects
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{
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VCMI_REGISTER_SPELL_EFFECT(Heal, EFFECT_NAME);
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Heal::Heal()
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: UnitEffect(),
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healLevel(EHealLevel::HEAL),
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healPower(EHealPower::PERMANENT),
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minFullUnits(0)
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{
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}
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Heal::~Heal() = default;
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void Heal::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
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{
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apply(m->getEffectValue(), battleState, rng, m, target);
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}
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void Heal::apply(int64_t value, BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
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{
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BattleUnitsChanged pack;
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prepareHealEffect(value, pack, rng, m, target);
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if(!pack.changedStacks.empty())
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battleState->apply(&pack);
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}
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bool Heal::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
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{
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const bool onlyAlive = healLevel == EHealLevel::HEAL;
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const bool validInGenaral = unit->isValidTarget(!onlyAlive);
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if(!validInGenaral)
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return false;
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auto insuries = unit->getTotalHealth() - unit->getAvailableHealth();
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if(insuries == 0)
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return false;
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if(minFullUnits > 0)
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{
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auto hpGained = m->getEffectValue();
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if(hpGained < minFullUnits * unit->MaxHealth())
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return false;
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}
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if(unit->isDead())
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{
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//check if alive unit blocks resurrection
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for(const BattleHex & hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
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{
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auto blocking = m->cb->battleGetUnitsIf([hex, unit](const battle::Unit * other)
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{
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return other->isValidTarget(false) && other->coversPos(hex) && other != unit;
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});
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if(!blocking.empty())
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return false;
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}
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}
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return true;
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}
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void Heal::serializeJsonUnitEffect(JsonSerializeFormat & handler)
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{
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static const std::vector<std::string> HEAL_LEVEL_MAP =
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{
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"heal",
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"resurrect",
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"overHeal"
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};
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static const std::vector<std::string> HEAL_POWER_MAP =
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{
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"oneBattle",
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"permanent"
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};
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handler.serializeEnum("healLevel", healLevel, EHealLevel::HEAL, HEAL_LEVEL_MAP);
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handler.serializeEnum("healPower", healPower, EHealPower::PERMANENT, HEAL_POWER_MAP);
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handler.serializeInt("minFullUnits", minFullUnits);
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}
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void Heal::prepareHealEffect(int64_t value, BattleUnitsChanged & pack, RNG & rng, const Mechanics * m, const EffectTarget & target) const
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{
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for(auto & oneTarget : target)
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{
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const battle::Unit * unit = oneTarget.unitValue;
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if(unit)
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{
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auto unitHPgained = m->applySpellBonus(value, unit);
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auto state = unit->acquireState();
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state->heal(unitHPgained, healLevel, healPower);
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if(unitHPgained > 0)
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{
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UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
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info.healthDelta = unitHPgained;
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state->save(info.data);
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pack.changedStacks.push_back(info);
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}
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}
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}
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}
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}
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}
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