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vcmi/lib/spells/CreatureSpellMechanics.cpp
AlexVinS 4f14f22d3a Unified CStack ammo, casts and counterattacks
* it is possible now to add casts and shoots OTF (f.e. with spell bonus)

Centralized stack 'ammo' loading from bonus system.
* introduced small proxy class for local bonus cache
(no need to use global cache if particular selector used on node only in one place)
* handle killing resurrected creatures
* use IBonusBearer::MaxHealth() where possible
* Fixed https://bugs.vcmi.eu/view.php?id=2486
* Possible fix for 0 HP after resurrection.
* Hack-fixed https://bugs.vcmi.eu/view.php?id=2584
* Unified CStack health API
* Use CHealth for CStack count and health points
* increased SERIALIZATION_VERSION
2017-07-08 20:29:59 +03:00

123 lines
3.8 KiB
C++

/*
* CreatureSpellMechanics.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 "CreatureSpellMechanics.h"
#include "../NetPacks.h"
#include "../CStack.h"
#include "../battle/BattleInfo.h"
///AcidBreathDamageMechanics
AcidBreathDamageMechanics::AcidBreathDamageMechanics(const CSpell * s):
DefaultSpellMechanics(s)
{
}
void AcidBreathDamageMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
//todo: this should be effectValue
//calculating dmg to display
ctx.setDamageToDisplay(parameters.effectPower);
for(auto & attackedCre : ctx.attackedCres)
{
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = owner->id;
bsa.damageAmount = parameters.effectPower; //damage times the number of attackers
bsa.stackAttacked = (attackedCre)->ID;
bsa.attackerID = -1;
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
ctx.si.stacks.push_back(bsa);
}
}
ESpellCastProblem::ESpellCastProblem AcidBreathDamageMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
//just in case
if(!obj->alive())
return ESpellCastProblem::WRONG_SPELL_TARGET;
//there should be no immunities by design
//but make it a bit configurable
//ignore all immunities, except specific absolute immunity
{
//SPELL_IMMUNITY absolute case
std::stringstream cachingStr;
cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << owner->id.toEnum() << "addInfo_1";
if(obj->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, owner->id.toEnum(), 1), cachingStr.str()))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return ESpellCastProblem::OK;
}
///DeathStareMechanics
DeathStareMechanics::DeathStareMechanics(const CSpell * s):
DefaultSpellMechanics(s)
{
}
void DeathStareMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
//calculating dmg to display
si32 damageToDisplay = parameters.effectPower;
if(!ctx.attackedCres.empty())
vstd::amin(damageToDisplay, (*ctx.attackedCres.begin())->getCount()); //stack is already reduced after attack
ctx.setDamageToDisplay(damageToDisplay);
for(auto & attackedCre : ctx.attackedCres)
{
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = owner->id;
bsa.damageAmount = parameters.effectPower * (attackedCre)->MaxHealth();//todo: move here all DeathStare calculation
bsa.stackAttacked = (attackedCre)->ID;
bsa.attackerID = -1;
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
ctx.si.stacks.push_back(bsa);
}
}
///DispellHelpfulMechanics
DispellHelpfulMechanics::DispellHelpfulMechanics(const CSpell * s):
DefaultSpellMechanics(s)
{
}
void DispellHelpfulMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
DefaultSpellMechanics::applyBattle(battle, packet);
doDispell(battle, packet, positiveSpellEffects);
}
ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
if(!canDispell(obj, positiveSpellEffects, "DispellHelpfulMechanics::positiveSpellEffects"))
return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
//use default algorithm only if there is no mechanics-related problem
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
}
bool DispellHelpfulMechanics::positiveSpellEffects(const Bonus *b)
{
if(b->source == Bonus::SPELL_EFFECT)
{
const CSpell * sp = SpellID(b->sid).toSpell();
return sp && sp->isPositive();
}
return false; //not a spell effect
}