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36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
181 lines
5.7 KiB
C++
181 lines
5.7 KiB
C++
/*
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* Moat.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 "Moat.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../../entities/building/CBuilding.h"
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#include "../../mapObjects/CGTownInstance.h"
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#include "../../bonuses/Limiters.h"
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#include "../../battle/IBattleState.h"
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#include "../../battle/CBattleInfoCallback.h"
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#include "../../entities/building/TownFortifications.h"
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#include "../../json/JsonBonus.h"
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#include "../../serializer/JsonSerializeFormat.h"
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#include "../../networkPacks/PacksForClient.h"
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#include "../../networkPacks/PacksForClientBattle.h"
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VCMI_LIB_NAMESPACE_BEGIN
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namespace spells
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{
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namespace effects
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{
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static void serializeMoatHexes(JsonSerializeFormat & handler, const std::string & fieldName, std::vector<std::vector<BattleHex>> & moatHexes)
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{
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{
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JsonArraySerializer outer = handler.enterArray(fieldName);
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outer.syncSize(moatHexes, JsonNode::JsonType::DATA_VECTOR);
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for(size_t outerIndex = 0; outerIndex < outer.size(); outerIndex++)
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{
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JsonArraySerializer inner = outer.enterArray(outerIndex);
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inner.syncSize(moatHexes.at(outerIndex), JsonNode::JsonType::DATA_INTEGER);
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for(size_t innerIndex = 0; innerIndex < inner.size(); innerIndex++)
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inner.serializeInt(innerIndex, moatHexes.at(outerIndex).at(innerIndex));
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}
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}
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}
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void Moat::serializeJsonEffect(JsonSerializeFormat & handler)
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{
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handler.serializeBool("hidden", hidden);
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handler.serializeBool("trap", trap);
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handler.serializeBool("removeOnTrigger", removeOnTrigger);
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handler.serializeBool("dispellable", dispellable);
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handler.serializeInt("moatDamage", moatDamage);
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serializeMoatHexes(handler, "moatHexes", moatHexes);
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handler.serializeId("triggerAbility", triggerAbility, SpellID::NONE);
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handler.serializeStruct("defender", sideOptions); //Moats are defender only
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assert(!handler.saving);
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{
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auto guard = handler.enterStruct("bonus");
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const JsonNode & data = handler.getCurrent();
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for(const auto & p : data.Struct())
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{
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//TODO: support JsonSerializeFormat in Bonus
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auto guard = handler.enterStruct(p.first);
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const JsonNode & bonusNode = handler.getCurrent();
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auto b = JsonUtils::parseBonus(bonusNode);
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bonus.push_back(b);
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}
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}
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}
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void Moat::convertBonus(const Mechanics * m, std::vector<Bonus> & converted) const
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{
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for(const auto & b : bonus)
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{
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Bonus nb(*b);
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//Moat battlefield effect is always permanent
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nb.duration = BonusDuration::ONE_BATTLE;
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if(m->battle()->battleGetDefendedTown() && m->battle()->battleGetFortifications().hasMoat)
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{
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nb.sid = BonusSourceID(m->battle()->battleGetDefendedTown()->town->buildings.at(BuildingID::CITADEL)->getUniqueTypeID());
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nb.source = BonusSource::TOWN_STRUCTURE;
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}
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else
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{
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nb.sid = BonusSourceID(m->getSpellId()); //for all
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nb.source = BonusSource::SPELL_EFFECT;//for all
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}
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std::set<BattleHex> flatMoatHexes;
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for(const auto & moatPatch : moatHexes)
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flatMoatHexes.insert(moatPatch.begin(), moatPatch.end());
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nb.limiter = std::make_shared<UnitOnHexLimiter>(std::move(flatMoatHexes));
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converted.push_back(nb);
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}
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}
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void Moat::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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assert(m->isMassive());
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assert(m->battle()->battleGetDefendedTown());
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if(m->isMassive() && m->battle()->battleGetFortifications().hasMoat)
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{
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EffectTarget moat;
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placeObstacles(server, m, moat);
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std::vector<Bonus> converted;
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convertBonus(m, converted);
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for(auto & b : converted)
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{
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GiveBonus gb(GiveBonus::ETarget::BATTLE);
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gb.id = m->battle()->getBattle()->getBattleID();
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gb.bonus = b;
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server->apply(&gb);
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}
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}
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}
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void Moat::placeObstacles(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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assert(m->battle()->battleGetDefendedTown());
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assert(m->casterSide == BattleSide::DEFENDER); // Moats are always cast by defender
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BattleObstaclesChanged pack;
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pack.battleID = m->battle()->getBattle()->getBattleID();
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auto all = m->battle()->battleGetAllObstacles(BattleSide::ALL_KNOWING);
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int obstacleIdToGive = 1;
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for(auto & one : all)
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if(one->uniqueID >= obstacleIdToGive)
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obstacleIdToGive = one->uniqueID + 1;
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for(const auto & destination : moatHexes) //Moat hexes can be different obstacles
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{
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SpellCreatedObstacle obstacle;
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obstacle.uniqueID = obstacleIdToGive++;
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obstacle.pos = destination.at(0);
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obstacle.obstacleType = dispellable ? CObstacleInstance::SPELL_CREATED : CObstacleInstance::MOAT;
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obstacle.ID = m->getSpellIndex();
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obstacle.turnsRemaining = -1; //Moat cannot be expired
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obstacle.casterSpellPower = m->getEffectPower();
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obstacle.spellLevel = m->getEffectLevel(); //todo: level of indirect effect should be also configurable
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obstacle.casterSide = BattleSide::DEFENDER; // Moats are always cast by defender
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obstacle.minimalDamage = moatDamage; // Minimal moat damage
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obstacle.hidden = hidden;
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obstacle.passable = true; //Moats always passable
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obstacle.trigger = triggerAbility;
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obstacle.trap = trap;
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obstacle.removeOnTrigger = removeOnTrigger;
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obstacle.nativeVisible = false; //Moats is invisible for native terrain
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obstacle.appearSound = sideOptions.appearSound; //For dispellable moats
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obstacle.appearAnimation = sideOptions.appearAnimation; //For dispellable moats
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obstacle.animation = sideOptions.animation;
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obstacle.customSize.insert(obstacle.customSize.end(),destination.cbegin(), destination.cend());
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obstacle.animationYOffset = sideOptions.offsetY;
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pack.changes.emplace_back();
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obstacle.toInfo(pack.changes.back());
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}
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if(!pack.changes.empty())
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server->apply(&pack);
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}
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}
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}
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VCMI_LIB_NAMESPACE_END
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