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vcmi/lib/spells/effects/Moat.cpp
Ivan Savenko 36c1ed670f Support for configurable town fortifications
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)
2024-08-28 19:42:14 +00:00

181 lines
5.7 KiB
C++

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