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638 lines
19 KiB
C++
638 lines
19 KiB
C++
/*
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* BattleSpellMechanics.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 "BattleSpellMechanics.h"
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#include "../NetPacks.h"
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#include "../BattleState.h"
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///ChainLightningMechanics
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std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
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{
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std::set<const CStack* > attackedCres;
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std::set<BattleHex> possibleHexes;
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for(auto stack : ctx.cb->battleGetAllStacks())
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{
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if(stack->isValidTarget())
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{
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for(auto hex : stack->getHexes())
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{
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possibleHexes.insert (hex);
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}
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}
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}
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int targetsOnLevel[4] = {4, 4, 5, 5};
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BattleHex lightningHex = ctx.destination;
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for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
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{
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auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
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if(!stack)
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break;
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attackedCres.insert (stack);
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for(auto hex : stack->getHexes())
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{
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possibleHexes.erase(hex); //can't hit same place twice
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}
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if(possibleHexes.empty()) //not enough targets
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break;
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lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
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}
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return attackedCres;
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}
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///CloneMechanics
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void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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const CStack * clonedStack = nullptr;
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if(ctx.attackedCres.size())
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clonedStack = *ctx.attackedCres.begin();
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if(!clonedStack)
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{
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env->complain ("No target stack to clone!");
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return;
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}
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const int attacker = !(bool)parameters.casterSide;
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BattleStackAdded bsa;
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bsa.creID = clonedStack->type->idNumber;
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bsa.attacker = attacker;
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bsa.summoned = true;
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bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
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bsa.amount = clonedStack->count;
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env->sendAndApply(&bsa);
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BattleSetStackProperty ssp;
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ssp.stackID = bsa.newStackID;//we know stack ID after apply
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ssp.which = BattleSetStackProperty::CLONED;
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ssp.val = 0;
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ssp.absolute = 1;
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env->sendAndApply(&ssp);
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}
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ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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{
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//can't clone already cloned creature
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if(vstd::contains(obj->state, EBattleStackState::CLONED))
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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//TODO: how about stacks casting Clone?
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//currently Clone casted by stack is assumed Expert level
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ui8 schoolLevel;
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if(caster)
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{
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schoolLevel = caster->getSpellSchoolLevel(owner);
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}
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else
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{
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schoolLevel = 3;
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}
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if(schoolLevel < 3)
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{
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int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
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int creLevel = obj->getCreature()->level;
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if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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//use default algorithm only if there is no mechanics-related problem
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return DefaultSpellMechanics::isImmuneByStack(caster, obj);
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}
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///CureMechanics
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void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
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{
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DefaultSpellMechanics::applyBattle(battle, packet);
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for(auto stackID : packet->affectedCres)
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{
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if(vstd::contains(packet->resisted, stackID))
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{
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logGlobal->errorStream() << "Resistance to positive spell CURE";
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continue;
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}
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CStack *s = battle->getStack(stackID);
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s->popBonuses([&](const Bonus *b) -> bool
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{
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if(b->source == Bonus::SPELL_EFFECT)
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{
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CSpell * sp = SpellID(b->sid).toSpell();
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return sp->isNegative();
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}
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return false; //not a spell effect
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});
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}
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}
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///DispellMechanics
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void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
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{
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DefaultSpellMechanics::applyBattle(battle, packet);
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for(auto stackID : packet->affectedCres)
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{
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if(vstd::contains(packet->resisted, stackID))
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logGlobal->errorStream() << "Resistance to DISPELL";
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continue;
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CStack *s = battle->getStack(stackID);
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s->popBonuses([&](const Bonus *b) -> bool
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{
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return Selector::sourceType(Bonus::SPELL_EFFECT)(b);
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});
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}
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}
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ESpellCastProblem::ESpellCastProblem DispellMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
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{
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//todo: check for lower level
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std::stringstream cachingStr;
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cachingStr << "source_" << Bonus::SPELL_EFFECT;
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for(const CStack * s : cb->battleAliveStacks())
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{
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if(s->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
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{
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return ESpellCastProblem::OK;
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}
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}
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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{
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//DISPELL ignores all immunities, so do not call default
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std::stringstream cachingStr;
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cachingStr << "source_" << Bonus::SPELL_EFFECT;
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if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
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{
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return ESpellCastProblem::OK;
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}
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return ESpellCastProblem::WRONG_SPELL_TARGET;
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}
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void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx);
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if(parameters.spellLvl > 2)
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{
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//expert DISPELL also removes spell-created obstacles
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ObstaclesRemoved packet;
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for(const auto obstacle : parameters.cb->obstacles)
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{
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if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
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|| obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
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|| obstacle->obstacleType == CObstacleInstance::LAND_MINE)
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packet.obstacles.insert(obstacle->uniqueID);
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}
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if(!packet.obstacles.empty())
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env->sendAndApply(&packet);
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}
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}
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///EarthquakeMechanics
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void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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if(nullptr == parameters.cb->town)
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{
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env->complain("EarthquakeMechanics: not town siege");
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return;
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}
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if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
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{
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env->complain("EarthquakeMechanics: town has no fort");
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return;
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}
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//start with all destructible parts
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std::set<EWallPart::EWallPart> possibleTargets =
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{
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EWallPart::KEEP,
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EWallPart::BOTTOM_TOWER,
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EWallPart::BOTTOM_WALL,
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EWallPart::BELOW_GATE,
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EWallPart::OVER_GATE,
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EWallPart::UPPER_WALL,
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EWallPart::UPPER_TOWER,
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EWallPart::GATE
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};
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assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
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const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
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CatapultAttack ca;
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ca.attacker = -1;
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for(int i = 0; i < targetsToAttack; i++)
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{
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//Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
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EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
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auto & currentHP = parameters.cb->si.wallState;
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if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
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continue;
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CatapultAttack::AttackInfo attackInfo;
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attackInfo.damageDealt = 1;
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attackInfo.attackedPart = target;
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attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
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ca.attackedParts.push_back(attackInfo);
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//removing creatures in turrets / keep if one is destroyed
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BattleHex posRemove;
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switch(target)
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{
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case EWallPart::KEEP:
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posRemove = -2;
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break;
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case EWallPart::BOTTOM_TOWER:
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posRemove = -3;
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break;
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case EWallPart::UPPER_TOWER:
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posRemove = -4;
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break;
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}
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if(posRemove != BattleHex::INVALID)
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{
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BattleStacksRemoved bsr;
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for(auto & elem : parameters.cb->stacks)
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{
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if(elem->position == posRemove)
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{
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bsr.stackIDs.insert(elem->ID);
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break;
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}
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}
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if(bsr.stackIDs.size() > 0)
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env->sendAndApply(&bsr);
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}
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};
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env->sendAndApply(&ca);
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}
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ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
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{
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if(nullptr == cb->battleGetDefendedTown())
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{
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
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{
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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if(owner->getTargetInfo(0).smart) //TODO: use real spell level
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{
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//if spell targeting is smart, then only attacker can use it
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if(cb->playerToSide(player) != 0)
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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return ESpellCastProblem::OK;
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}
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///HypnotizeMechanics
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ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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{
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if(nullptr != caster) //do not resist hypnotize casted after attack, for example
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{
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//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
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ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
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//apply 'damage' bonus for hypnotize, including hero specialty
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ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
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* owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
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if (subjectHealth > maxHealth)
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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return DefaultSpellMechanics::isImmuneByStack(caster, obj);
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}
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///ObstacleMechanics
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void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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auto placeObstacle = [&, this](BattleHex pos)
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{
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static int obstacleIdToGive = parameters.cb->obstacles.size()
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? (parameters.cb->obstacles.back()->uniqueID+1)
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: 0;
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auto obstacle = make_shared<SpellCreatedObstacle>();
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switch(owner->id) // :/
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{
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case SpellID::QUICKSAND:
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obstacle->obstacleType = CObstacleInstance::QUICKSAND;
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obstacle->turnsRemaining = -1;
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obstacle->visibleForAnotherSide = false;
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break;
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case SpellID::LAND_MINE:
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obstacle->obstacleType = CObstacleInstance::LAND_MINE;
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obstacle->turnsRemaining = -1;
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obstacle->visibleForAnotherSide = false;
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break;
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case SpellID::FIRE_WALL:
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obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
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obstacle->turnsRemaining = 2;
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obstacle->visibleForAnotherSide = true;
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break;
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case SpellID::FORCE_FIELD:
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obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
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obstacle->turnsRemaining = 2;
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obstacle->visibleForAnotherSide = true;
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break;
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default:
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//this function cannot be used with spells that do not create obstacles
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assert(0);
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}
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obstacle->pos = pos;
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obstacle->casterSide = parameters.casterSide;
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obstacle->ID = owner->id;
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obstacle->spellLevel = parameters.spellLvl;
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obstacle->casterSpellPower = parameters.usedSpellPower;
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obstacle->uniqueID = obstacleIdToGive++;
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BattleObstaclePlaced bop;
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bop.obstacle = obstacle;
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env->sendAndApply(&bop);
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};
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switch(owner->id)
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{
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case SpellID::QUICKSAND:
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case SpellID::LAND_MINE:
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{
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std::vector<BattleHex> availableTiles;
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for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
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{
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BattleHex hex = i;
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if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
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availableTiles.push_back(hex);
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}
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boost::range::random_shuffle(availableTiles);
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const int patchesForSkill[] = {4, 4, 6, 8};
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const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
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//land mines or quicksand patches are handled as spell created obstacles
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for (int i = 0; i < patchesToPut; i++)
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placeObstacle(availableTiles.at(i));
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}
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break;
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case SpellID::FORCE_FIELD:
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placeObstacle(parameters.destination);
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break;
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case SpellID::FIRE_WALL:
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{
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//fire wall is build from multiple obstacles - one fire piece for each affected hex
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auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
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for(BattleHex hex : affectedHexes)
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placeObstacle(hex);
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}
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break;
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default:
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assert(0);
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}
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}
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///WallMechanics
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std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
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{
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std::vector<BattleHex> ret;
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//Special case - shape of obstacle depends on caster's side
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//TODO make it possible through spell config
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BattleHex::EDir firstStep, secondStep;
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if(side)
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{
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firstStep = BattleHex::TOP_LEFT;
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secondStep = BattleHex::TOP_RIGHT;
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}
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else
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{
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firstStep = BattleHex::TOP_RIGHT;
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secondStep = BattleHex::TOP_LEFT;
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}
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//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
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auto addIfValid = [&](BattleHex hex)
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{
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if(hex.isValid())
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ret.push_back(hex);
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else if(outDroppedHexes)
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*outDroppedHexes = true;
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};
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ret.push_back(centralHex);
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addIfValid(centralHex.moveInDir(firstStep, false));
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if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
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addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
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return ret;
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}
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///RemoveObstacleMechanics
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void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
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{
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ObstaclesRemoved obr;
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obr.obstacles.insert(obstacleToRemove->uniqueID);
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env->sendAndApply(&obr);
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}
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else
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env->complain("There's no obstacle to remove!");
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}
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///SpecialRisingSpellMechanics
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ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
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{
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// for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
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bool targetExists = false;
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bool targetToSacrificeExists = false;
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for(const CStack * stack : cb->battleGetAllStacks())
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{
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//using isImmuneBy directly as this mechanics does not have overridden immunity check
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//therefore we do not need to check caster and casting mode
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//TODO: check that we really should check immunity for both stacks
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const bool immune = ESpellCastProblem::OK != owner->isImmuneBy(stack);
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const bool casterStack = stack->owner == player;
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if(!immune && casterStack)
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{
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if(stack->alive())
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targetToSacrificeExists = true;
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else
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targetExists = true;
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if(targetExists && targetToSacrificeExists)
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break;
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}
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}
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if(targetExists && targetToSacrificeExists)
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return ESpellCastProblem::OK;
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else
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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|
|
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void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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|
{
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RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
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|
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if(parameters.selectedStack == parameters.cb->battleActiveStack())
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|
//set another active stack than the one removed, or bad things will happen
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//TODO: make that part of BattleStacksRemoved? what about client update?
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|
{
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//makeStackDoNothing(gs->curB->getStack (selectedStack));
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|
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BattleSetActiveStack sas;
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|
|
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//std::vector<const CStack *> hlp;
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//battleGetStackQueue(hlp, 1, selectedStack); //next after this one
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|
|
|
//if(hlp.size())
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//{
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// sas.stack = hlp[0]->ID;
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//}
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//else
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// complain ("No new stack to activate!");
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sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
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env->sendAndApply(&sas);
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|
|
|
}
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|
BattleStacksRemoved bsr;
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bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
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|
env->sendAndApply(&bsr);
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|
}
|
|
|
|
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|
///SpecialRisingSpellMechanics
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|
ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
|
|
{
|
|
// following does apply to resurrect and animate dead(?) only
|
|
// for sacrifice health calculation and health limit check don't matter
|
|
|
|
if(obj->count >= obj->baseAmount)
|
|
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
|
if(caster) //FIXME: Archangels can cast immune stack
|
|
{
|
|
auto maxHealth = calculateHealedHP(caster, obj, nullptr);
|
|
if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
|
|
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
}
|
|
|
|
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
|
|
}
|
|
|
|
///SummonMechanics
|
|
ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
|
|
{
|
|
const ui8 side = cb->playerToSide(player);
|
|
//IDs of summon elemental spells (fire, earth, water, air)
|
|
int spellIDs[] = { SpellID::SUMMON_FIRE_ELEMENTAL, SpellID::SUMMON_EARTH_ELEMENTAL,
|
|
SpellID::SUMMON_WATER_ELEMENTAL, SpellID::SUMMON_AIR_ELEMENTAL };
|
|
//(fire, earth, water, air) elementals
|
|
int creIDs[] = {CreatureID::FIRE_ELEMENTAL, CreatureID::EARTH_ELEMENTAL,
|
|
CreatureID::WATER_ELEMENTAL, CreatureID::AIR_ELEMENTAL};
|
|
|
|
int arpos = vstd::find_pos(spellIDs, owner->id);
|
|
if(arpos < ARRAY_COUNT(spellIDs))
|
|
{
|
|
//check if there are summoned elementals of other type
|
|
for(const CStack * st : cb->battleAliveStacks(side))
|
|
if(vstd::contains(st->state, EBattleStackState::SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])
|
|
return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
|
|
}
|
|
|
|
return ESpellCastProblem::OK;
|
|
}
|
|
|
|
void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
|
{
|
|
//todo: make configurable
|
|
CreatureID creID = CreatureID::NONE;
|
|
switch(owner->id)
|
|
{
|
|
case SpellID::SUMMON_FIRE_ELEMENTAL:
|
|
creID = CreatureID::FIRE_ELEMENTAL;
|
|
break;
|
|
case SpellID::SUMMON_EARTH_ELEMENTAL:
|
|
creID = CreatureID::EARTH_ELEMENTAL;
|
|
break;
|
|
case SpellID::SUMMON_WATER_ELEMENTAL:
|
|
creID = CreatureID::WATER_ELEMENTAL;
|
|
break;
|
|
case SpellID::SUMMON_AIR_ELEMENTAL:
|
|
creID = CreatureID::AIR_ELEMENTAL;
|
|
break;
|
|
default:
|
|
env->complain("Unable to determine summoned creature");
|
|
return;
|
|
}
|
|
|
|
BattleStackAdded bsa;
|
|
bsa.creID = creID;
|
|
bsa.attacker = !(bool)parameters.casterSide;
|
|
bsa.summoned = true;
|
|
bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
|
|
|
|
//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
|
|
int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
|
|
|
|
bsa.amount = parameters.usedSpellPower
|
|
* owner->getPower(parameters.spellLvl)
|
|
* (100 + percentBonus) / 100.0; //new feature - percentage bonus
|
|
if(bsa.amount)
|
|
env->sendAndApply(&bsa);
|
|
else
|
|
env->complain("Summoning didn't summon any!");
|
|
}
|
|
|
|
|
|
///TeleportMechanics
|
|
void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
|
{
|
|
BattleStackMoved bsm;
|
|
bsm.distance = -1;
|
|
bsm.stack = parameters.selectedStack->ID;
|
|
std::vector<BattleHex> tiles;
|
|
tiles.push_back(parameters.destination);
|
|
bsm.tilesToMove = tiles;
|
|
bsm.teleporting = true;
|
|
env->sendAndApply(&bsm);
|
|
}
|
|
|