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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
115 lines
3.0 KiB
C++
115 lines
3.0 KiB
C++
/*
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* RemoveObstacle.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 "RemoveObstacle.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/CObstacleInstance.h"
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#include "../../serializer/JsonSerializeFormat.h"
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static const std::string EFFECT_NAME = "core:removeObstacle";
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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(RemoveObstacle, EFFECT_NAME);
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RemoveObstacle::RemoveObstacle()
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: LocationEffect(),
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removeAbsolute(false),
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removeUsual(false),
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removeAllSpells(false)
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{
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}
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RemoveObstacle::~RemoveObstacle() = default;
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bool RemoveObstacle::applicable(Problem & problem, const Mechanics * m) const
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{
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return !getTargets(m, EffectTarget(), true).empty();
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}
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bool RemoveObstacle::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
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{
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return !getTargets(m, target, false).empty();
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}
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void RemoveObstacle::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
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{
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BattleObstaclesChanged pack;
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for(const auto & obstacle : getTargets(m, target, false))
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pack.changes.emplace_back(obstacle->uniqueID, BattleChanges::EOperation::REMOVE);
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if(!pack.changes.empty())
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battleState->apply(&pack);
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}
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void RemoveObstacle::serializeJsonEffect(JsonSerializeFormat & handler)
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{
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handler.serializeBool("removeAbsolute", removeAbsolute, false);
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handler.serializeBool("removeUsual", removeUsual, false);
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handler.serializeBool("removeAllSpells", removeAllSpells, false);
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handler.serializeIdArray("removeSpells", removeSpells);
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}
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bool RemoveObstacle::canRemove(const CObstacleInstance * obstacle) const
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{
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if(removeAbsolute && obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
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return true;
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if(removeUsual && obstacle->obstacleType == CObstacleInstance::USUAL)
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return true;
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auto spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle);
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if(removeAllSpells && spellObstacle)
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return true;
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if(spellObstacle && !removeSpells.empty())
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{
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if(vstd::contains(removeSpells, SpellID(spellObstacle->ID)))
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return true;
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}
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return false;
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}
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std::set<const CObstacleInstance *> RemoveObstacle::getTargets(const Mechanics * m, const EffectTarget & target, bool alwaysMassive) const
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{
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std::set<const CObstacleInstance *> possibleTargets;
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if(m->isMassive() || alwaysMassive)
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{
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for(const auto & obstacle : m->cb->battleGetAllObstacles())
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if(canRemove(obstacle.get()))
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possibleTargets.insert(obstacle.get());
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}
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else
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{
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for(const auto & destination : target)
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if(destination.hexValue.isValid())
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for(const auto & obstacle : m->cb->battleGetAllObstaclesOnPos(destination.hexValue, false))
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if(canRemove(obstacle.get()))
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possibleTargets.insert(obstacle.get());
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}
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return possibleTargets;
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}
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}
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}
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