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@@ -146,8 +146,8 @@ CSpellMechanics::~CSpellMechanics()
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ESpellCastProblem::ESpellCastProblem CSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj)
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{
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- //by default no immunity
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- return ESpellCastProblem::OK;
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+ //by default use general algorithm
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+ return owner->isImmuneBy(obj);
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}
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namespace
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@@ -166,6 +166,21 @@ namespace
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override;
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};
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+ ///all rising spells
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+ class RisingSpellMechanics: public CSpellMechanics
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+ {
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+ public:
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+ RisingSpellMechanics(CSpell * s): CSpellMechanics(s){};
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+
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+ };
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+
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+ ///all rising spells but SACRIFICE
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+ class SpecialRisingSpellMechanics: public RisingSpellMechanics
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+ {
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+ public:
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+ SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
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+ ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, ECastingMode::ECastingMode mode, const CStack * obj) override;
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+ };
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///CloneMechanics
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ESpellCastProblem::ESpellCastProblem CloneMechnics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack * obj)
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@@ -192,7 +207,7 @@ namespace
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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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-
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+ //use default algorithm only if there is no mechanics-related problem
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return CSpellMechanics::isImmuneByStack(caster,mode,obj);
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}
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@@ -212,10 +227,29 @@ namespace
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if(!hasPositiveSpell)
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{
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return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
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- }
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+ }
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+
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+ //use default algorithm only if there is no mechanics-related problem
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return CSpellMechanics::isImmuneByStack(caster,mode,obj);
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}
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+ ///SpecialRisingSpellMechanics
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+ ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj)
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+ {
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+// // following does apply to resurrect and animate dead(?) only
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+// // for sacrifice health calculation and health limit check don't matter
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+//
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+// if(obj->count >= obj->baseAmount)
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+// return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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+//
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+// if (caster) //FIXME: Archangels can cast immune stack
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+// {
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+// auto maxHealth = calculateHealedHP (caster, spell, obj);
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+// if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
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+// return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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+// }
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+ }
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+
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}
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@@ -592,13 +626,7 @@ ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj)
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ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const CGHeroInstance* caster, ECastingMode::ECastingMode mode, const CStack* obj) const
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{
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- const auto immuneResult = isImmuneBy(obj);
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-
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- if (ESpellCastProblem::NOT_DECIDED != immuneResult)
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- return immuneResult;
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-
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return mechanics->isImmuneByStack(caster,mode,obj);
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-
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}
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