Sacrifice.cpp 3.8 KB

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  1. /*
  2. * Sacrifice.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Sacrifice.h"
  12. #include "Registry.h"
  13. #include "../ISpellMechanics.h"
  14. #include "../../NetPacks.h"
  15. #include "../../battle/IBattleState.h"
  16. #include "../../battle/CBattleInfoCallback.h"
  17. #include "../../battle/Unit.h"
  18. #include "../../serializer/JsonSerializeFormat.h"
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. static const std::string EFFECT_NAME = "core:sacrifice";
  21. namespace spells
  22. {
  23. namespace effects
  24. {
  25. VCMI_REGISTER_SPELL_EFFECT(Sacrifice, EFFECT_NAME);
  26. Sacrifice::Sacrifice()
  27. : Heal()
  28. {
  29. }
  30. Sacrifice::~Sacrifice() = default;
  31. void Sacrifice::adjustTargetTypes(std::vector<TargetType> & types) const
  32. {
  33. if(!types.empty())
  34. {
  35. if(types[0] != AimType::CREATURE)
  36. {
  37. types.clear();
  38. return;
  39. }
  40. if(types.size() == 1)
  41. {
  42. types.push_back(AimType::CREATURE);
  43. }
  44. else if(types.size() > 1)
  45. {
  46. if(types[1] != AimType::CREATURE)
  47. types.clear();
  48. }
  49. }
  50. }
  51. bool Sacrifice::applicable(Problem & problem, const Mechanics * m) const
  52. {
  53. auto mainFilter = std::bind(&UnitEffect::getStackFilter, this, m, true, _1);
  54. auto predicate = std::bind(&UnitEffect::eraseByImmunityFilter, this, m, _1);
  55. auto targets = m->battle()->battleGetUnitsIf(mainFilter);
  56. vstd::erase_if(targets, predicate);
  57. bool targetExists = false;
  58. bool targetToSacrificeExists = false;
  59. for(auto & target : targets)
  60. {
  61. if(target->alive())
  62. targetToSacrificeExists = true;
  63. else if(target->isDead())
  64. targetExists = true;
  65. if(targetExists && targetToSacrificeExists)
  66. break;
  67. }
  68. if(!(targetExists && targetToSacrificeExists))
  69. {
  70. MetaString text;
  71. text.addTxt(MetaString::GENERAL_TXT, 185);
  72. problem.add(std::move(text), Problem::NORMAL);
  73. return false;
  74. }
  75. return true;
  76. }
  77. bool Sacrifice::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
  78. {
  79. //TODO: support for multiple targets?
  80. if(target.empty())
  81. return false;
  82. EffectTarget healTarget;
  83. healTarget.emplace_back(target.front());
  84. if(!Heal::applicable(problem, m, healTarget))
  85. return false;
  86. if(target.size() == 2)
  87. {
  88. auto victim = target.at(1).unitValue;
  89. if(!victim)
  90. return false;
  91. return victim->alive() && getStackFilter(m, false, victim) && isReceptive(m, victim);
  92. }
  93. return true;
  94. }
  95. void Sacrifice::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
  96. {
  97. if(target.size() != 2)
  98. {
  99. logGlobal->error("Sacrifice effect requires 2 targets");
  100. return;
  101. }
  102. const battle::Unit * victim = target.back().unitValue;
  103. if(!victim)
  104. {
  105. logGlobal->error("No unit to Sacrifice");
  106. return;
  107. }
  108. EffectTarget healTarget;
  109. healTarget.emplace_back(target.front());
  110. Heal::apply(calculateHealEffectValue(m, victim), server, m, healTarget);
  111. BattleUnitsChanged removeUnits;
  112. removeUnits.changedStacks.emplace_back(victim->unitId(), UnitChanges::EOperation::REMOVE);
  113. server->apply(&removeUnits);
  114. }
  115. bool Sacrifice::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
  116. {
  117. return unit->isValidTarget(true);
  118. }
  119. EffectTarget Sacrifice::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
  120. {
  121. EffectTarget res = Heal::transformTarget(m, aimPoint, spellTarget);
  122. //ignore spell range for now, arbitrary range support requires redesign
  123. res.resize(1);
  124. //add victim
  125. if(aimPoint.size() >= 2)
  126. {
  127. auto victim = aimPoint.at(1).unitValue;
  128. if(victim && getStackFilter(m, false, victim) && isReceptive(m, victim))
  129. res.emplace_back(victim);
  130. }
  131. return res;
  132. }
  133. int64_t Sacrifice::calculateHealEffectValue(const Mechanics * m, const battle::Unit * victim) const
  134. {
  135. return (m->getEffectPower() + victim->MaxHealth() + m->calculateRawEffectValue(0, 1)) * victim->getCount();
  136. }
  137. }
  138. }
  139. VCMI_LIB_NAMESPACE_END