BattleSpellMechanics.cpp 20 KB

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  1. /*
  2. * BattleSpellMechanics.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 "BattleSpellMechanics.h"
  12. #include "../NetPacks.h"
  13. #include "../BattleState.h"
  14. ///HealingSpellMechanics
  15. void HealingSpellMechanics::applyBattleEffects(const SpellCastEnvironment* env, BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
  16. {
  17. int effectLevel = calculateEffectLevel(parameters);
  18. int hpGained = 0;
  19. EHealLevel healLevel = getHealLevel(effectLevel);
  20. if(owner->id == SpellID::SACRIFICE)
  21. {
  22. if(nullptr == parameters.selectedStack)
  23. env->complain("No stack to sacrifice.");
  24. else
  25. hpGained = (parameters.usedSpellPower + parameters.selectedStack->MaxHealth() + owner->getPower(effectLevel)) * parameters.selectedStack->count;
  26. }
  27. else if(parameters.casterStack)
  28. {
  29. int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
  30. if(unitSpellPower)
  31. hpGained = parameters.casterStack->count * unitSpellPower; //Archangel
  32. else //Faerie Dragon-like effect - commanders(?)
  33. {
  34. parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
  35. hpGained = parameters.usedSpellPower * owner->power + owner->getPower(effectLevel);
  36. }
  37. }
  38. else
  39. {
  40. hpGained = parameters.usedSpellPower * owner->power + owner->getPower(effectLevel); //???
  41. }
  42. StacksHealedOrResurrected shr;
  43. shr.lifeDrain = false;
  44. shr.tentHealing = false;
  45. const bool resurrect = (healLevel != EHealLevel::HEAL);
  46. for(auto & attackedCre : ctx.attackedCres)
  47. {
  48. StacksHealedOrResurrected::HealInfo hi;
  49. hi.stackID = (attackedCre)->ID;
  50. if (parameters.casterStack) //casted by creature
  51. {
  52. hi.healedHP = attackedCre->calculateHealedHealthPoints(hpGained, resurrect);
  53. }
  54. else
  55. {
  56. int stackHPgained = parameters.casterHero->getSpellBonus(owner, hpGained, attackedCre);
  57. hi.healedHP = attackedCre->calculateHealedHealthPoints(stackHPgained, resurrect);
  58. }
  59. hi.lowLevelResurrection = (healLevel == EHealLevel::RESURRECT);
  60. shr.healedStacks.push_back(hi);
  61. }
  62. if(!shr.healedStacks.empty())
  63. env->sendAndApply(&shr);
  64. }
  65. ///AntimagicMechanics
  66. void AntimagicMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  67. {
  68. DefaultSpellMechanics::applyBattle(battle, packet);
  69. doDispell(battle, packet, [this](const Bonus * b) -> bool
  70. {
  71. if(b->source == Bonus::SPELL_EFFECT)
  72. {
  73. return b->sid != owner->id; //effect from this spell
  74. }
  75. return false; //not a spell effect
  76. });
  77. }
  78. ///ChainLightningMechanics
  79. std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  80. {
  81. std::set<const CStack* > attackedCres;
  82. std::set<BattleHex> possibleHexes;
  83. for(auto stack : ctx.cb->battleGetAllStacks())
  84. {
  85. if(stack->isValidTarget())
  86. {
  87. for(auto hex : stack->getHexes())
  88. {
  89. possibleHexes.insert (hex);
  90. }
  91. }
  92. }
  93. int targetsOnLevel[4] = {4, 4, 5, 5};
  94. BattleHex lightningHex = ctx.destination;
  95. for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
  96. {
  97. auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
  98. if(!stack)
  99. break;
  100. attackedCres.insert (stack);
  101. for(auto hex : stack->getHexes())
  102. {
  103. possibleHexes.erase(hex); //can't hit same place twice
  104. }
  105. if(possibleHexes.empty()) //not enough targets
  106. break;
  107. lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
  108. }
  109. return attackedCres;
  110. }
  111. ///CloneMechanics
  112. void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  113. {
  114. const CStack * clonedStack = nullptr;
  115. if(ctx.attackedCres.size())
  116. clonedStack = *ctx.attackedCres.begin();
  117. if(!clonedStack)
  118. {
  119. env->complain ("No target stack to clone!");
  120. return;
  121. }
  122. const int attacker = !(bool)parameters.casterSide;
  123. BattleStackAdded bsa;
  124. bsa.creID = clonedStack->type->idNumber;
  125. bsa.attacker = attacker;
  126. bsa.summoned = true;
  127. bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
  128. bsa.amount = clonedStack->count;
  129. env->sendAndApply(&bsa);
  130. BattleSetStackProperty ssp;
  131. ssp.stackID = bsa.newStackID;//we know stack ID after apply
  132. ssp.which = BattleSetStackProperty::CLONED;
  133. ssp.val = 0;
  134. ssp.absolute = 1;
  135. env->sendAndApply(&ssp);
  136. ssp.stackID = clonedStack->ID;
  137. ssp.which = BattleSetStackProperty::HAS_CLONE;
  138. ssp.val = bsa.newStackID;
  139. ssp.absolute = 1;
  140. env->sendAndApply(&ssp);
  141. }
  142. ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  143. {
  144. //can't clone already cloned creature
  145. if(vstd::contains(obj->state, EBattleStackState::CLONED))
  146. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  147. if(obj->cloneID != -1)
  148. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  149. //TODO: how about stacks casting Clone?
  150. //currently Clone casted by stack is assumed Expert level
  151. ui8 schoolLevel;
  152. if(caster)
  153. {
  154. schoolLevel = caster->getSpellSchoolLevel(owner);
  155. }
  156. else
  157. {
  158. schoolLevel = 3;
  159. }
  160. if(schoolLevel < 3)
  161. {
  162. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  163. int creLevel = obj->getCreature()->level;
  164. if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  165. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  166. }
  167. //use default algorithm only if there is no mechanics-related problem
  168. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  169. }
  170. ///CureMechanics
  171. void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  172. {
  173. DefaultSpellMechanics::applyBattle(battle, packet);
  174. doDispell(battle, packet, [](const Bonus * b) -> bool
  175. {
  176. if(b->source == Bonus::SPELL_EFFECT)
  177. {
  178. CSpell * sp = SpellID(b->sid).toSpell();
  179. return sp->isNegative();
  180. }
  181. return false; //not a spell effect
  182. });
  183. }
  184. HealingSpellMechanics::EHealLevel CureMechanics::getHealLevel(int effectLevel) const
  185. {
  186. return EHealLevel::HEAL;
  187. }
  188. ///DispellMechanics
  189. void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  190. {
  191. DefaultSpellMechanics::applyBattle(battle, packet);
  192. doDispell(battle, packet, Selector::sourceType(Bonus::SPELL_EFFECT));
  193. }
  194. ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  195. {
  196. //DISPELL ignores all immunities, so do not call default
  197. std::stringstream cachingStr;
  198. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  199. if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  200. {
  201. return ESpellCastProblem::OK;
  202. }
  203. return ESpellCastProblem::WRONG_SPELL_TARGET;
  204. }
  205. void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  206. {
  207. DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx);
  208. if(parameters.spellLvl > 2)
  209. {
  210. //expert DISPELL also removes spell-created obstacles
  211. ObstaclesRemoved packet;
  212. for(const auto obstacle : parameters.cb->obstacles)
  213. {
  214. if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
  215. || obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
  216. || obstacle->obstacleType == CObstacleInstance::LAND_MINE)
  217. packet.obstacles.insert(obstacle->uniqueID);
  218. }
  219. if(!packet.obstacles.empty())
  220. env->sendAndApply(&packet);
  221. }
  222. }
  223. ///EarthquakeMechanics
  224. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  225. {
  226. if(nullptr == parameters.cb->town)
  227. {
  228. env->complain("EarthquakeMechanics: not town siege");
  229. return;
  230. }
  231. if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
  232. {
  233. env->complain("EarthquakeMechanics: town has no fort");
  234. return;
  235. }
  236. //start with all destructible parts
  237. std::set<EWallPart::EWallPart> possibleTargets =
  238. {
  239. EWallPart::KEEP,
  240. EWallPart::BOTTOM_TOWER,
  241. EWallPart::BOTTOM_WALL,
  242. EWallPart::BELOW_GATE,
  243. EWallPart::OVER_GATE,
  244. EWallPart::UPPER_WALL,
  245. EWallPart::UPPER_TOWER,
  246. EWallPart::GATE
  247. };
  248. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  249. const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
  250. CatapultAttack ca;
  251. ca.attacker = -1;
  252. for(int i = 0; i < targetsToAttack; i++)
  253. {
  254. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  255. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  256. auto & currentHP = parameters.cb->si.wallState;
  257. if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
  258. continue;
  259. CatapultAttack::AttackInfo attackInfo;
  260. attackInfo.damageDealt = 1;
  261. attackInfo.attackedPart = target;
  262. attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
  263. ca.attackedParts.push_back(attackInfo);
  264. //removing creatures in turrets / keep if one is destroyed
  265. BattleHex posRemove;
  266. switch(target)
  267. {
  268. case EWallPart::KEEP:
  269. posRemove = -2;
  270. break;
  271. case EWallPart::BOTTOM_TOWER:
  272. posRemove = -3;
  273. break;
  274. case EWallPart::UPPER_TOWER:
  275. posRemove = -4;
  276. break;
  277. }
  278. if(posRemove != BattleHex::INVALID)
  279. {
  280. BattleStacksRemoved bsr;
  281. for(auto & elem : parameters.cb->stacks)
  282. {
  283. if(elem->position == posRemove)
  284. {
  285. bsr.stackIDs.insert(elem->ID);
  286. break;
  287. }
  288. }
  289. if(bsr.stackIDs.size() > 0)
  290. env->sendAndApply(&bsr);
  291. }
  292. };
  293. env->sendAndApply(&ca);
  294. }
  295. ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  296. {
  297. if(nullptr == cb->battleGetDefendedTown())
  298. {
  299. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  300. }
  301. if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
  302. {
  303. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  304. }
  305. if(owner->getTargetInfo(0).smart) //TODO: use real spell level
  306. {
  307. //if spell targeting is smart, then only attacker can use it
  308. if(cb->playerToSide(player) != 0)
  309. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  310. }
  311. return ESpellCastProblem::OK;
  312. }
  313. ///HypnotizeMechanics
  314. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  315. {
  316. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  317. {
  318. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  319. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  320. //apply 'damage' bonus for hypnotize, including hero specialty
  321. ui64 maxHealth = caster->getSpellBonus(owner, caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  322. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), obj);
  323. if (subjectHealth > maxHealth)
  324. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  325. }
  326. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  327. }
  328. ///ObstacleMechanics
  329. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  330. {
  331. auto placeObstacle = [&, this](BattleHex pos)
  332. {
  333. static int obstacleIdToGive = parameters.cb->obstacles.size()
  334. ? (parameters.cb->obstacles.back()->uniqueID+1)
  335. : 0;
  336. auto obstacle = make_shared<SpellCreatedObstacle>();
  337. switch(owner->id) // :/
  338. {
  339. case SpellID::QUICKSAND:
  340. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  341. obstacle->turnsRemaining = -1;
  342. obstacle->visibleForAnotherSide = false;
  343. break;
  344. case SpellID::LAND_MINE:
  345. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  346. obstacle->turnsRemaining = -1;
  347. obstacle->visibleForAnotherSide = false;
  348. break;
  349. case SpellID::FIRE_WALL:
  350. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  351. obstacle->turnsRemaining = 2;
  352. obstacle->visibleForAnotherSide = true;
  353. break;
  354. case SpellID::FORCE_FIELD:
  355. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  356. obstacle->turnsRemaining = 2;
  357. obstacle->visibleForAnotherSide = true;
  358. break;
  359. default:
  360. //this function cannot be used with spells that do not create obstacles
  361. assert(0);
  362. }
  363. obstacle->pos = pos;
  364. obstacle->casterSide = parameters.casterSide;
  365. obstacle->ID = owner->id;
  366. obstacle->spellLevel = parameters.spellLvl;
  367. obstacle->casterSpellPower = parameters.usedSpellPower;
  368. obstacle->uniqueID = obstacleIdToGive++;
  369. BattleObstaclePlaced bop;
  370. bop.obstacle = obstacle;
  371. env->sendAndApply(&bop);
  372. };
  373. switch(owner->id)
  374. {
  375. case SpellID::QUICKSAND:
  376. case SpellID::LAND_MINE:
  377. {
  378. std::vector<BattleHex> availableTiles;
  379. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  380. {
  381. BattleHex hex = i;
  382. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  383. availableTiles.push_back(hex);
  384. }
  385. boost::range::random_shuffle(availableTiles);
  386. const int patchesForSkill[] = {4, 4, 6, 8};
  387. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  388. //land mines or quicksand patches are handled as spell created obstacles
  389. for (int i = 0; i < patchesToPut; i++)
  390. placeObstacle(availableTiles.at(i));
  391. }
  392. break;
  393. case SpellID::FORCE_FIELD:
  394. placeObstacle(parameters.destination);
  395. break;
  396. case SpellID::FIRE_WALL:
  397. {
  398. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  399. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  400. for(BattleHex hex : affectedHexes)
  401. placeObstacle(hex);
  402. }
  403. break;
  404. default:
  405. assert(0);
  406. }
  407. }
  408. ///WallMechanics
  409. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  410. {
  411. std::vector<BattleHex> ret;
  412. //Special case - shape of obstacle depends on caster's side
  413. //TODO make it possible through spell config
  414. BattleHex::EDir firstStep, secondStep;
  415. if(side)
  416. {
  417. firstStep = BattleHex::TOP_LEFT;
  418. secondStep = BattleHex::TOP_RIGHT;
  419. }
  420. else
  421. {
  422. firstStep = BattleHex::TOP_RIGHT;
  423. secondStep = BattleHex::TOP_LEFT;
  424. }
  425. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  426. auto addIfValid = [&](BattleHex hex)
  427. {
  428. if(hex.isValid())
  429. ret.push_back(hex);
  430. else if(outDroppedHexes)
  431. *outDroppedHexes = true;
  432. };
  433. ret.push_back(centralHex);
  434. addIfValid(centralHex.moveInDir(firstStep, false));
  435. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  436. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  437. return ret;
  438. }
  439. ///RemoveObstacleMechanics
  440. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  441. {
  442. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  443. {
  444. ObstaclesRemoved obr;
  445. obr.obstacles.insert(obstacleToRemove->uniqueID);
  446. env->sendAndApply(&obr);
  447. }
  448. else
  449. env->complain("There's no obstacle to remove!");
  450. }
  451. HealingSpellMechanics::EHealLevel RisingSpellMechanics::getHealLevel(int effectLevel) const
  452. {
  453. //this may be even distinct class
  454. if((effectLevel <= 1) && (owner->id == SpellID::RESURRECTION))
  455. return EHealLevel::RESURRECT;
  456. return EHealLevel::TRUE_RESURRECT;
  457. }
  458. ///SacrificeMechanics
  459. ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  460. {
  461. // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
  462. bool targetExists = false;
  463. bool targetToSacrificeExists = false;
  464. for(const CStack * stack : cb->battleGetAllStacks())
  465. {
  466. //using isImmuneBy directly as this mechanics does not have overridden immunity check
  467. //therefore we do not need to check caster and casting mode
  468. //TODO: check that we really should check immunity for both stacks
  469. ESpellCastProblem::ESpellCastProblem res = owner->isImmuneBy(stack);
  470. const bool immune = ESpellCastProblem::OK != res && ESpellCastProblem::NOT_DECIDED != res;
  471. const bool casterStack = stack->owner == player;
  472. if(!immune && casterStack)
  473. {
  474. if(stack->alive())
  475. targetToSacrificeExists = true;
  476. else
  477. targetExists = true;
  478. if(targetExists && targetToSacrificeExists)
  479. break;
  480. }
  481. }
  482. if(targetExists && targetToSacrificeExists)
  483. return ESpellCastProblem::OK;
  484. else
  485. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  486. }
  487. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  488. {
  489. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  490. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  491. //set another active stack than the one removed, or bad things will happen
  492. //TODO: make that part of BattleStacksRemoved? what about client update?
  493. {
  494. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  495. BattleSetActiveStack sas;
  496. //std::vector<const CStack *> hlp;
  497. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  498. //if(hlp.size())
  499. //{
  500. // sas.stack = hlp[0]->ID;
  501. //}
  502. //else
  503. // complain ("No new stack to activate!");
  504. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  505. env->sendAndApply(&sas);
  506. }
  507. BattleStacksRemoved bsr;
  508. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  509. env->sendAndApply(&bsr);
  510. }
  511. ///SpecialRisingSpellMechanics
  512. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  513. {
  514. // following does apply to resurrect and animate dead(?) only
  515. // for sacrifice health calculation and health limit check don't matter
  516. if(obj->count >= obj->baseAmount)
  517. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  518. //FIXME: Archangels can cast immune stack and this should be applied for them and not hero
  519. // if(caster)
  520. // {
  521. // auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  522. // if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  523. // return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  524. // }
  525. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  526. }
  527. ///SummonMechanics
  528. ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  529. {
  530. const ui8 side = cb->playerToSide(player);
  531. //check if there are summoned elementals of other type
  532. auto otherSummoned = cb->battleGetStacksIf([side, this](const CStack * st)
  533. {
  534. return (st->attackerOwned == !side)
  535. && (vstd::contains(st->state, EBattleStackState::SUMMONED))
  536. && (st->getCreature()->idNumber != creatureToSummon);
  537. });
  538. if(!otherSummoned.empty())
  539. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  540. return ESpellCastProblem::OK;
  541. }
  542. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  543. {
  544. BattleStackAdded bsa;
  545. bsa.creID = creatureToSummon;
  546. bsa.attacker = !(bool)parameters.casterSide;
  547. bsa.summoned = true;
  548. bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, !(bool)parameters.casterSide); //TODO: unify it
  549. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  550. int percentBonus = parameters.casterHero ? parameters.casterHero->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  551. bsa.amount = parameters.usedSpellPower
  552. * owner->getPower(parameters.spellLvl)
  553. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  554. if(bsa.amount)
  555. env->sendAndApply(&bsa);
  556. else
  557. env->complain("Summoning didn't summon any!");
  558. }
  559. ///TeleportMechanics
  560. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  561. {
  562. BattleStackMoved bsm;
  563. bsm.distance = -1;
  564. bsm.stack = parameters.selectedStack->ID;
  565. std::vector<BattleHex> tiles;
  566. tiles.push_back(parameters.destination);
  567. bsm.tilesToMove = tiles;
  568. bsm.teleporting = true;
  569. env->sendAndApply(&bsm);
  570. }