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