Catapult.cpp 3.7 KB

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  1. /*
  2. * Catapult.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 "Catapult.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 "../../mapObjects/CGTownInstance.h"
  19. #include "../../serializer/JsonSerializeFormat.h"
  20. static const std::string EFFECT_NAME = "core:catapult";
  21. namespace spells
  22. {
  23. namespace effects
  24. {
  25. VCMI_REGISTER_SPELL_EFFECT(Catapult, EFFECT_NAME);
  26. Catapult::Catapult()
  27. : LocationEffect(),
  28. targetsToAttack(0)
  29. {
  30. }
  31. Catapult::~Catapult() = default;
  32. bool Catapult::applicable(Problem & problem, const Mechanics * m) const
  33. {
  34. auto town = m->cb->battleGetDefendedTown();
  35. if(nullptr == town)
  36. {
  37. return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
  38. }
  39. if(CGTownInstance::NONE == town->fortLevel())
  40. {
  41. return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
  42. }
  43. if(m->isSmart() && m->casterSide != BattleSide::ATTACKER)
  44. {
  45. //if spell targeting is smart, then only attacker can use it
  46. return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
  47. }
  48. const auto attackableBattleHexes = m->cb->getAttackableBattleHexes();
  49. return !attackableBattleHexes.empty() || m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
  50. }
  51. void Catapult::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & /* eTarget */) const
  52. {
  53. //start with all destructible parts
  54. static const std::set<EWallPart::EWallPart> possibleTargets =
  55. {
  56. EWallPart::KEEP,
  57. EWallPart::BOTTOM_TOWER,
  58. EWallPart::BOTTOM_WALL,
  59. EWallPart::BELOW_GATE,
  60. EWallPart::OVER_GATE,
  61. EWallPart::UPPER_WALL,
  62. EWallPart::UPPER_TOWER,
  63. EWallPart::GATE
  64. };
  65. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  66. CatapultAttack ca;
  67. ca.attacker = -1;
  68. BattleUnitsChanged removeUnits;
  69. for(int i = 0; i < targetsToAttack; i++)
  70. {
  71. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  72. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, rng);
  73. auto state = m->cb->battleGetWallState(target);
  74. if(state == EWallState::DESTROYED || state == EWallState::NONE)
  75. continue;
  76. CatapultAttack::AttackInfo attackInfo;
  77. attackInfo.damageDealt = 1;
  78. attackInfo.attackedPart = target;
  79. attackInfo.destinationTile = m->cb->wallPartToBattleHex(target);
  80. ca.attackedParts.push_back(attackInfo);
  81. //removing creatures in turrets / keep if one is destroyed
  82. BattleHex posRemove;
  83. switch(target)
  84. {
  85. case EWallPart::KEEP:
  86. posRemove = -2;
  87. break;
  88. case EWallPart::BOTTOM_TOWER:
  89. posRemove = -3;
  90. break;
  91. case EWallPart::UPPER_TOWER:
  92. posRemove = -4;
  93. break;
  94. }
  95. if(posRemove != BattleHex::INVALID && state - attackInfo.damageDealt <= 0) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  96. {
  97. auto all = m->cb->battleGetUnitsIf([=](const battle::Unit * unit)
  98. {
  99. return !unit->isGhost();
  100. });
  101. for(auto & elem : all)
  102. {
  103. if(elem->getPosition() == posRemove)
  104. {
  105. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  106. break;
  107. }
  108. }
  109. }
  110. }
  111. battleState->apply(&ca);
  112. if(!removeUnits.changedStacks.empty())
  113. battleState->apply(&removeUnits);
  114. }
  115. void Catapult::serializeJsonEffect(JsonSerializeFormat & handler)
  116. {
  117. //TODO: add configuration unifying with Catapult ability
  118. handler.serializeInt("targetsToAttack", targetsToAttack);
  119. }
  120. }
  121. }