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. {
  174. //just in case
  175. if(!obj->alive())
  176. return ESpellCastProblem::WRONG_SPELL_TARGET;
  177. }
  178. //DISPELL ignores all immunities, except specific absolute immunity
  179. {
  180. //SPELL_IMMUNITY absolute case
  181. std::stringstream cachingStr;
  182. cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << owner->id.toEnum() << "addInfo_1";
  183. if(obj->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, owner->id.toEnum(), 1), cachingStr.str()))
  184. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  185. }
  186. {
  187. std::stringstream cachingStr;
  188. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  189. if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  190. {
  191. return ESpellCastProblem::OK;
  192. }
  193. }
  194. return ESpellCastProblem::WRONG_SPELL_TARGET;
  195. //any other immunities are ignored - do not execute default algorithm
  196. }
  197. void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  198. {
  199. DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx);
  200. if(parameters.spellLvl > 2)
  201. {
  202. //expert DISPELL also removes spell-created obstacles
  203. ObstaclesRemoved packet;
  204. for(const auto obstacle : parameters.cb->obstacles)
  205. {
  206. if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
  207. || obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
  208. || obstacle->obstacleType == CObstacleInstance::LAND_MINE)
  209. packet.obstacles.insert(obstacle->uniqueID);
  210. }
  211. if(!packet.obstacles.empty())
  212. env->sendAndApply(&packet);
  213. }
  214. }
  215. ///EarthquakeMechanics
  216. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  217. {
  218. if(nullptr == parameters.cb->battleGetDefendedTown())
  219. {
  220. env->complain("EarthquakeMechanics: not town siege");
  221. return;
  222. }
  223. if(CGTownInstance::NONE == parameters.cb->battleGetDefendedTown()->fortLevel())
  224. {
  225. env->complain("EarthquakeMechanics: town has no fort");
  226. return;
  227. }
  228. //start with all destructible parts
  229. std::set<EWallPart::EWallPart> possibleTargets =
  230. {
  231. EWallPart::KEEP,
  232. EWallPart::BOTTOM_TOWER,
  233. EWallPart::BOTTOM_WALL,
  234. EWallPart::BELOW_GATE,
  235. EWallPart::OVER_GATE,
  236. EWallPart::UPPER_WALL,
  237. EWallPart::UPPER_TOWER,
  238. EWallPart::GATE
  239. };
  240. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  241. const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
  242. CatapultAttack ca;
  243. ca.attacker = -1;
  244. for(int i = 0; i < targetsToAttack; i++)
  245. {
  246. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  247. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  248. auto & currentHP = parameters.cb->si.wallState;
  249. if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
  250. continue;
  251. CatapultAttack::AttackInfo attackInfo;
  252. attackInfo.damageDealt = 1;
  253. attackInfo.attackedPart = target;
  254. attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
  255. ca.attackedParts.push_back(attackInfo);
  256. //removing creatures in turrets / keep if one is destroyed
  257. BattleHex posRemove;
  258. switch(target)
  259. {
  260. case EWallPart::KEEP:
  261. posRemove = -2;
  262. break;
  263. case EWallPart::BOTTOM_TOWER:
  264. posRemove = -3;
  265. break;
  266. case EWallPart::UPPER_TOWER:
  267. posRemove = -4;
  268. break;
  269. }
  270. if(posRemove != BattleHex::INVALID)
  271. {
  272. BattleStacksRemoved bsr;
  273. for(auto & elem : parameters.cb->stacks)
  274. {
  275. if(elem->position == posRemove)
  276. {
  277. bsr.stackIDs.insert(elem->ID);
  278. break;
  279. }
  280. }
  281. if(bsr.stackIDs.size() > 0)
  282. env->sendAndApply(&bsr);
  283. }
  284. };
  285. env->sendAndApply(&ca);
  286. }
  287. ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  288. {
  289. if(nullptr == cb->battleGetDefendedTown())
  290. {
  291. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  292. }
  293. if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
  294. {
  295. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  296. }
  297. if(owner->getTargetInfo(0).smart) //TODO: use real spell level
  298. {
  299. //if spell targeting is smart, then only attacker can use it
  300. if(cb->playerToSide(player) != 0)
  301. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  302. }
  303. return ESpellCastProblem::OK;
  304. }
  305. ///HypnotizeMechanics
  306. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  307. {
  308. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  309. {
  310. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  311. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  312. //apply 'damage' bonus for hypnotize, including hero specialty
  313. ui64 maxHealth = caster->getSpellBonus(owner, caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  314. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), obj);
  315. if (subjectHealth > maxHealth)
  316. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  317. }
  318. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  319. }
  320. ///ObstacleMechanics
  321. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  322. {
  323. auto placeObstacle = [&, this](BattleHex pos)
  324. {
  325. static int obstacleIdToGive = parameters.cb->obstacles.size()
  326. ? (parameters.cb->obstacles.back()->uniqueID+1)
  327. : 0;
  328. auto obstacle = make_shared<SpellCreatedObstacle>();
  329. switch(owner->id) // :/
  330. {
  331. case SpellID::QUICKSAND:
  332. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  333. obstacle->turnsRemaining = -1;
  334. obstacle->visibleForAnotherSide = false;
  335. break;
  336. case SpellID::LAND_MINE:
  337. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  338. obstacle->turnsRemaining = -1;
  339. obstacle->visibleForAnotherSide = false;
  340. break;
  341. case SpellID::FIRE_WALL:
  342. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  343. obstacle->turnsRemaining = 2;
  344. obstacle->visibleForAnotherSide = true;
  345. break;
  346. case SpellID::FORCE_FIELD:
  347. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  348. obstacle->turnsRemaining = 2;
  349. obstacle->visibleForAnotherSide = true;
  350. break;
  351. default:
  352. //this function cannot be used with spells that do not create obstacles
  353. assert(0);
  354. }
  355. obstacle->pos = pos;
  356. obstacle->casterSide = parameters.casterSide;
  357. obstacle->ID = owner->id;
  358. obstacle->spellLevel = parameters.effectLevel;
  359. obstacle->casterSpellPower = parameters.effectPower;
  360. obstacle->uniqueID = obstacleIdToGive++;
  361. BattleObstaclePlaced bop;
  362. bop.obstacle = obstacle;
  363. env->sendAndApply(&bop);
  364. };
  365. switch(owner->id)
  366. {
  367. case SpellID::QUICKSAND:
  368. case SpellID::LAND_MINE:
  369. {
  370. std::vector<BattleHex> availableTiles;
  371. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  372. {
  373. BattleHex hex = i;
  374. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  375. availableTiles.push_back(hex);
  376. }
  377. boost::range::random_shuffle(availableTiles);
  378. const int patchesForSkill[] = {4, 4, 6, 8};
  379. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  380. //land mines or quicksand patches are handled as spell created obstacles
  381. for (int i = 0; i < patchesToPut; i++)
  382. placeObstacle(availableTiles.at(i));
  383. }
  384. break;
  385. case SpellID::FORCE_FIELD:
  386. placeObstacle(parameters.destination);
  387. break;
  388. case SpellID::FIRE_WALL:
  389. {
  390. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  391. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  392. for(BattleHex hex : affectedHexes)
  393. placeObstacle(hex);
  394. }
  395. break;
  396. default:
  397. assert(0);
  398. }
  399. }
  400. ///WallMechanics
  401. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  402. {
  403. std::vector<BattleHex> ret;
  404. //Special case - shape of obstacle depends on caster's side
  405. //TODO make it possible through spell config
  406. BattleHex::EDir firstStep, secondStep;
  407. if(side)
  408. {
  409. firstStep = BattleHex::TOP_LEFT;
  410. secondStep = BattleHex::TOP_RIGHT;
  411. }
  412. else
  413. {
  414. firstStep = BattleHex::TOP_RIGHT;
  415. secondStep = BattleHex::TOP_LEFT;
  416. }
  417. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  418. auto addIfValid = [&](BattleHex hex)
  419. {
  420. if(hex.isValid())
  421. ret.push_back(hex);
  422. else if(outDroppedHexes)
  423. *outDroppedHexes = true;
  424. };
  425. ret.push_back(centralHex);
  426. addIfValid(centralHex.moveInDir(firstStep, false));
  427. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  428. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  429. return ret;
  430. }
  431. ///RemoveObstacleMechanics
  432. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  433. {
  434. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  435. {
  436. ObstaclesRemoved obr;
  437. obr.obstacles.insert(obstacleToRemove->uniqueID);
  438. env->sendAndApply(&obr);
  439. }
  440. else
  441. env->complain("There's no obstacle to remove!");
  442. }
  443. HealingSpellMechanics::EHealLevel RisingSpellMechanics::getHealLevel(int effectLevel) const
  444. {
  445. //this may be even distinct class
  446. if((effectLevel <= 1) && (owner->id == SpellID::RESURRECTION))
  447. return EHealLevel::RESURRECT;
  448. return EHealLevel::TRUE_RESURRECT;
  449. }
  450. ///SacrificeMechanics
  451. ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  452. {
  453. // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
  454. bool targetExists = false;
  455. bool targetToSacrificeExists = false;
  456. const CGHeroInstance * caster = nullptr; //todo: use ISpellCaster
  457. if(cb->battleHasHero(cb->playerToSide(player)))
  458. caster = cb->battleGetFightingHero(cb->playerToSide(player));
  459. for(const CStack * stack : cb->battleGetAllStacks())
  460. {
  461. //using isImmuneBy directly as this mechanics does not have overridden immunity check
  462. //therefore we do not need to check caster and casting mode
  463. //TODO: check that we really should check immunity for both stacks
  464. ESpellCastProblem::ESpellCastProblem res = owner->internalIsImmune(caster, stack);
  465. const bool immune = ESpellCastProblem::OK != res && ESpellCastProblem::NOT_DECIDED != res;
  466. const bool casterStack = stack->owner == player;
  467. if(!immune && casterStack)
  468. {
  469. if(stack->alive())
  470. targetToSacrificeExists = true;
  471. else
  472. targetExists = true;
  473. if(targetExists && targetToSacrificeExists)
  474. break;
  475. }
  476. }
  477. if(targetExists && targetToSacrificeExists)
  478. return ESpellCastProblem::OK;
  479. else
  480. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  481. }
  482. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  483. {
  484. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  485. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  486. //set another active stack than the one removed, or bad things will happen
  487. //TODO: make that part of BattleStacksRemoved? what about client update?
  488. {
  489. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  490. BattleSetActiveStack sas;
  491. //std::vector<const CStack *> hlp;
  492. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  493. //if(hlp.size())
  494. //{
  495. // sas.stack = hlp[0]->ID;
  496. //}
  497. //else
  498. // complain ("No new stack to activate!");
  499. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  500. env->sendAndApply(&sas);
  501. }
  502. BattleStacksRemoved bsr;
  503. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  504. env->sendAndApply(&bsr);
  505. }
  506. int SacrificeMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
  507. {
  508. int res = 0;
  509. if(nullptr == parameters.selectedStack)
  510. env->complain("No stack to sacrifice.");
  511. else
  512. res = (parameters.effectPower + parameters.selectedStack->MaxHealth() + owner->getPower(parameters.effectLevel)) * parameters.selectedStack->count;
  513. return res;
  514. }
  515. ///SpecialRisingSpellMechanics
  516. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  517. {
  518. // following does apply to resurrect and animate dead(?) only
  519. // for sacrifice health calculation and health limit check don't matter
  520. if(obj->count >= obj->baseAmount)
  521. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  522. //FIXME: Archangels can cast immune stack and this should be applied for them and not hero
  523. // if(caster)
  524. // {
  525. // auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  526. // if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  527. // return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  528. // }
  529. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  530. }
  531. ///SummonMechanics
  532. ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  533. {
  534. const ui8 side = cb->playerToSide(player);
  535. //check if there are summoned elementals of other type
  536. auto otherSummoned = cb->battleGetStacksIf([side, this](const CStack * st)
  537. {
  538. return (st->attackerOwned == !side)
  539. && (vstd::contains(st->state, EBattleStackState::SUMMONED))
  540. && (st->getCreature()->idNumber != creatureToSummon);
  541. });
  542. if(!otherSummoned.empty())
  543. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  544. return ESpellCastProblem::OK;
  545. }
  546. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  547. {
  548. BattleStackAdded bsa;
  549. bsa.creID = creatureToSummon;
  550. bsa.attacker = !(bool)parameters.casterSide;
  551. bsa.summoned = true;
  552. bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, !(bool)parameters.casterSide); //TODO: unify it
  553. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  554. int percentBonus = parameters.casterHero ? parameters.casterHero->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  555. bsa.amount = parameters.effectPower
  556. * owner->getPower(parameters.spellLvl)
  557. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  558. if(bsa.amount)
  559. env->sendAndApply(&bsa);
  560. else
  561. env->complain("Summoning didn't summon any!");
  562. }
  563. ///TeleportMechanics
  564. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  565. {
  566. //todo: check legal teleport
  567. BattleStackMoved bsm;
  568. bsm.distance = -1;
  569. bsm.stack = parameters.selectedStack->ID;
  570. std::vector<BattleHex> tiles;
  571. tiles.push_back(parameters.destination);
  572. bsm.tilesToMove = tiles;
  573. bsm.teleporting = true;
  574. env->sendAndApply(&bsm);
  575. }