BattleSpellMechanics.cpp 18 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 "Problem.h"
  13. #include "CSpellHandler.h"
  14. #include "../battle/IBattleState.h"
  15. #include "../battle/CBattleInfoCallback.h"
  16. #include "../networkPacks/PacksForClientBattle.h"
  17. #include "../networkPacks/SetStackEffect.h"
  18. #include "../CStack.h"
  19. #include <vstd/RNG.h>
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. namespace spells
  22. {
  23. namespace SRSLPraserHelpers
  24. {
  25. static int XYToHex(int x, int y)
  26. {
  27. return x + GameConstants::BFIELD_WIDTH * y;
  28. }
  29. static int XYToHex(std::pair<int, int> xy)
  30. {
  31. return XYToHex(xy.first, xy.second);
  32. }
  33. static int hexToY(int battleFieldPosition)
  34. {
  35. return battleFieldPosition/GameConstants::BFIELD_WIDTH;
  36. }
  37. static int hexToX(int battleFieldPosition)
  38. {
  39. int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
  40. return pos;
  41. }
  42. static std::pair<int, int> hexToPair(int battleFieldPosition)
  43. {
  44. return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
  45. }
  46. //moves hex by one hex in given direction
  47. //0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
  48. static std::pair<int, int> gotoDir(int x, int y, int direction)
  49. {
  50. switch(direction)
  51. {
  52. case 0: //top left
  53. return std::make_pair((y%2) ? x-1 : x, y-1);
  54. case 1: //top right
  55. return std::make_pair((y%2) ? x : x+1, y-1);
  56. case 2: //right
  57. return std::make_pair(x+1, y);
  58. case 3: //right bottom
  59. return std::make_pair((y%2) ? x : x+1, y+1);
  60. case 4: //left bottom
  61. return std::make_pair((y%2) ? x-1 : x, y+1);
  62. case 5: //left
  63. return std::make_pair(x-1, y);
  64. default:
  65. throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
  66. }
  67. }
  68. static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
  69. {
  70. return gotoDir(xy.first, xy.second, direction);
  71. }
  72. static bool isGoodHex(std::pair<int, int> xy)
  73. {
  74. return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
  75. }
  76. //helper function for rangeInHexes
  77. static std::set<ui16> getInRange(unsigned int center, int low, int high)
  78. {
  79. std::set<ui16> ret;
  80. if(low == 0)
  81. {
  82. ret.insert(center);
  83. }
  84. std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
  85. for(auto & elem : mainPointForLayer)
  86. elem = hexToPair(center);
  87. for(int it=1; it<=high; ++it) //it - distance to the center
  88. {
  89. for(int b=0; b<6; ++b)
  90. mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
  91. if(it>=low)
  92. {
  93. std::pair<int, int> curHex;
  94. //adding lines (A-b, B-c, C-d, etc)
  95. for(int v=0; v<6; ++v)
  96. {
  97. curHex = mainPointForLayer[v];
  98. for(int h=0; h<it; ++h)
  99. {
  100. if(isGoodHex(curHex))
  101. ret.insert(XYToHex(curHex));
  102. curHex = gotoDir(curHex, (v+2)%6);
  103. }
  104. }
  105. } //if(it>=low)
  106. }
  107. return ret;
  108. }
  109. }
  110. BattleSpellMechanics::BattleSpellMechanics(const IBattleCast * event,
  111. std::shared_ptr<effects::Effects> effects_,
  112. std::shared_ptr<IReceptiveCheck> targetCondition_):
  113. BaseMechanics(event),
  114. effects(std::move(effects_)),
  115. targetCondition(std::move(targetCondition_))
  116. {}
  117. BattleSpellMechanics::~BattleSpellMechanics() = default;
  118. void BattleSpellMechanics::applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const
  119. {
  120. auto callback = [&](const effects::Effect * effect, bool & stop)
  121. {
  122. if(indirect == effect->indirect)
  123. {
  124. if(ignoreImmunity)
  125. {
  126. effect->apply(server, this, targets);
  127. }
  128. else
  129. {
  130. EffectTarget filtered = effect->filterTarget(this, targets);
  131. effect->apply(server, this, filtered);
  132. }
  133. }
  134. };
  135. effects->forEachEffect(getEffectLevel(), callback);
  136. }
  137. bool BattleSpellMechanics::canBeCast(Problem & problem) const
  138. {
  139. auto genProblem = battle()->battleCanCastSpell(caster, mode);
  140. if(genProblem != ESpellCastProblem::OK)
  141. return adaptProblem(genProblem, problem);
  142. switch(mode)
  143. {
  144. case Mode::HERO:
  145. {
  146. const auto * castingHero = dynamic_cast<const CGHeroInstance *>(caster); //todo: unify hero|creature spell cost
  147. if(!castingHero)
  148. {
  149. logGlobal->debug("CSpell::canBeCast: invalid caster");
  150. genProblem = ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
  151. }
  152. else if(!castingHero->getArt(ArtifactPosition::SPELLBOOK))
  153. genProblem = ESpellCastProblem::NO_SPELLBOOK;
  154. else if(!castingHero->canCastThisSpell(owner))
  155. genProblem = ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
  156. else if(castingHero->mana < battle()->battleGetSpellCost(owner, castingHero)) //not enough mana
  157. genProblem = ESpellCastProblem::NOT_ENOUGH_MANA;
  158. }
  159. break;
  160. }
  161. if(genProblem != ESpellCastProblem::OK)
  162. return adaptProblem(genProblem, problem);
  163. if(!owner->isCombat())
  164. return adaptProblem(ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, problem);
  165. const PlayerColor player = caster->getCasterOwner();
  166. const BattleSide side = battle()->playerToSide(player);
  167. if(side == BattleSide::NONE)
  168. return adaptProblem(ESpellCastProblem::INVALID, problem);
  169. //effect like Recanter's Cloak. Blocks also passive casting.
  170. //TODO: check creature abilities to block
  171. //TODO: check any possible caster
  172. if(battle()->battleMaxSpellLevel(side) < getSpellLevel() || battle()->battleMinSpellLevel(side) > getSpellLevel())
  173. return adaptProblem(ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED, problem);
  174. return effects->applicable(problem, this);
  175. }
  176. bool BattleSpellMechanics::canBeCastAt(const Target & target, Problem & problem) const
  177. {
  178. if(!canBeCast(problem))
  179. return false;
  180. Target spellTarget = transformSpellTarget(target);
  181. const battle::Unit * mainTarget = nullptr;
  182. if(spellTarget.front().unitValue)
  183. {
  184. mainTarget = target.front().unitValue;
  185. }
  186. else if(spellTarget.front().hexValue.isValid())
  187. {
  188. mainTarget = battle()->battleGetUnitByPos(target.front().hexValue, true);
  189. }
  190. if (!getSpell()->canCastOnSelf() && !getSpell()->canCastOnlyOnSelf())
  191. {
  192. if(mainTarget && mainTarget == caster)
  193. return false; // can't cast on self
  194. if(mainTarget && mainTarget->isInvincible() && !getSpell()->getPositiveness())
  195. return false;
  196. }
  197. else if(getSpell()->canCastOnlyOnSelf())
  198. {
  199. if(mainTarget && mainTarget != caster)
  200. return false; // can't cast on others
  201. }
  202. return effects->applicable(problem, this, target, spellTarget);
  203. }
  204. std::vector<const CStack *> BattleSpellMechanics::getAffectedStacks(const Target & target) const
  205. {
  206. Target spellTarget = transformSpellTarget(target);
  207. EffectTarget all;
  208. effects->forEachEffect(getEffectLevel(), [&all, &target, &spellTarget, this](const effects::Effect * e, bool & stop)
  209. {
  210. EffectTarget one = e->transformTarget(this, target, spellTarget);
  211. vstd::concatenate(all, one);
  212. });
  213. std::set<const CStack *> stacks;
  214. for(const Destination & dest : all)
  215. {
  216. if(dest.unitValue && !dest.unitValue->isInvincible())
  217. {
  218. //FIXME: remove and return battle::Unit
  219. stacks.insert(battle()->battleGetStackByID(dest.unitValue->unitId(), false));
  220. }
  221. }
  222. std::vector<const CStack *> res;
  223. std::copy(stacks.begin(), stacks.end(), std::back_inserter(res));
  224. return res;
  225. }
  226. void BattleSpellMechanics::cast(ServerCallback * server, const Target & target)
  227. {
  228. BattleSpellCast sc;
  229. int spellCost = 0;
  230. sc.side = casterSide;
  231. sc.spellID = getSpellId();
  232. sc.battleID = battle()->getBattle()->getBattleID();
  233. sc.tile = target.at(0).hexValue;
  234. sc.castByHero = mode == Mode::HERO;
  235. if (mode != Mode::HERO)
  236. sc.casterStack = caster->getCasterUnitId();
  237. sc.manaGained = 0;
  238. sc.activeCast = false;
  239. affectedUnits.clear();
  240. const CGHeroInstance * otherHero = nullptr;
  241. {
  242. //check it there is opponent hero
  243. const BattleSide otherSide = battle()->otherSide(casterSide);
  244. if(battle()->battleHasHero(otherSide))
  245. otherHero = battle()->battleGetFightingHero(otherSide);
  246. }
  247. //calculate spell cost
  248. if(mode == Mode::HERO)
  249. {
  250. const auto * casterHero = dynamic_cast<const CGHeroInstance *>(caster);
  251. spellCost = battle()->battleGetSpellCost(owner, casterHero);
  252. if(nullptr != otherHero) //handle mana channel
  253. {
  254. int manaChannel = 0;
  255. for(const auto * stack : battle()->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
  256. {
  257. if(stack->unitOwner() == otherHero->tempOwner && stack->alive())
  258. vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING));
  259. }
  260. sc.manaGained = (manaChannel * spellCost) / 100;
  261. }
  262. sc.activeCast = true;
  263. }
  264. else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER)
  265. {
  266. spellCost = 1;
  267. sc.activeCast = true;
  268. }
  269. beforeCast(sc, *server->getRNG(), target);
  270. BattleLogMessage castDescription;
  271. castDescription.battleID = battle()->getBattle()->getBattleID();
  272. switch (mode)
  273. {
  274. case Mode::CREATURE_ACTIVE:
  275. case Mode::ENCHANTER:
  276. case Mode::HERO:
  277. case Mode::PASSIVE:
  278. case Mode::MAGIC_MIRROR:
  279. {
  280. MetaString line;
  281. caster->getCastDescription(owner, affectedUnits, line);
  282. if(!line.empty())
  283. castDescription.lines.push_back(line);
  284. }
  285. break;
  286. default:
  287. break;
  288. }
  289. doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1));
  290. for(auto & unit : affectedUnits)
  291. sc.affectedCres.insert(unit->unitId());
  292. if(!castDescription.lines.empty())
  293. server->apply(castDescription);
  294. server->apply(sc);
  295. for(auto & p : effectsToApply)
  296. p.first->apply(server, this, p.second);
  297. if(sc.activeCast)
  298. {
  299. caster->spendMana(server, spellCost);
  300. if(sc.manaGained > 0)
  301. {
  302. assert(otherHero);
  303. otherHero->spendMana(server, -sc.manaGained);
  304. }
  305. }
  306. // send empty event to client
  307. // temporary(?) workaround to force animations to trigger
  308. StacksInjured fakeEvent;
  309. fakeEvent.battleID = battle()->getBattle()->getBattleID();
  310. server->apply(fakeEvent);
  311. }
  312. void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target)
  313. {
  314. affectedUnits.clear();
  315. Target spellTarget = transformSpellTarget(target);
  316. std::vector <const battle::Unit *> resisted;
  317. auto filterResisted = [&, this](const battle::Unit * unit) -> bool
  318. {
  319. if(isNegativeSpell() && isMagicalEffect())
  320. {
  321. //magic resistance
  322. const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in %
  323. if(rng.nextInt(0, 99) < prob)
  324. return true;
  325. }
  326. return false;
  327. };
  328. auto filterUnit = [&](const battle::Unit * unit)
  329. {
  330. if(filterResisted(unit))
  331. resisted.push_back(unit);
  332. else
  333. affectedUnits.push_back(unit);
  334. };
  335. if (!target.empty())
  336. {
  337. const battle::Unit * targetedUnit = battle()->battleGetUnitByPos(target.front().hexValue, true);
  338. if (isReflected(targetedUnit, rng)) {
  339. reflect(sc, rng, targetedUnit);
  340. return;
  341. }
  342. }
  343. //prepare targets
  344. effectsToApply = effects->prepare(this, target, spellTarget);
  345. std::set<const battle::Unit *> unitTargets = collectTargets();
  346. //process them
  347. for(const auto * unit : unitTargets)
  348. filterUnit(unit);
  349. //and update targets
  350. for(auto & p : effectsToApply)
  351. {
  352. vstd::erase_if(p.second, [&](const Destination & d)
  353. {
  354. if(!d.unitValue)
  355. return false;
  356. return vstd::contains(resisted, d.unitValue);
  357. });
  358. }
  359. for(const auto * unit : resisted)
  360. sc.resistedCres.insert(unit->unitId());
  361. }
  362. bool BattleSpellMechanics::isReflected(const battle::Unit * unit, vstd::RNG & rng)
  363. {
  364. if (unit == nullptr)
  365. return false;
  366. bool isDirectSpell = owner->getTargetType() == AimType::CREATURE && !isMassive();
  367. bool spellIsReflectable = isDirectSpell && (mode == Mode::HERO || mode == Mode::MAGIC_MIRROR) && isNegativeSpell();
  368. bool targetCanReflectSpell = spellIsReflectable && unit->getAllBonuses(Selector::type()(BonusType::MAGIC_MIRROR))->size()>0;
  369. return targetCanReflectSpell && rng.nextInt(0, 99) < unit->valOfBonuses(BonusType::MAGIC_MIRROR);
  370. }
  371. void BattleSpellMechanics::reflect(BattleSpellCast & sc, vstd::RNG & rng, const battle::Unit * unit)
  372. {
  373. auto otherSide = battle()->otherSide(unit->unitSide());
  374. auto newTarget = getRandomUnit(rng, otherSide);
  375. if (newTarget == nullptr)
  376. throw std::runtime_error("Failed to find random unit to reflect spell!");
  377. auto reflectedTo = newTarget->getPosition();
  378. mode = Mode::MAGIC_MIRROR;
  379. sc.reflectedCres.insert(unit->unitId());
  380. sc.tile = reflectedTo;
  381. if (!isReceptive(newTarget))
  382. sc.resistedCres.insert(newTarget->unitId()); //A spell can be reflected to then resisted by an immune unit. Consistent with the original game.
  383. beforeCast(sc, rng, { Destination(reflectedTo) });
  384. }
  385. const battle::Unit * BattleSpellMechanics::getRandomUnit(vstd::RNG & rng, const BattleSide & side)
  386. {
  387. auto targets = battle()->getBattle()->getUnitsIf([&side](const battle::Unit * unit)
  388. {
  389. return unit->unitSide() == side && unit->isValidTarget(false) &&
  390. !unit->hasBonusOfType(BonusType::SIEGE_WEAPON);
  391. });
  392. return !targets.empty() ? (*RandomGeneratorUtil::nextItem(targets, rng)) : nullptr;
  393. }
  394. void BattleSpellMechanics::castEval(ServerCallback * server, const Target & target)
  395. {
  396. affectedUnits.clear();
  397. //TODO: evaluate caster updates (mana usage etc.)
  398. //TODO: evaluate random values
  399. Target spellTarget = transformSpellTarget(target);
  400. effectsToApply = effects->prepare(this, target, spellTarget);
  401. std::set<const battle::Unit *> unitTargets = collectTargets();
  402. auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1);
  403. std::copy(std::begin(unitTargets), std::end(unitTargets), std::back_inserter(affectedUnits));
  404. doRemoveEffects(server, affectedUnits, selector);
  405. for(auto & p : effectsToApply)
  406. p.first->apply(server, this, p.second);
  407. }
  408. std::set<const battle::Unit *> BattleSpellMechanics::collectTargets() const
  409. {
  410. std::set<const battle::Unit *> result;
  411. for(const auto & p : effectsToApply)
  412. {
  413. for(const Destination & d : p.second)
  414. if(d.unitValue)
  415. result.insert(d.unitValue);
  416. }
  417. return result;
  418. }
  419. void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const battle::Units & targets, const CSelector & selector)
  420. {
  421. SetStackEffect sse;
  422. sse.battleID = battle()->getBattle()->getBattleID();
  423. for(const auto * unit : targets)
  424. {
  425. std::vector<Bonus> buffer;
  426. auto bl = unit->getBonuses(selector);
  427. for(const auto & item : *bl)
  428. buffer.emplace_back(*item);
  429. if(!buffer.empty())
  430. sse.toRemove.emplace_back(unit->unitId(), buffer);
  431. }
  432. if(!sse.toRemove.empty())
  433. server->apply(sse);
  434. }
  435. bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const
  436. {
  437. if(bonus->source != BonusSource::SPELL_EFFECT)
  438. return false;
  439. for(const SpellID & id : owner->counteredSpells)
  440. {
  441. if(bonus->sid.as<SpellID>() == id)
  442. return true;
  443. }
  444. return false;
  445. }
  446. BattleHexArray BattleSpellMechanics::spellRangeInHexes(const BattleHex & centralHex) const
  447. {
  448. using namespace SRSLPraserHelpers;
  449. BattleHexArray ret;
  450. std::vector<int> rng = owner->getLevelInfo(getRangeLevel()).range;
  451. for(auto & elem : rng)
  452. {
  453. std::set<ui16> curLayer = getInRange(centralHex.toInt(), elem, elem);
  454. //adding obtained hexes
  455. for(const auto & curLayer_it : curLayer)
  456. ret.insert(curLayer_it);
  457. }
  458. return ret;
  459. }
  460. Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const
  461. {
  462. Target spellTarget;
  463. if(aimPoint.empty())
  464. {
  465. logGlobal->error("Aimed spell cast with no destination.");
  466. }
  467. else
  468. {
  469. const Destination & primary = aimPoint.at(0);
  470. BattleHex aimPointHex = primary.hexValue;
  471. //transform primary spell target with spell range (if it`s valid), leave anything else to effects
  472. if(aimPointHex.isValid())
  473. {
  474. auto spellRange = spellRangeInHexes(aimPointHex);
  475. for(const auto & hex : spellRange)
  476. spellTarget.push_back(Destination(hex));
  477. }
  478. }
  479. if(spellTarget.empty())
  480. spellTarget.push_back(Destination(BattleHex::INVALID));
  481. return spellTarget;
  482. }
  483. std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
  484. {
  485. auto ret = BaseMechanics::getTargetTypes();
  486. if(!ret.empty())
  487. {
  488. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop)
  489. {
  490. e->adjustTargetTypes(ret);
  491. stop = ret.empty();
  492. });
  493. }
  494. return ret;
  495. }
  496. std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const
  497. {
  498. //TODO: BattleSpellMechanics::getPossibleDestinations
  499. if(index != 0)
  500. return std::vector<Destination>();
  501. std::vector<Destination> ret;
  502. switch(aimType)
  503. {
  504. case AimType::CREATURE:
  505. {
  506. auto stacks = battle()->battleGetAllStacks();
  507. for(auto stack : stacks)
  508. {
  509. Target tmp = current;
  510. tmp.emplace_back(stack->getPosition());
  511. detail::ProblemImpl ignored;
  512. if(canBeCastAt(tmp, ignored))
  513. ret.emplace_back(stack->getPosition());
  514. }
  515. break;
  516. }
  517. case AimType::LOCATION:
  518. if(fast)
  519. {
  520. auto stacks = battle()->battleGetAllStacks();
  521. BattleHexArray hexesToCheck;
  522. for(auto stack : stacks)
  523. {
  524. hexesToCheck.insert(stack->getPosition());
  525. hexesToCheck.insert(stack->getPosition().getNeighbouringTiles());
  526. }
  527. for(const auto & hex : hexesToCheck)
  528. {
  529. if(hex.isAvailable())
  530. {
  531. Target tmp = current;
  532. tmp.emplace_back(hex);
  533. detail::ProblemImpl ignored;
  534. if(canBeCastAt(tmp, ignored))
  535. ret.emplace_back(hex);
  536. }
  537. }
  538. }
  539. else
  540. {
  541. for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
  542. {
  543. BattleHex dest(i);
  544. if(dest.isAvailable())
  545. {
  546. Target tmp = current;
  547. tmp.emplace_back(dest);
  548. detail::ProblemImpl ignored;
  549. if(canBeCastAt(tmp, ignored))
  550. ret.emplace_back(dest);
  551. }
  552. }
  553. }
  554. break;
  555. case AimType::NO_TARGET:
  556. ret.emplace_back();
  557. break;
  558. default:
  559. break;
  560. }
  561. return ret;
  562. }
  563. bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const
  564. {
  565. return targetCondition->isReceptive(this, target);
  566. }
  567. bool BattleSpellMechanics::isSmart() const
  568. {
  569. return mode != Mode::MAGIC_MIRROR && BaseMechanics::isSmart();
  570. }
  571. BattleHexArray BattleSpellMechanics::rangeInHexes(const BattleHex & centralHex) const
  572. {
  573. if(isMassive() || !centralHex.isValid())
  574. return BattleHexArray();
  575. Target aimPoint;
  576. aimPoint.push_back(Destination(centralHex));
  577. Target spellTarget = transformSpellTarget(aimPoint);
  578. BattleHexArray effectRange;
  579. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop)
  580. {
  581. if(!effect->indirect)
  582. {
  583. effect->adjustAffectedHexes(effectRange, this, spellTarget);
  584. }
  585. });
  586. return effectRange;
  587. }
  588. const Spell * BattleSpellMechanics::getSpell() const
  589. {
  590. return owner;
  591. }
  592. }
  593. VCMI_LIB_NAMESPACE_END