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, const 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, const 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 ISpellCaster * 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 cast by stack is assumed Expert level
  128. ui8 schoolLevel;
  129. if(caster)
  130. {
  131. schoolLevel = caster->getEffectLevel(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 ISpellCaster * 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, const 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, const 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::canBeCast(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. CSpell::TargetInfo ti(owner, 0);//TODO: use real spell level
  298. if(ti.smart)
  299. {
  300. //if spell targeting is smart, then only attacker can use it
  301. if(cb->playerToSide(player) != 0)
  302. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  303. }
  304. return ESpellCastProblem::OK;
  305. }
  306. ///HypnotizeMechanics
  307. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
  308. {
  309. //todo: maybe do not resist on passive cast
  310. if(nullptr != caster)
  311. {
  312. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  313. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  314. //apply 'damage' bonus for hypnotize, including hero specialty
  315. ui64 maxHealth = caster->getSpellBonus(owner, owner->calculateRawEffectValue(caster->getEffectLevel(owner), caster->getEffectPower(owner)), obj);
  316. if (subjectHealth > maxHealth)
  317. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  318. }
  319. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  320. }
  321. ///ObstacleMechanics
  322. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  323. {
  324. auto placeObstacle = [&, this](BattleHex pos)
  325. {
  326. static int obstacleIdToGive = parameters.cb->obstacles.size()
  327. ? (parameters.cb->obstacles.back()->uniqueID+1)
  328. : 0;
  329. auto obstacle = make_shared<SpellCreatedObstacle>();
  330. switch(owner->id) // :/
  331. {
  332. case SpellID::QUICKSAND:
  333. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  334. obstacle->turnsRemaining = -1;
  335. obstacle->visibleForAnotherSide = false;
  336. break;
  337. case SpellID::LAND_MINE:
  338. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  339. obstacle->turnsRemaining = -1;
  340. obstacle->visibleForAnotherSide = false;
  341. break;
  342. case SpellID::FIRE_WALL:
  343. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  344. obstacle->turnsRemaining = 2;
  345. obstacle->visibleForAnotherSide = true;
  346. break;
  347. case SpellID::FORCE_FIELD:
  348. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  349. obstacle->turnsRemaining = 2;
  350. obstacle->visibleForAnotherSide = true;
  351. break;
  352. default:
  353. //this function cannot be used with spells that do not create obstacles
  354. assert(0);
  355. }
  356. obstacle->pos = pos;
  357. obstacle->casterSide = parameters.casterSide;
  358. obstacle->ID = owner->id;
  359. obstacle->spellLevel = parameters.effectLevel;
  360. obstacle->casterSpellPower = parameters.effectPower;
  361. obstacle->uniqueID = obstacleIdToGive++;
  362. BattleObstaclePlaced bop;
  363. bop.obstacle = obstacle;
  364. env->sendAndApply(&bop);
  365. };
  366. switch(owner->id)
  367. {
  368. case SpellID::QUICKSAND:
  369. case SpellID::LAND_MINE:
  370. {
  371. std::vector<BattleHex> availableTiles;
  372. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  373. {
  374. BattleHex hex = i;
  375. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  376. availableTiles.push_back(hex);
  377. }
  378. boost::range::random_shuffle(availableTiles);
  379. const int patchesForSkill[] = {4, 4, 6, 8};
  380. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  381. //land mines or quicksand patches are handled as spell created obstacles
  382. for (int i = 0; i < patchesToPut; i++)
  383. placeObstacle(availableTiles.at(i));
  384. }
  385. break;
  386. case SpellID::FORCE_FIELD:
  387. placeObstacle(parameters.destination);
  388. break;
  389. case SpellID::FIRE_WALL:
  390. {
  391. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  392. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  393. for(BattleHex hex : affectedHexes)
  394. placeObstacle(hex);
  395. }
  396. break;
  397. default:
  398. assert(0);
  399. }
  400. }
  401. ///WallMechanics
  402. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  403. {
  404. std::vector<BattleHex> ret;
  405. //Special case - shape of obstacle depends on caster's side
  406. //TODO make it possible through spell config
  407. BattleHex::EDir firstStep, secondStep;
  408. if(side)
  409. {
  410. firstStep = BattleHex::TOP_LEFT;
  411. secondStep = BattleHex::TOP_RIGHT;
  412. }
  413. else
  414. {
  415. firstStep = BattleHex::TOP_RIGHT;
  416. secondStep = BattleHex::TOP_LEFT;
  417. }
  418. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  419. auto addIfValid = [&](BattleHex hex)
  420. {
  421. if(hex.isValid())
  422. ret.push_back(hex);
  423. else if(outDroppedHexes)
  424. *outDroppedHexes = true;
  425. };
  426. ret.push_back(centralHex);
  427. addIfValid(centralHex.moveInDir(firstStep, false));
  428. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  429. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  430. return ret;
  431. }
  432. ///RemoveObstacleMechanics
  433. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  434. {
  435. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  436. {
  437. ObstaclesRemoved obr;
  438. obr.obstacles.insert(obstacleToRemove->uniqueID);
  439. env->sendAndApply(&obr);
  440. }
  441. else
  442. env->complain("There's no obstacle to remove!");
  443. }
  444. HealingSpellMechanics::EHealLevel RisingSpellMechanics::getHealLevel(int effectLevel) const
  445. {
  446. //this may be even distinct class
  447. if((effectLevel <= 1) && (owner->id == SpellID::RESURRECTION))
  448. return EHealLevel::RESURRECT;
  449. return EHealLevel::TRUE_RESURRECT;
  450. }
  451. ///SacrificeMechanics
  452. ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
  453. {
  454. // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
  455. bool targetExists = false;
  456. bool targetToSacrificeExists = false;
  457. const CGHeroInstance * caster = nullptr; //todo: use ISpellCaster
  458. if(cb->battleHasHero(cb->playerToSide(player)))
  459. caster = cb->battleGetFightingHero(cb->playerToSide(player));
  460. for(const CStack * stack : cb->battleGetAllStacks())
  461. {
  462. //using isImmuneBy directly as this mechanics does not have overridden immunity check
  463. //therefore we do not need to check caster and casting mode
  464. //TODO: check that we really should check immunity for both stacks
  465. ESpellCastProblem::ESpellCastProblem res = owner->internalIsImmune(caster, stack);
  466. const bool immune = ESpellCastProblem::OK != res && ESpellCastProblem::NOT_DECIDED != res;
  467. const bool casterStack = stack->owner == player;
  468. if(!immune && casterStack)
  469. {
  470. if(stack->alive())
  471. targetToSacrificeExists = true;
  472. else
  473. targetExists = true;
  474. if(targetExists && targetToSacrificeExists)
  475. break;
  476. }
  477. }
  478. if(targetExists && targetToSacrificeExists)
  479. return ESpellCastProblem::OK;
  480. else
  481. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  482. }
  483. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  484. {
  485. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  486. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  487. //set another active stack than the one removed, or bad things will happen
  488. //TODO: make that part of BattleStacksRemoved? what about client update?
  489. {
  490. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  491. BattleSetActiveStack sas;
  492. //std::vector<const CStack *> hlp;
  493. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  494. //if(hlp.size())
  495. //{
  496. // sas.stack = hlp[0]->ID;
  497. //}
  498. //else
  499. // complain ("No new stack to activate!");
  500. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  501. env->sendAndApply(&sas);
  502. }
  503. BattleStacksRemoved bsr;
  504. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  505. env->sendAndApply(&bsr);
  506. }
  507. int SacrificeMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
  508. {
  509. int res = 0;
  510. if(nullptr == parameters.selectedStack)
  511. env->complain("No stack to sacrifice.");
  512. else
  513. res = (parameters.effectPower + parameters.selectedStack->MaxHealth() + owner->getPower(parameters.effectLevel)) * parameters.selectedStack->count;
  514. return res;
  515. }
  516. ///SpecialRisingSpellMechanics
  517. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
  518. {
  519. // following does apply to resurrect and animate dead(?) only
  520. // for sacrifice health calculation and health limit check don't matter
  521. if(obj->count >= obj->baseAmount)
  522. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  523. //FIXME: Archangels can cast immune stack and this should be applied for them and not hero
  524. // if(caster)
  525. // {
  526. // auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  527. // if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  528. // return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  529. // }
  530. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  531. }
  532. ///SummonMechanics
  533. ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
  534. {
  535. const ui8 side = cb->playerToSide(player);
  536. //check if there are summoned elementals of other type
  537. auto otherSummoned = cb->battleGetStacksIf([side, this](const CStack * st)
  538. {
  539. return (st->attackerOwned == !side)
  540. && (vstd::contains(st->state, EBattleStackState::SUMMONED))
  541. && (st->getCreature()->idNumber != creatureToSummon);
  542. });
  543. if(!otherSummoned.empty())
  544. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  545. return ESpellCastProblem::OK;
  546. }
  547. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  548. {
  549. BattleStackAdded bsa;
  550. bsa.creID = creatureToSummon;
  551. bsa.attacker = !(bool)parameters.casterSide;
  552. bsa.summoned = true;
  553. bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, !(bool)parameters.casterSide); //TODO: unify it
  554. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  555. int percentBonus = parameters.casterHero ? parameters.casterHero->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  556. bsa.amount = parameters.effectPower
  557. * owner->getPower(parameters.spellLvl)
  558. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  559. if(bsa.amount)
  560. env->sendAndApply(&bsa);
  561. else
  562. env->complain("Summoning didn't summon any!");
  563. }
  564. ///TeleportMechanics
  565. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  566. {
  567. //todo: check legal teleport
  568. BattleStackMoved bsm;
  569. bsm.distance = -1;
  570. bsm.stack = parameters.selectedStack->ID;
  571. std::vector<BattleHex> tiles;
  572. tiles.push_back(parameters.destination);
  573. bsm.tilesToMove = tiles;
  574. bsm.teleporting = true;
  575. env->sendAndApply(&bsm);
  576. }