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							- /*
 
-  * Effects.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "Effects.h"
 
- #include "../ISpellMechanics.h"
 
- #include "../../serializer/JsonSerializeFormat.h"
 
- namespace spells
 
- {
 
- namespace effects
 
- {
 
- Effects::Effects() = default;
 
- Effects::~Effects() = default;
 
- void Effects::add(const std::string & name, std::shared_ptr<Effect> effect, const int level)
 
- {
 
- 	effect->name = name;
 
- 	data.at(level)[name] = effect;
 
- }
 
- bool Effects::applicable(Problem & problem, const Mechanics * m) const
 
- {
 
- 	//stop on first problem
 
- 	//require all not optional effects to be applicable in general
 
- 	//f.e. FireWall damage effect also need to have smart target
 
- 	bool requiredEffectNotBlocked = true;
 
- 	bool oneEffectApplicable = false;
 
- 	auto callback = [&](const Effect * e, bool & stop)
 
- 	{
 
- 		if(e->applicable(problem, m))
 
- 		{
 
- 			oneEffectApplicable = true;
 
- 		}
 
- 		else if(!e->optional)
 
- 		{
 
- 			requiredEffectNotBlocked = false;
 
- 			stop = true;
 
- 		}
 
- 	};
 
- 	forEachEffect(m->getEffectLevel(), callback);
 
- 	return requiredEffectNotBlocked && oneEffectApplicable;
 
- }
 
- bool Effects::applicable(Problem & problem, const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
 
- {
 
- 	//stop on first problem
 
- 	//require all direct and not optional effects to be applicable at this aimPoint
 
- 	//f.e. FireWall do not need damage target here, only a place to put obstacle
 
- 	bool requiredEffectNotBlocked = true;
 
- 	bool oneEffectApplicable = false;
 
- 	auto callback = [&](const Effect * e, bool & stop)
 
- 	{
 
- 		if(e->indirect)
 
- 			return;
 
- 		EffectTarget target = e->transformTarget(m, aimPoint, spellTarget);
 
- 		if(e->applicable(problem, m, target))
 
- 		{
 
- 			oneEffectApplicable = true;
 
- 		}
 
- 		else if(!e->optional)
 
- 		{
 
- 			requiredEffectNotBlocked = false;
 
- 			stop = true;
 
- 		}
 
- 	};
 
- 	forEachEffect(m->getEffectLevel(), callback);
 
- 	return requiredEffectNotBlocked && oneEffectApplicable;
 
- }
 
- void Effects::forEachEffect(const int level, const std::function<void(const Effect *, bool &)> & callback) const
 
- {
 
- 	bool stop = false;
 
- 	for(auto one : data.at(level))
 
- 	{
 
- 		callback(one.second.get(), stop);
 
- 		if(stop)
 
- 			return;
 
- 	}
 
- }
 
- Effects::EffectsToApply Effects::prepare(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
 
- {
 
- 	EffectsToApply effectsToApply;
 
- 	auto callback = [&](const Effect * e, bool & stop)
 
- 	{
 
- 		bool applyThis = false;
 
- 		//todo: find a better way to handle such special cases
 
- 		if(m->getSpellIndex() == SpellID::RESURRECTION && e->name == "cure")
 
- 			applyThis = (m->caster->getCasterUnitId() >= 0);
 
- 		else
 
- 			applyThis = !e->indirect;
 
- 		if(applyThis)
 
- 		{
 
- 			EffectTarget target = e->transformTarget(m, aimPoint, spellTarget);
 
- 			effectsToApply.push_back(std::make_pair(e, target));
 
- 		}
 
- 	};
 
- 	forEachEffect(m->getEffectLevel(), callback);
 
- 	return effectsToApply;
 
- }
 
- void Effects::serializeJson(JsonSerializeFormat & handler, const int level)
 
- {
 
- 	assert(!handler.saving);
 
- 	const JsonNode & effectMap = handler.getCurrent();
 
- 	for(auto & p : effectMap.Struct())
 
- 	{
 
- 		const std::string & name = p.first;
 
- 		auto guard = handler.enterStruct(name);
 
- 		std::string type;
 
- 		handler.serializeString("type", type);
 
- 		auto effect = Effect::create(type);
 
- 		if(effect)
 
- 		{
 
- 			effect->serializeJson(handler);
 
- 			add(name, effect, level);
 
- 		}
 
- 	}
 
- }
 
- }
 
- }
 
 
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