Sacrifice.cpp 3.7 KB

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  1. /*
  2. * Sacrifice.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 "Sacrifice.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 "../../serializer/JsonSerializeFormat.h"
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. namespace spells
  21. {
  22. namespace effects
  23. {
  24. void Sacrifice::adjustTargetTypes(std::vector<TargetType> & types) const
  25. {
  26. if(!types.empty())
  27. {
  28. if(types[0] != AimType::CREATURE)
  29. {
  30. types.clear();
  31. return;
  32. }
  33. if(types.size() == 1)
  34. {
  35. types.push_back(AimType::CREATURE);
  36. }
  37. else if(types.size() > 1)
  38. {
  39. if(types[1] != AimType::CREATURE)
  40. types.clear();
  41. }
  42. }
  43. }
  44. bool Sacrifice::applicable(Problem & problem, const Mechanics * m) const
  45. {
  46. auto mainFilter = std::bind(&UnitEffect::getStackFilter, this, m, true, _1);
  47. auto predicate = std::bind(&UnitEffect::eraseByImmunityFilter, this, m, _1);
  48. auto targets = m->battle()->battleGetUnitsIf(mainFilter);
  49. vstd::erase_if(targets, predicate);
  50. bool targetExists = false;
  51. bool targetToSacrificeExists = false;
  52. for(auto & target : targets)
  53. {
  54. if(target->alive())
  55. targetToSacrificeExists = true;
  56. else if(target->isDead())
  57. targetExists = true;
  58. if(targetExists && targetToSacrificeExists)
  59. break;
  60. }
  61. if(!(targetExists && targetToSacrificeExists))
  62. {
  63. MetaString text;
  64. text.addTxt(MetaString::GENERAL_TXT, 185);
  65. problem.add(std::move(text), Problem::NORMAL);
  66. return false;
  67. }
  68. return true;
  69. }
  70. bool Sacrifice::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
  71. {
  72. //TODO: support for multiple targets?
  73. if(target.empty())
  74. return false;
  75. EffectTarget healTarget;
  76. healTarget.emplace_back(target.front());
  77. if(!Heal::applicable(problem, m, healTarget))
  78. return false;
  79. if(target.size() == 2)
  80. {
  81. const auto *victim = target.at(1).unitValue;
  82. if(!victim)
  83. return false;
  84. return victim->alive() && getStackFilter(m, false, victim) && isReceptive(m, victim);
  85. }
  86. return true;
  87. }
  88. void Sacrifice::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
  89. {
  90. if(target.size() != 2)
  91. {
  92. logGlobal->error("Sacrifice effect requires 2 targets");
  93. return;
  94. }
  95. const battle::Unit * victim = target.back().unitValue;
  96. if(!victim)
  97. {
  98. logGlobal->error("No unit to Sacrifice");
  99. return;
  100. }
  101. EffectTarget healTarget;
  102. healTarget.emplace_back(target.front());
  103. Heal::apply(calculateHealEffectValue(m, victim), server, m, healTarget);
  104. BattleUnitsChanged removeUnits;
  105. removeUnits.changedStacks.emplace_back(victim->unitId(), UnitChanges::EOperation::REMOVE);
  106. server->apply(&removeUnits);
  107. }
  108. bool Sacrifice::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
  109. {
  110. return unit->isValidTarget(true);
  111. }
  112. EffectTarget Sacrifice::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
  113. {
  114. EffectTarget res = Heal::transformTarget(m, aimPoint, spellTarget);
  115. //ignore spell range for now, arbitrary range support requires redesign
  116. res.resize(1);
  117. //add victim
  118. if(aimPoint.size() >= 2)
  119. {
  120. const auto *victim = aimPoint.at(1).unitValue;
  121. if(victim && getStackFilter(m, false, victim) && isReceptive(m, victim))
  122. res.emplace_back(victim);
  123. }
  124. return res;
  125. }
  126. int64_t Sacrifice::calculateHealEffectValue(const Mechanics * m, const battle::Unit * victim)
  127. {
  128. return (m->getEffectPower() + victim->MaxHealth() + m->calculateRawEffectValue(0, 1)) * victim->getCount();
  129. }
  130. }
  131. }
  132. VCMI_LIB_NAMESPACE_END