BattleSpellMechanics.cpp 19 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. ///ChainLightningMechanics
  15. std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  16. {
  17. std::set<const CStack* > attackedCres;
  18. std::set<BattleHex> possibleHexes;
  19. for(auto stack : ctx.cb->battleGetAllStacks())
  20. {
  21. if(stack->isValidTarget())
  22. {
  23. for(auto hex : stack->getHexes())
  24. {
  25. possibleHexes.insert (hex);
  26. }
  27. }
  28. }
  29. int targetsOnLevel[4] = {4, 4, 5, 5};
  30. BattleHex lightningHex = ctx.destination;
  31. for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
  32. {
  33. auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
  34. if(!stack)
  35. break;
  36. attackedCres.insert (stack);
  37. for(auto hex : stack->getHexes())
  38. {
  39. possibleHexes.erase(hex); //can't hit same place twice
  40. }
  41. if(possibleHexes.empty()) //not enough targets
  42. break;
  43. lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
  44. }
  45. return attackedCres;
  46. }
  47. ///CloneMechanics
  48. void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  49. {
  50. const CStack * clonedStack = nullptr;
  51. if(ctx.attackedCres.size())
  52. clonedStack = *ctx.attackedCres.begin();
  53. if(!clonedStack)
  54. {
  55. env->complain ("No target stack to clone!");
  56. return;
  57. }
  58. const int attacker = !(bool)parameters.casterSide;
  59. BattleStackAdded bsa;
  60. bsa.creID = clonedStack->type->idNumber;
  61. bsa.attacker = attacker;
  62. bsa.summoned = true;
  63. bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
  64. bsa.amount = clonedStack->count;
  65. env->sendAndApply(&bsa);
  66. BattleSetStackProperty ssp;
  67. ssp.stackID = bsa.newStackID;//we know stack ID after apply
  68. ssp.which = BattleSetStackProperty::CLONED;
  69. ssp.val = 0;
  70. ssp.absolute = 1;
  71. env->sendAndApply(&ssp);
  72. }
  73. ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  74. {
  75. //can't clone already cloned creature
  76. if(vstd::contains(obj->state, EBattleStackState::CLONED))
  77. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  78. //TODO: how about stacks casting Clone?
  79. //currently Clone casted by stack is assumed Expert level
  80. ui8 schoolLevel;
  81. if(caster)
  82. {
  83. schoolLevel = caster->getSpellSchoolLevel(owner);
  84. }
  85. else
  86. {
  87. schoolLevel = 3;
  88. }
  89. if(schoolLevel < 3)
  90. {
  91. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  92. int creLevel = obj->getCreature()->level;
  93. if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  94. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  95. }
  96. //use default algorithm only if there is no mechanics-related problem
  97. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  98. }
  99. ///CureMechanics
  100. void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  101. {
  102. DefaultSpellMechanics::applyBattle(battle, packet);
  103. for(auto stackID : packet->affectedCres)
  104. {
  105. if(vstd::contains(packet->resisted, stackID))
  106. {
  107. logGlobal->errorStream() << "Resistance to positive spell CURE";
  108. continue;
  109. }
  110. CStack *s = battle->getStack(stackID);
  111. s->popBonuses([&](const Bonus *b) -> bool
  112. {
  113. if(b->source == Bonus::SPELL_EFFECT)
  114. {
  115. CSpell * sp = SpellID(b->sid).toSpell();
  116. return sp->isNegative();
  117. }
  118. return false; //not a spell effect
  119. });
  120. }
  121. }
  122. ///DispellMechanics
  123. void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  124. {
  125. DefaultSpellMechanics::applyBattle(battle, packet);
  126. for(auto stackID : packet->affectedCres)
  127. {
  128. if(vstd::contains(packet->resisted, stackID))
  129. logGlobal->errorStream() << "Resistance to DISPELL";
  130. continue;
  131. CStack *s = battle->getStack(stackID);
  132. s->popBonuses([&](const Bonus *b) -> bool
  133. {
  134. return Selector::sourceType(Bonus::SPELL_EFFECT)(b);
  135. });
  136. }
  137. }
  138. ESpellCastProblem::ESpellCastProblem DispellMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  139. {
  140. //todo: check for lower level
  141. std::stringstream cachingStr;
  142. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  143. for(const CStack * s : cb->battleAliveStacks())
  144. {
  145. if(s->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  146. {
  147. return ESpellCastProblem::OK;
  148. }
  149. }
  150. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  151. }
  152. ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  153. {
  154. //DISPELL ignores all immunities, so do not call default
  155. std::stringstream cachingStr;
  156. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  157. if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  158. {
  159. return ESpellCastProblem::OK;
  160. }
  161. return ESpellCastProblem::WRONG_SPELL_TARGET;
  162. }
  163. void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  164. {
  165. DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx);
  166. if(parameters.spellLvl > 2)
  167. {
  168. //expert DISPELL also removes spell-created obstacles
  169. ObstaclesRemoved packet;
  170. for(const auto obstacle : parameters.cb->obstacles)
  171. {
  172. if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
  173. || obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
  174. || obstacle->obstacleType == CObstacleInstance::LAND_MINE)
  175. packet.obstacles.insert(obstacle->uniqueID);
  176. }
  177. if(!packet.obstacles.empty())
  178. env->sendAndApply(&packet);
  179. }
  180. }
  181. ///EarthquakeMechanics
  182. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  183. {
  184. if(nullptr == parameters.cb->town)
  185. {
  186. env->complain("EarthquakeMechanics: not town siege");
  187. return;
  188. }
  189. if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
  190. {
  191. env->complain("EarthquakeMechanics: town has no fort");
  192. return;
  193. }
  194. //start with all destructible parts
  195. std::set<EWallPart::EWallPart> possibleTargets =
  196. {
  197. EWallPart::KEEP,
  198. EWallPart::BOTTOM_TOWER,
  199. EWallPart::BOTTOM_WALL,
  200. EWallPart::BELOW_GATE,
  201. EWallPart::OVER_GATE,
  202. EWallPart::UPPER_WALL,
  203. EWallPart::UPPER_TOWER,
  204. EWallPart::GATE
  205. };
  206. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  207. const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
  208. CatapultAttack ca;
  209. ca.attacker = -1;
  210. for(int i = 0; i < targetsToAttack; i++)
  211. {
  212. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  213. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  214. auto & currentHP = parameters.cb->si.wallState;
  215. if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
  216. continue;
  217. CatapultAttack::AttackInfo attackInfo;
  218. attackInfo.damageDealt = 1;
  219. attackInfo.attackedPart = target;
  220. attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
  221. ca.attackedParts.push_back(attackInfo);
  222. //removing creatures in turrets / keep if one is destroyed
  223. BattleHex posRemove;
  224. switch(target)
  225. {
  226. case EWallPart::KEEP:
  227. posRemove = -2;
  228. break;
  229. case EWallPart::BOTTOM_TOWER:
  230. posRemove = -3;
  231. break;
  232. case EWallPart::UPPER_TOWER:
  233. posRemove = -4;
  234. break;
  235. }
  236. if(posRemove != BattleHex::INVALID)
  237. {
  238. BattleStacksRemoved bsr;
  239. for(auto & elem : parameters.cb->stacks)
  240. {
  241. if(elem->position == posRemove)
  242. {
  243. bsr.stackIDs.insert(elem->ID);
  244. break;
  245. }
  246. }
  247. if(bsr.stackIDs.size() > 0)
  248. env->sendAndApply(&bsr);
  249. }
  250. };
  251. env->sendAndApply(&ca);
  252. }
  253. ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  254. {
  255. if(nullptr == cb->battleGetDefendedTown())
  256. {
  257. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  258. }
  259. if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
  260. {
  261. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  262. }
  263. if(owner->getTargetInfo(0).smart) //TODO: use real spell level
  264. {
  265. //if spell targeting is smart, then only attacker can use it
  266. if(cb->playerToSide(player) != 0)
  267. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  268. }
  269. return ESpellCastProblem::OK;
  270. }
  271. ///HypnotizeMechanics
  272. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  273. {
  274. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  275. {
  276. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  277. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  278. //apply 'damage' bonus for hypnotize, including hero specialty
  279. ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  280. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
  281. if (subjectHealth > maxHealth)
  282. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  283. }
  284. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  285. }
  286. ///ObstacleMechanics
  287. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  288. {
  289. auto placeObstacle = [&, this](BattleHex pos)
  290. {
  291. static int obstacleIdToGive = parameters.cb->obstacles.size()
  292. ? (parameters.cb->obstacles.back()->uniqueID+1)
  293. : 0;
  294. auto obstacle = make_shared<SpellCreatedObstacle>();
  295. switch(owner->id) // :/
  296. {
  297. case SpellID::QUICKSAND:
  298. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  299. obstacle->turnsRemaining = -1;
  300. obstacle->visibleForAnotherSide = false;
  301. break;
  302. case SpellID::LAND_MINE:
  303. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  304. obstacle->turnsRemaining = -1;
  305. obstacle->visibleForAnotherSide = false;
  306. break;
  307. case SpellID::FIRE_WALL:
  308. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  309. obstacle->turnsRemaining = 2;
  310. obstacle->visibleForAnotherSide = true;
  311. break;
  312. case SpellID::FORCE_FIELD:
  313. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  314. obstacle->turnsRemaining = 2;
  315. obstacle->visibleForAnotherSide = true;
  316. break;
  317. default:
  318. //this function cannot be used with spells that do not create obstacles
  319. assert(0);
  320. }
  321. obstacle->pos = pos;
  322. obstacle->casterSide = parameters.casterSide;
  323. obstacle->ID = owner->id;
  324. obstacle->spellLevel = parameters.spellLvl;
  325. obstacle->casterSpellPower = parameters.usedSpellPower;
  326. obstacle->uniqueID = obstacleIdToGive++;
  327. BattleObstaclePlaced bop;
  328. bop.obstacle = obstacle;
  329. env->sendAndApply(&bop);
  330. };
  331. switch(owner->id)
  332. {
  333. case SpellID::QUICKSAND:
  334. case SpellID::LAND_MINE:
  335. {
  336. std::vector<BattleHex> availableTiles;
  337. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  338. {
  339. BattleHex hex = i;
  340. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  341. availableTiles.push_back(hex);
  342. }
  343. boost::range::random_shuffle(availableTiles);
  344. const int patchesForSkill[] = {4, 4, 6, 8};
  345. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  346. //land mines or quicksand patches are handled as spell created obstacles
  347. for (int i = 0; i < patchesToPut; i++)
  348. placeObstacle(availableTiles.at(i));
  349. }
  350. break;
  351. case SpellID::FORCE_FIELD:
  352. placeObstacle(parameters.destination);
  353. break;
  354. case SpellID::FIRE_WALL:
  355. {
  356. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  357. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  358. for(BattleHex hex : affectedHexes)
  359. placeObstacle(hex);
  360. }
  361. break;
  362. default:
  363. assert(0);
  364. }
  365. }
  366. ///WallMechanics
  367. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  368. {
  369. std::vector<BattleHex> ret;
  370. //Special case - shape of obstacle depends on caster's side
  371. //TODO make it possible through spell config
  372. BattleHex::EDir firstStep, secondStep;
  373. if(side)
  374. {
  375. firstStep = BattleHex::TOP_LEFT;
  376. secondStep = BattleHex::TOP_RIGHT;
  377. }
  378. else
  379. {
  380. firstStep = BattleHex::TOP_RIGHT;
  381. secondStep = BattleHex::TOP_LEFT;
  382. }
  383. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  384. auto addIfValid = [&](BattleHex hex)
  385. {
  386. if(hex.isValid())
  387. ret.push_back(hex);
  388. else if(outDroppedHexes)
  389. *outDroppedHexes = true;
  390. };
  391. ret.push_back(centralHex);
  392. addIfValid(centralHex.moveInDir(firstStep, false));
  393. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  394. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  395. return ret;
  396. }
  397. ///RemoveObstacleMechanics
  398. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  399. {
  400. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  401. {
  402. ObstaclesRemoved obr;
  403. obr.obstacles.insert(obstacleToRemove->uniqueID);
  404. env->sendAndApply(&obr);
  405. }
  406. else
  407. env->complain("There's no obstacle to remove!");
  408. }
  409. ///SpecialRisingSpellMechanics
  410. ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  411. {
  412. // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
  413. bool targetExists = false;
  414. bool targetToSacrificeExists = false;
  415. for(const CStack * stack : cb->battleGetAllStacks())
  416. {
  417. //using isImmuneBy directly as this mechanics does not have overridden immunity check
  418. //therefore we do not need to check caster and casting mode
  419. //TODO: check that we really should check immunity for both stacks
  420. const bool immune = ESpellCastProblem::OK != owner->isImmuneBy(stack);
  421. const bool casterStack = stack->owner == player;
  422. if(!immune && casterStack)
  423. {
  424. if(stack->alive())
  425. targetToSacrificeExists = true;
  426. else
  427. targetExists = true;
  428. if(targetExists && targetToSacrificeExists)
  429. break;
  430. }
  431. }
  432. if(targetExists && targetToSacrificeExists)
  433. return ESpellCastProblem::OK;
  434. else
  435. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  436. }
  437. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  438. {
  439. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  440. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  441. //set another active stack than the one removed, or bad things will happen
  442. //TODO: make that part of BattleStacksRemoved? what about client update?
  443. {
  444. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  445. BattleSetActiveStack sas;
  446. //std::vector<const CStack *> hlp;
  447. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  448. //if(hlp.size())
  449. //{
  450. // sas.stack = hlp[0]->ID;
  451. //}
  452. //else
  453. // complain ("No new stack to activate!");
  454. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  455. env->sendAndApply(&sas);
  456. }
  457. BattleStacksRemoved bsr;
  458. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  459. env->sendAndApply(&bsr);
  460. }
  461. ///SpecialRisingSpellMechanics
  462. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  463. {
  464. // following does apply to resurrect and animate dead(?) only
  465. // for sacrifice health calculation and health limit check don't matter
  466. if(obj->count >= obj->baseAmount)
  467. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  468. if(caster) //FIXME: Archangels can cast immune stack
  469. {
  470. auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  471. if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  472. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  473. }
  474. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  475. }
  476. ///SummonMechanics
  477. ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  478. {
  479. const ui8 side = cb->playerToSide(player);
  480. //IDs of summon elemental spells (fire, earth, water, air)
  481. int spellIDs[] = { SpellID::SUMMON_FIRE_ELEMENTAL, SpellID::SUMMON_EARTH_ELEMENTAL,
  482. SpellID::SUMMON_WATER_ELEMENTAL, SpellID::SUMMON_AIR_ELEMENTAL };
  483. //(fire, earth, water, air) elementals
  484. int creIDs[] = {CreatureID::FIRE_ELEMENTAL, CreatureID::EARTH_ELEMENTAL,
  485. CreatureID::WATER_ELEMENTAL, CreatureID::AIR_ELEMENTAL};
  486. int arpos = vstd::find_pos(spellIDs, owner->id);
  487. if(arpos < ARRAY_COUNT(spellIDs))
  488. {
  489. //check if there are summoned elementals of other type
  490. for(const CStack * st : cb->battleAliveStacks(side))
  491. if(vstd::contains(st->state, EBattleStackState::SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])
  492. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  493. }
  494. return ESpellCastProblem::OK;
  495. }
  496. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  497. {
  498. //todo: make configurable
  499. CreatureID creID = CreatureID::NONE;
  500. switch(owner->id)
  501. {
  502. case SpellID::SUMMON_FIRE_ELEMENTAL:
  503. creID = CreatureID::FIRE_ELEMENTAL;
  504. break;
  505. case SpellID::SUMMON_EARTH_ELEMENTAL:
  506. creID = CreatureID::EARTH_ELEMENTAL;
  507. break;
  508. case SpellID::SUMMON_WATER_ELEMENTAL:
  509. creID = CreatureID::WATER_ELEMENTAL;
  510. break;
  511. case SpellID::SUMMON_AIR_ELEMENTAL:
  512. creID = CreatureID::AIR_ELEMENTAL;
  513. break;
  514. default:
  515. env->complain("Unable to determine summoned creature");
  516. return;
  517. }
  518. BattleStackAdded bsa;
  519. bsa.creID = creID;
  520. bsa.attacker = !(bool)parameters.casterSide;
  521. bsa.summoned = true;
  522. bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
  523. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  524. int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  525. bsa.amount = parameters.usedSpellPower
  526. * owner->getPower(parameters.spellLvl)
  527. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  528. if(bsa.amount)
  529. env->sendAndApply(&bsa);
  530. else
  531. env->complain("Summoning didn't summon any!");
  532. }
  533. ///TeleportMechanics
  534. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  535. {
  536. BattleStackMoved bsm;
  537. bsm.distance = -1;
  538. bsm.stack = parameters.selectedStack->ID;
  539. std::vector<BattleHex> tiles;
  540. tiles.push_back(parameters.destination);
  541. bsm.tilesToMove = tiles;
  542. bsm.teleporting = true;
  543. env->sendAndApply(&bsm);
  544. }