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 "Problem.h"
  13. #include "CSpellHandler.h"
  14. #include "../battle/IBattleState.h"
  15. #include "../battle/CBattleInfoCallback.h"
  16. #include "../battle/Unit.h"
  17. #include "../networkPacks/PacksForClientBattle.h"
  18. #include "../networkPacks/SetStackEffect.h"
  19. #include "../CStack.h"
  20. #include <vstd/RNG.h>
  21. VCMI_LIB_NAMESPACE_BEGIN
  22. namespace spells
  23. {
  24. namespace SRSLPraserHelpers
  25. {
  26. static int XYToHex(int x, int y)
  27. {
  28. return x + GameConstants::BFIELD_WIDTH * y;
  29. }
  30. static int XYToHex(std::pair<int, int> xy)
  31. {
  32. return XYToHex(xy.first, xy.second);
  33. }
  34. static int hexToY(int battleFieldPosition)
  35. {
  36. return battleFieldPosition/GameConstants::BFIELD_WIDTH;
  37. }
  38. static int hexToX(int battleFieldPosition)
  39. {
  40. int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
  41. return pos;
  42. }
  43. static std::pair<int, int> hexToPair(int battleFieldPosition)
  44. {
  45. return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
  46. }
  47. //moves hex by one hex in given direction
  48. //0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
  49. static std::pair<int, int> gotoDir(int x, int y, int direction)
  50. {
  51. switch(direction)
  52. {
  53. case 0: //top left
  54. return std::make_pair((y%2) ? x-1 : x, y-1);
  55. case 1: //top right
  56. return std::make_pair((y%2) ? x : x+1, y-1);
  57. case 2: //right
  58. return std::make_pair(x+1, y);
  59. case 3: //right bottom
  60. return std::make_pair((y%2) ? x : x+1, y+1);
  61. case 4: //left bottom
  62. return std::make_pair((y%2) ? x-1 : x, y+1);
  63. case 5: //left
  64. return std::make_pair(x-1, y);
  65. default:
  66. throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
  67. }
  68. }
  69. static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
  70. {
  71. return gotoDir(xy.first, xy.second, direction);
  72. }
  73. static bool isGoodHex(std::pair<int, int> xy)
  74. {
  75. return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
  76. }
  77. //helper function for rangeInHexes
  78. static std::set<ui16> getInRange(unsigned int center, int low, int high)
  79. {
  80. std::set<ui16> ret;
  81. if(low == 0)
  82. {
  83. ret.insert(center);
  84. }
  85. std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
  86. for(auto & elem : mainPointForLayer)
  87. elem = hexToPair(center);
  88. for(int it=1; it<=high; ++it) //it - distance to the center
  89. {
  90. for(int b=0; b<6; ++b)
  91. mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
  92. if(it>=low)
  93. {
  94. std::pair<int, int> curHex;
  95. //adding lines (A-b, B-c, C-d, etc)
  96. for(int v=0; v<6; ++v)
  97. {
  98. curHex = mainPointForLayer[v];
  99. for(int h=0; h<it; ++h)
  100. {
  101. if(isGoodHex(curHex))
  102. ret.insert(XYToHex(curHex));
  103. curHex = gotoDir(curHex, (v+2)%6);
  104. }
  105. }
  106. } //if(it>=low)
  107. }
  108. return ret;
  109. }
  110. }
  111. BattleSpellMechanics::BattleSpellMechanics(const IBattleCast * event,
  112. std::shared_ptr<effects::Effects> effects_,
  113. std::shared_ptr<IReceptiveCheck> targetCondition_):
  114. BaseMechanics(event),
  115. effects(std::move(effects_)),
  116. targetCondition(std::move(targetCondition_))
  117. {}
  118. BattleSpellMechanics::~BattleSpellMechanics() = default;
  119. void BattleSpellMechanics::applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const
  120. {
  121. auto callback = [&](const effects::Effect * effect, bool & stop)
  122. {
  123. if(indirect == effect->indirect)
  124. {
  125. if(ignoreImmunity)
  126. {
  127. effect->apply(server, this, targets);
  128. }
  129. else
  130. {
  131. EffectTarget filtered = effect->filterTarget(this, targets);
  132. effect->apply(server, this, filtered);
  133. }
  134. }
  135. };
  136. effects->forEachEffect(getEffectLevel(), callback);
  137. }
  138. bool BattleSpellMechanics::canBeCast(Problem & problem) const
  139. {
  140. auto genProblem = battle()->battleCanCastSpell(caster, mode);
  141. if(genProblem != ESpellCastProblem::OK)
  142. return adaptProblem(genProblem, problem);
  143. switch(mode)
  144. {
  145. case Mode::HERO:
  146. {
  147. const auto * castingHero = dynamic_cast<const CGHeroInstance *>(caster); //todo: unify hero|creature spell cost
  148. if(!castingHero)
  149. {
  150. logGlobal->debug("CSpell::canBeCast: invalid caster");
  151. genProblem = ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
  152. }
  153. else if(!castingHero->getArt(ArtifactPosition::SPELLBOOK))
  154. genProblem = ESpellCastProblem::NO_SPELLBOOK;
  155. else if(!castingHero->canCastThisSpell(owner))
  156. genProblem = ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
  157. else if(castingHero->mana < battle()->battleGetSpellCost(owner, castingHero)) //not enough mana
  158. genProblem = ESpellCastProblem::NOT_ENOUGH_MANA;
  159. }
  160. break;
  161. }
  162. if(genProblem != ESpellCastProblem::OK)
  163. return adaptProblem(genProblem, problem);
  164. if(!owner->isCombat())
  165. return adaptProblem(ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, problem);
  166. const PlayerColor player = caster->getCasterOwner();
  167. const BattleSide side = battle()->playerToSide(player);
  168. if(side == BattleSide::NONE)
  169. return adaptProblem(ESpellCastProblem::INVALID, problem);
  170. //effect like Recanter's Cloak. Blocks also passive casting.
  171. //TODO: check creature abilities to block
  172. //TODO: check any possible caster
  173. if(battle()->battleMaxSpellLevel(side) < getSpellLevel() || battle()->battleMinSpellLevel(side) > getSpellLevel())
  174. return adaptProblem(ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED, problem);
  175. return effects->applicable(problem, this);
  176. }
  177. bool BattleSpellMechanics::canCastAtTarget(const battle::Unit * target) const
  178. {
  179. if(mode == Mode::HERO)
  180. return true;
  181. if(!target)
  182. return true;
  183. auto spell = getSpell();
  184. int range = caster->getEffectRange(spell);
  185. if(range <= 0)
  186. return true;
  187. auto casterStack = battle()->battleGetStackByID(caster->getCasterUnitId(), false);
  188. std::vector<BattleHex> casterPos = { casterStack->getPosition() };
  189. BattleHex casterWidePos = casterStack->occupiedHex();
  190. if(casterWidePos != BattleHex::INVALID)
  191. casterPos.push_back(casterWidePos);
  192. std::vector<BattleHex> destPos = { target->getPosition() };
  193. BattleHex destWidePos = target->occupiedHex();
  194. if(destWidePos != BattleHex::INVALID)
  195. destPos.push_back(destWidePos);
  196. int minDistance = std::numeric_limits<int>::max();
  197. for(auto & caster : casterPos)
  198. for(auto & dest : destPos)
  199. {
  200. int distance = BattleHex::getDistance(caster, dest);
  201. if(distance < minDistance)
  202. minDistance = distance;
  203. }
  204. if(minDistance > range)
  205. return false;
  206. return true;
  207. }
  208. bool BattleSpellMechanics::canBeCastAt(const Target & target, Problem & problem) const
  209. {
  210. if(!canBeCast(problem))
  211. return false;
  212. Target spellTarget = transformSpellTarget(target);
  213. const battle::Unit * mainTarget = nullptr;
  214. if(spellTarget.front().unitValue)
  215. {
  216. mainTarget = target.front().unitValue;
  217. }
  218. else if(spellTarget.front().hexValue.isValid())
  219. {
  220. mainTarget = battle()->battleGetUnitByPos(target.front().hexValue, true);
  221. }
  222. if(!canCastAtTarget(mainTarget))
  223. return false;
  224. if (!getSpell()->canCastOnSelf() && !getSpell()->canCastOnlyOnSelf())
  225. {
  226. if(mainTarget && mainTarget == caster)
  227. return false; // can't cast on self
  228. if(mainTarget && mainTarget->isInvincible() && !getSpell()->getPositiveness())
  229. return false;
  230. }
  231. else if(getSpell()->canCastOnlyOnSelf())
  232. {
  233. if(mainTarget && mainTarget != caster)
  234. return false; // can't cast on others
  235. }
  236. return effects->applicable(problem, this, target, spellTarget);
  237. }
  238. std::vector<const CStack *> BattleSpellMechanics::getAffectedStacks(const Target & target) const
  239. {
  240. Target spellTarget = transformSpellTarget(target);
  241. EffectTarget all;
  242. effects->forEachEffect(getEffectLevel(), [&all, &target, &spellTarget, this](const effects::Effect * e, bool & stop)
  243. {
  244. EffectTarget one = e->transformTarget(this, target, spellTarget);
  245. vstd::concatenate(all, one);
  246. });
  247. std::set<const CStack *> stacks;
  248. for(const Destination & dest : all)
  249. {
  250. if(dest.unitValue && !dest.unitValue->isInvincible())
  251. {
  252. //FIXME: remove and return battle::Unit
  253. stacks.insert(battle()->battleGetStackByID(dest.unitValue->unitId(), false));
  254. }
  255. }
  256. std::vector<const CStack *> res;
  257. std::copy(stacks.begin(), stacks.end(), std::back_inserter(res));
  258. return res;
  259. }
  260. void BattleSpellMechanics::cast(ServerCallback * server, const Target & target)
  261. {
  262. BattleSpellCast sc;
  263. int spellCost = 0;
  264. sc.side = casterSide;
  265. sc.spellID = getSpellId();
  266. sc.battleID = battle()->getBattle()->getBattleID();
  267. sc.tile = target.at(0).hexValue;
  268. sc.castByHero = mode == Mode::HERO;
  269. if (mode != Mode::HERO)
  270. sc.casterStack = caster->getCasterUnitId();
  271. sc.manaGained = 0;
  272. sc.activeCast = false;
  273. affectedUnits.clear();
  274. const CGHeroInstance * otherHero = nullptr;
  275. {
  276. //check it there is opponent hero
  277. const BattleSide otherSide = battle()->otherSide(casterSide);
  278. if(battle()->battleHasHero(otherSide))
  279. otherHero = battle()->battleGetFightingHero(otherSide);
  280. }
  281. //calculate spell cost
  282. if(mode == Mode::HERO)
  283. {
  284. const auto * casterHero = dynamic_cast<const CGHeroInstance *>(caster);
  285. spellCost = battle()->battleGetSpellCost(owner, casterHero);
  286. if(nullptr != otherHero) //handle mana channel
  287. {
  288. int manaChannel = 0;
  289. for(const auto * stack : battle()->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
  290. {
  291. if(stack->unitOwner() == otherHero->tempOwner && stack->alive())
  292. vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING));
  293. }
  294. sc.manaGained = (manaChannel * spellCost) / 100;
  295. }
  296. sc.activeCast = true;
  297. }
  298. else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER)
  299. {
  300. spellCost = 1;
  301. sc.activeCast = true;
  302. }
  303. beforeCast(sc, *server->getRNG(), target);
  304. BattleLogMessage castDescription;
  305. castDescription.battleID = battle()->getBattle()->getBattleID();
  306. switch (mode)
  307. {
  308. case Mode::CREATURE_ACTIVE:
  309. case Mode::ENCHANTER:
  310. case Mode::HERO:
  311. case Mode::PASSIVE:
  312. case Mode::MAGIC_MIRROR:
  313. {
  314. MetaString line;
  315. caster->getCastDescription(owner, affectedUnits, line);
  316. if(!line.empty())
  317. castDescription.lines.push_back(line);
  318. }
  319. break;
  320. default:
  321. break;
  322. }
  323. doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1));
  324. for(auto & unit : affectedUnits)
  325. sc.affectedCres.insert(unit->unitId());
  326. if(!castDescription.lines.empty())
  327. server->apply(castDescription);
  328. server->apply(sc);
  329. for(auto & p : effectsToApply)
  330. p.first->apply(server, this, p.second);
  331. if(sc.activeCast)
  332. {
  333. caster->spendMana(server, spellCost);
  334. if(sc.manaGained > 0)
  335. {
  336. assert(otherHero);
  337. otherHero->spendMana(server, -sc.manaGained);
  338. }
  339. }
  340. // send empty event to client
  341. // temporary(?) workaround to force animations to trigger
  342. StacksInjured fakeEvent;
  343. fakeEvent.battleID = battle()->getBattle()->getBattleID();
  344. server->apply(fakeEvent);
  345. }
  346. void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target)
  347. {
  348. affectedUnits.clear();
  349. Target spellTarget = transformSpellTarget(target);
  350. std::vector <const battle::Unit *> resisted;
  351. auto filterResisted = [&, this](const battle::Unit * unit) -> bool
  352. {
  353. if(isNegativeSpell() && isMagicalEffect())
  354. {
  355. //magic resistance
  356. const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in %
  357. if(rng.nextInt(0, 99) < prob)
  358. return true;
  359. }
  360. return false;
  361. };
  362. auto filterUnit = [&](const battle::Unit * unit)
  363. {
  364. if(filterResisted(unit))
  365. resisted.push_back(unit);
  366. else
  367. affectedUnits.push_back(unit);
  368. };
  369. if (!target.empty())
  370. {
  371. const battle::Unit * targetedUnit = battle()->battleGetUnitByPos(target.front().hexValue, true);
  372. if (isReflected(targetedUnit, rng)) {
  373. reflect(sc, rng, targetedUnit);
  374. return;
  375. }
  376. }
  377. //prepare targets
  378. effectsToApply = effects->prepare(this, target, spellTarget);
  379. std::set<const battle::Unit *> unitTargets = collectTargets();
  380. //process them
  381. for(const auto * unit : unitTargets)
  382. filterUnit(unit);
  383. //and update targets
  384. for(auto & p : effectsToApply)
  385. {
  386. vstd::erase_if(p.second, [&](const Destination & d)
  387. {
  388. if(!d.unitValue)
  389. return false;
  390. return vstd::contains(resisted, d.unitValue);
  391. });
  392. }
  393. for(const auto * unit : resisted)
  394. sc.resistedCres.insert(unit->unitId());
  395. }
  396. bool BattleSpellMechanics::isReflected(const battle::Unit * unit, vstd::RNG & rng)
  397. {
  398. if (unit == nullptr)
  399. return false;
  400. bool isDirectSpell = owner->getTargetType() == AimType::CREATURE && !isMassive();
  401. bool spellIsReflectable = isDirectSpell && (mode == Mode::HERO || mode == Mode::MAGIC_MIRROR) && isNegativeSpell();
  402. bool targetCanReflectSpell = spellIsReflectable && unit->getAllBonuses(Selector::type()(BonusType::MAGIC_MIRROR))->size()>0;
  403. return targetCanReflectSpell && rng.nextInt(0, 99) < unit->valOfBonuses(BonusType::MAGIC_MIRROR);
  404. }
  405. void BattleSpellMechanics::reflect(BattleSpellCast & sc, vstd::RNG & rng, const battle::Unit * unit)
  406. {
  407. auto otherSide = battle()->otherSide(unit->unitSide());
  408. auto newTarget = getRandomUnit(rng, otherSide);
  409. if (newTarget == nullptr)
  410. throw std::runtime_error("Failed to find random unit to reflect spell!");
  411. auto reflectedTo = newTarget->getPosition();
  412. mode = Mode::MAGIC_MIRROR;
  413. sc.reflectedCres.insert(unit->unitId());
  414. sc.tile = reflectedTo;
  415. if (!isReceptive(newTarget))
  416. sc.resistedCres.insert(newTarget->unitId()); //A spell can be reflected to then resisted by an immune unit. Consistent with the original game.
  417. beforeCast(sc, rng, { Destination(reflectedTo) });
  418. }
  419. const battle::Unit * BattleSpellMechanics::getRandomUnit(vstd::RNG & rng, const BattleSide & side)
  420. {
  421. auto targets = battle()->getBattle()->getUnitsIf([&side](const battle::Unit * unit)
  422. {
  423. return unit->unitSide() == side && unit->isValidTarget(false) &&
  424. !unit->hasBonusOfType(BonusType::SIEGE_WEAPON);
  425. });
  426. return !targets.empty() ? (*RandomGeneratorUtil::nextItem(targets, rng)) : nullptr;
  427. }
  428. void BattleSpellMechanics::castEval(ServerCallback * server, const Target & target)
  429. {
  430. affectedUnits.clear();
  431. //TODO: evaluate caster updates (mana usage etc.)
  432. //TODO: evaluate random values
  433. Target spellTarget = transformSpellTarget(target);
  434. effectsToApply = effects->prepare(this, target, spellTarget);
  435. std::set<const battle::Unit *> unitTargets = collectTargets();
  436. auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1);
  437. std::copy(std::begin(unitTargets), std::end(unitTargets), std::back_inserter(affectedUnits));
  438. doRemoveEffects(server, affectedUnits, selector);
  439. for(auto & p : effectsToApply)
  440. p.first->apply(server, this, p.second);
  441. }
  442. std::set<const battle::Unit *> BattleSpellMechanics::collectTargets() const
  443. {
  444. std::set<const battle::Unit *> result;
  445. for(const auto & p : effectsToApply)
  446. {
  447. for(const Destination & d : p.second)
  448. if(d.unitValue)
  449. result.insert(d.unitValue);
  450. }
  451. return result;
  452. }
  453. void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const battle::Units & targets, const CSelector & selector)
  454. {
  455. SetStackEffect sse;
  456. sse.battleID = battle()->getBattle()->getBattleID();
  457. for(const auto * unit : targets)
  458. {
  459. std::vector<Bonus> buffer;
  460. auto bl = unit->getBonuses(selector);
  461. for(const auto & item : *bl)
  462. buffer.emplace_back(*item);
  463. if(!buffer.empty())
  464. sse.toRemove.emplace_back(unit->unitId(), buffer);
  465. }
  466. if(!sse.toRemove.empty())
  467. server->apply(sse);
  468. }
  469. bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const
  470. {
  471. if(bonus->source != BonusSource::SPELL_EFFECT)
  472. return false;
  473. for(const SpellID & id : owner->counteredSpells)
  474. {
  475. if(bonus->sid.as<SpellID>() == id)
  476. return true;
  477. }
  478. return false;
  479. }
  480. BattleHexArray BattleSpellMechanics::spellRangeInHexes(const BattleHex & centralHex) const
  481. {
  482. using namespace SRSLPraserHelpers;
  483. BattleHexArray ret;
  484. std::vector<int> rng = owner->getLevelInfo(getRangeLevel()).range;
  485. for(auto & elem : rng)
  486. {
  487. std::set<ui16> curLayer = getInRange(centralHex.toInt(), elem, elem);
  488. //adding obtained hexes
  489. for(const auto & curLayer_it : curLayer)
  490. ret.insert(curLayer_it);
  491. }
  492. return ret;
  493. }
  494. Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const
  495. {
  496. Target spellTarget;
  497. if(aimPoint.empty())
  498. {
  499. logGlobal->error("Aimed spell cast with no destination.");
  500. }
  501. else
  502. {
  503. const Destination & primary = aimPoint.at(0);
  504. BattleHex aimPointHex = primary.hexValue;
  505. //transform primary spell target with spell range (if it`s valid), leave anything else to effects
  506. if(aimPointHex.isValid())
  507. {
  508. auto spellRange = spellRangeInHexes(aimPointHex);
  509. for(const auto & hex : spellRange)
  510. spellTarget.push_back(Destination(hex));
  511. }
  512. }
  513. if(spellTarget.empty())
  514. spellTarget.push_back(Destination(BattleHex::INVALID));
  515. return spellTarget;
  516. }
  517. std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
  518. {
  519. auto ret = BaseMechanics::getTargetTypes();
  520. if(!ret.empty())
  521. {
  522. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop)
  523. {
  524. e->adjustTargetTypes(ret);
  525. stop = ret.empty();
  526. });
  527. }
  528. return ret;
  529. }
  530. std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const
  531. {
  532. //TODO: BattleSpellMechanics::getPossibleDestinations
  533. if(index != 0)
  534. return std::vector<Destination>();
  535. std::vector<Destination> ret;
  536. switch(aimType)
  537. {
  538. case AimType::CREATURE:
  539. {
  540. auto stacks = battle()->battleGetAllStacks();
  541. for(auto stack : stacks)
  542. {
  543. Target tmp = current;
  544. tmp.emplace_back(stack->getPosition());
  545. detail::ProblemImpl ignored;
  546. if(canBeCastAt(tmp, ignored))
  547. ret.emplace_back(stack->getPosition());
  548. }
  549. break;
  550. }
  551. case AimType::LOCATION:
  552. if(fast)
  553. {
  554. auto stacks = battle()->battleGetAllStacks();
  555. BattleHexArray hexesToCheck;
  556. for(auto stack : stacks)
  557. {
  558. hexesToCheck.insert(stack->getPosition());
  559. hexesToCheck.insert(stack->getPosition().getNeighbouringTiles());
  560. }
  561. for(const auto & hex : hexesToCheck)
  562. {
  563. if(hex.isAvailable())
  564. {
  565. Target tmp = current;
  566. tmp.emplace_back(hex);
  567. detail::ProblemImpl ignored;
  568. if(canBeCastAt(tmp, ignored))
  569. ret.emplace_back(hex);
  570. }
  571. }
  572. }
  573. else
  574. {
  575. for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
  576. {
  577. BattleHex dest(i);
  578. if(dest.isAvailable())
  579. {
  580. Target tmp = current;
  581. tmp.emplace_back(dest);
  582. detail::ProblemImpl ignored;
  583. if(canBeCastAt(tmp, ignored))
  584. ret.emplace_back(dest);
  585. }
  586. }
  587. }
  588. break;
  589. case AimType::NO_TARGET:
  590. ret.emplace_back();
  591. break;
  592. default:
  593. break;
  594. }
  595. return ret;
  596. }
  597. bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const
  598. {
  599. return targetCondition->isReceptive(this, target);
  600. }
  601. bool BattleSpellMechanics::isSmart() const
  602. {
  603. return mode != Mode::MAGIC_MIRROR && BaseMechanics::isSmart();
  604. }
  605. BattleHexArray BattleSpellMechanics::rangeInHexes(const BattleHex & centralHex) const
  606. {
  607. if(isMassive() || !centralHex.isValid())
  608. return BattleHexArray();
  609. Target aimPoint;
  610. aimPoint.push_back(Destination(centralHex));
  611. Target spellTarget = transformSpellTarget(aimPoint);
  612. BattleHexArray effectRange;
  613. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop)
  614. {
  615. if(!effect->indirect)
  616. {
  617. effect->adjustAffectedHexes(effectRange, this, spellTarget);
  618. }
  619. });
  620. return effectRange;
  621. }
  622. const Spell * BattleSpellMechanics::getSpell() const
  623. {
  624. return owner;
  625. }
  626. }
  627. VCMI_LIB_NAMESPACE_END