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 "../../battle/IBattleState.h"
  15. #include "../../battle/CBattleInfoCallback.h"
  16. #include "../../battle/Unit.h"
  17. #include "../../serializer/JsonSerializeFormat.h"
  18. #include "../../networkPacks/PacksForClientBattle.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. return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
  63. return true;
  64. }
  65. bool Sacrifice::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
  66. {
  67. //TODO: support for multiple targets?
  68. if(target.empty())
  69. return false;
  70. EffectTarget healTarget;
  71. healTarget.emplace_back(target.front());
  72. if(!Heal::applicable(problem, m, healTarget))
  73. return false;
  74. if(target.size() == 2)
  75. {
  76. const auto *victim = target.at(1).unitValue;
  77. if(!victim)
  78. return false;
  79. return victim->alive() && getStackFilter(m, false, victim) && isReceptive(m, victim);
  80. }
  81. return true;
  82. }
  83. void Sacrifice::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
  84. {
  85. if(target.size() != 2)
  86. {
  87. logGlobal->error("Sacrifice effect requires 2 targets");
  88. return;
  89. }
  90. const battle::Unit * victim = target.back().unitValue;
  91. if(!victim)
  92. {
  93. logGlobal->error("No unit to Sacrifice");
  94. return;
  95. }
  96. EffectTarget healTarget;
  97. healTarget.emplace_back(target.front());
  98. Heal::apply(calculateHealEffectValue(m, victim), server, m, healTarget);
  99. BattleUnitsChanged removeUnits;
  100. removeUnits.battleID = m->battle()->getBattle()->getBattleID();
  101. removeUnits.changedStacks.emplace_back(victim->unitId(), UnitChanges::EOperation::REMOVE);
  102. server->apply(removeUnits);
  103. }
  104. bool Sacrifice::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
  105. {
  106. return unit->isValidTarget(true);
  107. }
  108. EffectTarget Sacrifice::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
  109. {
  110. EffectTarget res = Heal::transformTarget(m, aimPoint, spellTarget);
  111. //ignore spell range for now, arbitrary range support requires redesign
  112. res.resize(1);
  113. //add victim
  114. if(aimPoint.size() >= 2)
  115. {
  116. const auto *victim = aimPoint.at(1).unitValue;
  117. if(victim && getStackFilter(m, false, victim) && isReceptive(m, victim))
  118. res.emplace_back(victim);
  119. }
  120. return res;
  121. }
  122. int64_t Sacrifice::calculateHealEffectValue(const Mechanics * m, const battle::Unit * victim)
  123. {
  124. return (m->getEffectPower() + victim->getMaxHealth() + m->calculateRawEffectValue(0, 1)) * victim->getCount();
  125. }
  126. }
  127. }
  128. VCMI_LIB_NAMESPACE_END