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