Sacrifice.cpp 3.8 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. {
  65. MetaString text;
  66. text.addTxt(MetaString::GENERAL_TXT, 185);
  67. problem.add(std::move(text), Problem::NORMAL);
  68. return false;
  69. }
  70. return true;
  71. }
  72. bool Sacrifice::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
  73. {
  74. //TODO: support for multiple targets?
  75. if(target.empty())
  76. return false;
  77. EffectTarget healTarget;
  78. healTarget.emplace_back(target.front());
  79. if(!Heal::applicable(problem, m, healTarget))
  80. return false;
  81. if(target.size() == 2)
  82. {
  83. const auto *victim = target.at(1).unitValue;
  84. if(!victim)
  85. return false;
  86. return victim->alive() && getStackFilter(m, false, victim) && isReceptive(m, victim);
  87. }
  88. return true;
  89. }
  90. void Sacrifice::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
  91. {
  92. if(target.size() != 2)
  93. {
  94. logGlobal->error("Sacrifice effect requires 2 targets");
  95. return;
  96. }
  97. const battle::Unit * victim = target.back().unitValue;
  98. if(!victim)
  99. {
  100. logGlobal->error("No unit to Sacrifice");
  101. return;
  102. }
  103. EffectTarget healTarget;
  104. healTarget.emplace_back(target.front());
  105. Heal::apply(calculateHealEffectValue(m, victim), server, m, healTarget);
  106. BattleUnitsChanged removeUnits;
  107. removeUnits.changedStacks.emplace_back(victim->unitId(), UnitChanges::EOperation::REMOVE);
  108. server->apply(&removeUnits);
  109. }
  110. bool Sacrifice::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
  111. {
  112. return unit->isValidTarget(true);
  113. }
  114. EffectTarget Sacrifice::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
  115. {
  116. EffectTarget res = Heal::transformTarget(m, aimPoint, spellTarget);
  117. //ignore spell range for now, arbitrary range support requires redesign
  118. res.resize(1);
  119. //add victim
  120. if(aimPoint.size() >= 2)
  121. {
  122. const auto *victim = aimPoint.at(1).unitValue;
  123. if(victim && getStackFilter(m, false, victim) && isReceptive(m, victim))
  124. res.emplace_back(victim);
  125. }
  126. return res;
  127. }
  128. int64_t Sacrifice::calculateHealEffectValue(const Mechanics * m, const battle::Unit * victim)
  129. {
  130. return (m->getEffectPower() + victim->MaxHealth() + m->calculateRawEffectValue(0, 1)) * victim->getCount();
  131. }
  132. }
  133. }
  134. VCMI_LIB_NAMESPACE_END