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							- /*
 
-  * CDefaultSpellMechanics.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CDefaultSpellMechanics.h"
 
- #include "../NetPacks.h"
 
- #include "../BattleState.h"
 
- namespace SRSLPraserHelpers
 
- {
 
- 	static int XYToHex(int x, int y)
 
- 	{
 
- 		return x + GameConstants::BFIELD_WIDTH * y;
 
- 	}
 
- 	static int XYToHex(std::pair<int, int> xy)
 
- 	{
 
- 		return XYToHex(xy.first, xy.second);
 
- 	}
 
- 	static int hexToY(int battleFieldPosition)
 
- 	{
 
- 		return battleFieldPosition/GameConstants::BFIELD_WIDTH;
 
- 	}
 
- 	static int hexToX(int battleFieldPosition)
 
- 	{
 
- 		int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
 
- 		return pos;
 
- 	}
 
- 	static std::pair<int, int> hexToPair(int battleFieldPosition)
 
- 	{
 
- 		return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
 
- 	}
 
- 	//moves hex by one hex in given direction
 
- 	//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
 
- 	static std::pair<int, int> gotoDir(int x, int y, int direction)
 
- 	{
 
- 		switch(direction)
 
- 		{
 
- 		case 0: //top left
 
- 			return std::make_pair((y%2) ? x-1 : x, y-1);
 
- 		case 1: //top right
 
- 			return std::make_pair((y%2) ? x : x+1, y-1);
 
- 		case 2:  //right
 
- 			return std::make_pair(x+1, y);
 
- 		case 3: //right bottom
 
- 			return std::make_pair((y%2) ? x : x+1, y+1);
 
- 		case 4: //left bottom
 
- 			return std::make_pair((y%2) ? x-1 : x, y+1);
 
- 		case 5: //left
 
- 			return std::make_pair(x-1, y);
 
- 		default:
 
- 			throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
 
- 		}
 
- 	}
 
- 	static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
 
- 	{
 
- 		return gotoDir(xy.first, xy.second, direction);
 
- 	}
 
- 	static bool isGoodHex(std::pair<int, int> xy)
 
- 	{
 
- 		return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
 
- 	}
 
- 	//helper function for rangeInHexes
 
- 	static std::set<ui16> getInRange(unsigned int center, int low, int high)
 
- 	{
 
- 		std::set<ui16> ret;
 
- 		if(low == 0)
 
- 		{
 
- 			ret.insert(center);
 
- 		}
 
- 		std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
 
- 		for(auto & elem : mainPointForLayer)
 
- 			elem = hexToPair(center);
 
- 		for(int it=1; it<=high; ++it) //it - distance to the center
 
- 		{
 
- 			for(int b=0; b<6; ++b)
 
- 				mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
 
- 			if(it>=low)
 
- 			{
 
- 				std::pair<int, int> curHex;
 
- 				//adding lines (A-b, B-c, C-d, etc)
 
- 				for(int v=0; v<6; ++v)
 
- 				{
 
- 					curHex = mainPointForLayer[v];
 
- 					for(int h=0; h<it; ++h)
 
- 					{
 
- 						if(isGoodHex(curHex))
 
- 							ret.insert(XYToHex(curHex));
 
- 						curHex = gotoDir(curHex, (v+2)%6);
 
- 					}
 
- 				}
 
- 			} //if(it>=low)
 
- 		}
 
- 		return ret;
 
- 	}
 
- }
 
- ///DefaultSpellMechanics
 
- void DefaultSpellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
 
- {
 
- 	if (packet->castedByHero)
 
- 	{
 
- 		if (packet->side < 2)
 
- 		{
 
- 			battle->sides[packet->side].castSpellsCount++;
 
- 		}
 
- 	}
 
- 	//handle countering spells
 
- 	for(auto stackID : packet->affectedCres)
 
- 	{
 
- 		if(vstd::contains(packet->resisted, stackID))
 
- 			continue;
 
- 		CStack * s = battle->getStack(stackID);
 
- 		s->popBonuses([&](const Bonus * b) -> bool
 
- 		{
 
- 			//check for each bonus if it should be removed
 
- 			const bool isSpellEffect = Selector::sourceType(Bonus::SPELL_EFFECT)(b);
 
- 			const int spellID = isSpellEffect ? b->sid : -1;
 
- 			return isSpellEffect && vstd::contains(owner->counteredSpells, spellID);
 
- 		});
 
- 	}
 
- }
 
- bool DefaultSpellMechanics::adventureCast(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
 
- {
 
- 	if(!owner->isAdventureSpell())
 
- 	{
 
- 		env->complain("Attempt to cast non adventure spell in adventure mode");
 
- 		return false;
 
- 	}
 
- 	const CGHeroInstance * caster = parameters.caster;
 
- 	const int cost = caster->getSpellCost(owner);
 
- 	if(!caster->canCastThisSpell(owner))
 
- 	{
 
- 		env->complain("Hero cannot cast this spell!");
 
- 		return false;
 
- 	}
 
- 	if(caster->mana < cost)
 
- 	{
 
- 		env->complain("Hero doesn't have enough spell points to cast this spell!");
 
- 		return false;
 
- 	}
 
- 	{
 
- 		AdvmapSpellCast asc;
 
- 		asc.caster = caster;
 
- 		asc.spellID = owner->id;
 
- 		env->sendAndApply(&asc);
 
- 	}
 
- 	if(applyAdventureEffects(env, parameters))
 
- 	{
 
- 		SetMana sm;
 
- 		sm.hid = caster->id;
 
- 		sm.absolute = false;
 
- 		sm.val = -cost;
 
- 		env->sendAndApply(&sm);
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool DefaultSpellMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
 
- {
 
- 	if(owner->hasEffects())
 
- 	{
 
- 		const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
 
- 		std::vector<Bonus> bonuses;
 
- 		owner->getEffects(bonuses, schoolLevel);
 
- 		for(Bonus b : bonuses)
 
- 		{
 
- 			GiveBonus gb;
 
- 			gb.id = parameters.caster->id.getNum();
 
- 			gb.bonus = b;
 
- 			env->sendAndApply(&gb);
 
- 		}
 
- 		return true;
 
- 	}
 
- 	else
 
- 	{
 
- 		//There is no generic algorithm of adventure cast
 
- 		env->complain("Unimplemented adventure spell");
 
- 		return false;
 
- 	}
 
- }
 
- void DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const
 
- {
 
- 	BattleSpellCast sc;
 
- 	sc.side = parameters.casterSide;
 
- 	sc.id = owner->id;
 
- 	sc.skill = parameters.spellLvl;
 
- 	sc.tile = parameters.destination;
 
- 	sc.dmgToDisplay = 0;
 
- 	sc.castedByHero = nullptr != parameters.caster;
 
- 	sc.casterStack = (parameters.casterStack ? parameters.casterStack->ID : -1);
 
- 	sc.manaGained = 0;
 
- 	int spellCost = 0;
 
- 	//calculate spell cost
 
- 	if(parameters.caster)
 
- 	{
 
- 		spellCost = parameters.cb->battleGetSpellCost(owner, parameters.caster);
 
- 		if(parameters.secHero && parameters.mode == ECastingMode::HERO_CASTING) //handle mana channel
 
- 		{
 
- 			int manaChannel = 0;
 
- 			for(const CStack * stack : parameters.cb->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
 
- 			{
 
- 				if(stack->owner == parameters.secHero->tempOwner)
 
- 				{
 
- 					vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
 
- 				}
 
- 			}
 
- 			sc.manaGained = (manaChannel * spellCost) / 100;
 
- 		}
 
- 	}
 
- 	//calculating affected creatures for all spells
 
- 	//must be vector, as in Chain Lightning order matters
 
- 	std::vector<const CStack*> attackedCres; //CStack vector is somewhat more suitable than ID vector
 
- 	auto creatures = owner->getAffectedStacks(parameters.cb, parameters.mode, parameters.casterColor, parameters.spellLvl, parameters.destination, parameters.caster);
 
- 	std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
 
- 	for (auto cre : attackedCres)
 
- 	{
 
- 		sc.affectedCres.insert(cre->ID);
 
- 	}
 
- 	//checking if creatures resist
 
- 	//resistance is applied only to negative spells
 
- 	if(owner->isNegative())
 
- 	{
 
- 		for(auto s : attackedCres)
 
- 		{
 
- 			const int prob = std::min((s)->magicResistance(), 100); //probability of resistance in %
 
- 			if(env->getRandomGenerator().nextInt(99) < prob)
 
- 			{
 
- 				sc.resisted.push_back(s->ID);
 
- 			}
 
- 		}
 
- 	}
 
- 	StacksInjured si;
 
- 	SpellCastContext ctx(attackedCres, sc, si);
 
- 	applyBattleEffects(env, parameters, ctx);
 
- 	env->sendAndApply(&sc);
 
- 	//spend mana
 
- 	if(parameters.caster)
 
- 	{
 
- 		SetMana sm;
 
- 		sm.absolute = false;
 
- 		sm.hid = parameters.caster->id;
 
- 		sm.val = -spellCost;
 
- 		env->sendAndApply(&sm);
 
- 		if(sc.manaGained > 0)
 
- 		{
 
- 			assert(parameters.secHero);
 
- 			sm.hid = parameters.secHero->id;
 
- 			sm.val = sc.manaGained;
 
- 			env->sendAndApply(&sm);
 
- 		}
 
- 	}
 
- 	if(!si.stacks.empty()) //after spellcast info shows
 
- 		env->sendAndApply(&si);
 
- 	//reduce number of casts remaining
 
- 	//TODO: this should be part of BattleSpellCast apply
 
- 	if (parameters.mode == ECastingMode::CREATURE_ACTIVE_CASTING || parameters.mode == ECastingMode::ENCHANTER_CASTING)
 
- 	{
 
- 		assert(parameters.casterStack);
 
- 		BattleSetStackProperty ssp;
 
- 		ssp.stackID = parameters.casterStack->ID;
 
- 		ssp.which = BattleSetStackProperty::CASTS;
 
- 		ssp.val = -1;
 
- 		ssp.absolute = false;
 
- 		env->sendAndApply(&ssp);
 
- 	}
 
- 	//Magic Mirror effect
 
- 	if(owner->isNegative() && parameters.mode != ECastingMode::MAGIC_MIRROR && owner->level && owner->getLevelInfo(0).range == "0") //it is actual spell and can be reflected to single target, no recurrence
 
- 	{
 
- 		for(auto & attackedCre : attackedCres)
 
- 		{
 
- 			int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
 
- 			if(mirrorChance > env->getRandomGenerator().nextInt(99))
 
- 			{
 
- 				std::vector<const CStack *> mirrorTargets;
 
- 				auto battleStacks = parameters.cb->battleGetAllStacks(true);
 
- 				for(auto & battleStack : battleStacks)
 
- 				{
 
- 					if(battleStack->owner == parameters.casterColor) //get enemy stacks which can be affected by this spell
 
- 					{
 
- 						if (ESpellCastProblem::OK == owner->isImmuneByStack(nullptr, battleStack))
 
- 							mirrorTargets.push_back(battleStack);
 
- 					}
 
- 				}
 
- 				if(!mirrorTargets.empty())
 
- 				{
 
- 					int targetHex = (*RandomGeneratorUtil::nextItem(mirrorTargets, env->getRandomGenerator()))->position;
 
- 					BattleSpellCastParameters mirrorParameters = parameters;
 
- 					mirrorParameters.spellLvl = 0;
 
- 					mirrorParameters.casterSide = 1-parameters.casterSide;
 
- 					mirrorParameters.casterColor = (attackedCre)->owner;
 
- 					mirrorParameters.caster = nullptr;
 
- 					mirrorParameters.destination = targetHex;
 
- 					mirrorParameters.secHero = parameters.caster;
 
- 					mirrorParameters.mode = ECastingMode::MAGIC_MIRROR;
 
- 					mirrorParameters.casterStack = (attackedCre);
 
- 					mirrorParameters.selectedStack = nullptr;
 
- 					battleCast(env, mirrorParameters);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- int DefaultSpellMechanics::calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const
 
- {
 
- 	if(!caster)
 
- 	{
 
- 		if (!usedSpellPower)
 
- 			return 3; //default duration of all creature spells
 
- 		else
 
- 			return usedSpellPower; //use creature spell power
 
- 	}
 
- 	switch(owner->id)
 
- 	{
 
- 	case SpellID::FRENZY:
 
- 		return 1;
 
- 	default: //other spells
 
- 		return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
 
- 	}
 
- }
 
- ui32 DefaultSpellMechanics::calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const
 
- {
 
- 	int healedHealth;
 
- 	if(!owner->isHealingSpell())
 
- 	{
 
- 		logGlobal->errorStream() << "calculateHealedHP called for nonhealing spell "<< owner->name;
 
- 		return 0;
 
- 	}
 
- 	const int spellPowerSkill = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
 
- 	const int levelPower = owner->getPower(caster->getSpellSchoolLevel(owner));
 
- 	if (owner->id == SpellID::SACRIFICE && sacrificedStack)
 
- 		healedHealth = (spellPowerSkill + sacrificedStack->MaxHealth() + levelPower) * sacrificedStack->count;
 
- 	else
 
- 		healedHealth = spellPowerSkill * owner->power + levelPower; //???
 
- 	healedHealth = owner->calculateBonus(healedHealth, caster, stack);
 
- 	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (owner->isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0));
 
- }
 
- void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
 
- {
 
- 	//applying effects
 
- 	if(owner->isOffensiveSpell())
 
- 	{
 
- 		int spellDamage = 0;
 
- 		if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
 
- 		{
 
- 			int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
 
- 			if(unitSpellPower)
 
- 				ctx.sc.dmgToDisplay = spellDamage = parameters.casterStack->count * unitSpellPower; //TODO: handle immunities
 
- 			else //Faerie Dragon
 
- 			{
 
- 				parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
 
- 				ctx.sc.dmgToDisplay = 0;
 
- 			}
 
- 		}
 
- 		int chainLightningModifier = 0;
 
- 		for(auto & attackedCre : ctx.attackedCres)
 
- 		{
 
- 			if(vstd::contains(ctx.sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
 
- 				continue;
 
- 			BattleStackAttacked bsa;
 
- 			if(spellDamage)
 
- 				bsa.damageAmount = spellDamage >> chainLightningModifier;
 
- 			else
 
- 				bsa.damageAmount =  owner->calculateDamage(parameters.caster, attackedCre, parameters.spellLvl, parameters.usedSpellPower) >> chainLightningModifier;
 
- 			ctx.sc.dmgToDisplay += bsa.damageAmount;
 
- 			bsa.stackAttacked = (attackedCre)->ID;
 
- 			if(parameters.mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
 
- 				bsa.attackerID = parameters.casterStack->ID;
 
- 			else
 
- 				bsa.attackerID = -1;
 
- 			(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
 
- 			ctx.si.stacks.push_back(bsa);
 
- 			if(owner->id == SpellID::CHAIN_LIGHTNING)
 
- 				++chainLightningModifier;
 
- 		}
 
- 	}
 
- 	if(owner->hasEffects())
 
- 	{
 
- 		int stackSpellPower = 0;
 
- 		if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
 
- 		{
 
- 			stackSpellPower =  parameters.casterStack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
 
- 		}
 
- 		SetStackEffect sse;
 
- 		Bonus pseudoBonus;
 
- 		pseudoBonus.sid = owner->id;
 
- 		pseudoBonus.val = parameters.spellLvl;
 
- 		pseudoBonus.turnsRemain = calculateDuration(parameters.caster, stackSpellPower ? stackSpellPower : parameters.usedSpellPower);
 
- 		CStack::stackEffectToFeature(sse.effect, pseudoBonus);
 
- 		if(owner->id == SpellID::SHIELD || owner->id == SpellID::AIR_SHIELD)
 
- 		{
 
- 			sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shield should display damage reduction
 
- 		}
 
- 		if(owner->id == SpellID::BIND &&  parameters.casterStack)//bind
 
- 		{
 
- 			sse.effect.back().additionalInfo =  parameters.casterStack->ID; //we need to know who casted Bind
 
- 		}
 
- 		const Bonus * bonus = nullptr;
 
- 		if(parameters.caster)
 
- 			bonus = parameters.caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, owner->id));
 
- 		//TODO does hero specialty should affects his stack casting spells?
 
- 		si32 power = 0;
 
- 		for(const CStack * affected : ctx.attackedCres)
 
- 		{
 
- 			if(vstd::contains(ctx.sc.resisted, affected->ID)) //this creature resisted the spell
 
- 				continue;
 
- 			sse.stacks.push_back(affected->ID);
 
- 			//Apply hero specials - peculiar enchants
 
- 			const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
 
- 			if(bonus)
 
- 			{
 
- 				switch(bonus->additionalInfo)
 
- 				{
 
- 					case 0: //normal
 
- 					{
 
- 						switch(tier)
 
- 						{
 
- 							case 1: case 2:
 
- 								power = 3;
 
- 							break;
 
- 							case 3: case 4:
 
- 								power = 2;
 
- 							break;
 
- 							case 5: case 6:
 
- 								power = 1;
 
- 							break;
 
- 						}
 
- 						Bonus specialBonus(sse.effect.back());
 
- 						specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
 
- 						sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
 
- 					}
 
- 					break;
 
- 					case 1: //only Coronius as yet
 
- 					{
 
- 						power = std::max(5 - tier, 0);
 
- 						Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
 
- 						specialBonus.sid = owner->id;
 
- 						sse.uniqueBonuses.push_back(std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
 
- 					}
 
- 					break;
 
- 				}
 
- 			}
 
- 			if (parameters.caster && parameters.caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, owner->id)) //TODO: better handling of bonus percentages
 
- 			{
 
- 				int damagePercent = parameters.caster->level * parameters.caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, owner->id.toEnum()) / tier;
 
- 				Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
 
- 				specialBonus.valType = Bonus::PERCENT_TO_ALL;
 
- 				specialBonus.sid = owner->id;
 
- 				sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
 
- 			}
 
- 		}
 
- 		if(!sse.stacks.empty())
 
- 			env->sendAndApply(&sse);
 
- 	}
 
- 	if(owner->isHealingSpell())
 
- 	{
 
- 		int hpGained = 0;
 
- 		if(parameters.casterStack)
 
- 		{
 
- 			int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
 
- 			if(unitSpellPower)
 
- 				hpGained = parameters.casterStack->count * unitSpellPower; //Archangel
 
- 			else //Faerie Dragon-like effect - unused so far
 
- 				parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
 
- 		}
 
- 		StacksHealedOrResurrected shr;
 
- 		shr.lifeDrain = false;
 
- 		shr.tentHealing = false;
 
- 		for(auto & attackedCre : ctx.attackedCres)
 
- 		{
 
- 			StacksHealedOrResurrected::HealInfo hi;
 
- 			hi.stackID = (attackedCre)->ID;
 
- 			if (parameters.casterStack) //casted by creature
 
- 			{
 
- 				const bool resurrect = owner->isRisingSpell();
 
- 				if (hpGained)
 
- 				{
 
- 					//archangel
 
- 					hi.healedHP = std::min<ui32>(hpGained, attackedCre->MaxHealth() - attackedCre->firstHPleft + (resurrect ? attackedCre->baseAmount * attackedCre->MaxHealth() : 0));
 
- 				}
 
- 				else
 
- 				{
 
- 					//any typical spell (commander's cure or animate dead)
 
- 					int healedHealth = parameters.usedSpellPower * owner->power + owner->getPower(parameters.spellLvl);
 
- 					hi.healedHP = std::min<ui32>(healedHealth, attackedCre->MaxHealth() - attackedCre->firstHPleft + (resurrect ? attackedCre->baseAmount * attackedCre->MaxHealth() : 0));
 
- 				}
 
- 			}
 
- 			else
 
- 				hi.healedHP = calculateHealedHP(parameters.caster, attackedCre, parameters.selectedStack); //Casted by hero
 
- 			hi.lowLevelResurrection = parameters.spellLvl <= 1;
 
- 			shr.healedStacks.push_back(hi);
 
- 		}
 
- 		if(!shr.healedStacks.empty())
 
- 			env->sendAndApply(&shr);
 
- 	}
 
- }
 
- std::vector<BattleHex> DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
 
- {
 
- 	using namespace SRSLPraserHelpers;
 
- 	std::vector<BattleHex> ret;
 
- 	std::string rng = owner->getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling
 
- 	if(rng.size() >= 2 && rng[0] != 'X') //there is at lest one hex in range (+artificial comma)
 
- 	{
 
- 		std::string number1, number2;
 
- 		int beg, end;
 
- 		bool readingFirst = true;
 
- 		for(auto & elem : rng)
 
- 		{
 
- 			if(std::isdigit(elem) ) //reading number
 
- 			{
 
- 				if(readingFirst)
 
- 					number1 += elem;
 
- 				else
 
- 					number2 += elem;
 
- 			}
 
- 			else if(elem == ',') //comma
 
- 			{
 
- 				//calculating variables
 
- 				if(readingFirst)
 
- 				{
 
- 					beg = atoi(number1.c_str());
 
- 					number1 = "";
 
- 				}
 
- 				else
 
- 				{
 
- 					end = atoi(number2.c_str());
 
- 					number2 = "";
 
- 				}
 
- 				//obtaining new hexes
 
- 				std::set<ui16> curLayer;
 
- 				if(readingFirst)
 
- 				{
 
- 					curLayer = getInRange(centralHex, beg, beg);
 
- 				}
 
- 				else
 
- 				{
 
- 					curLayer = getInRange(centralHex, beg, end);
 
- 					readingFirst = true;
 
- 				}
 
- 				//adding abtained hexes
 
- 				for(auto & curLayer_it : curLayer)
 
- 				{
 
- 					ret.push_back(curLayer_it);
 
- 				}
 
- 			}
 
- 			else if(elem == '-') //dash
 
- 			{
 
- 				beg = atoi(number1.c_str());
 
- 				number1 = "";
 
- 				readingFirst = false;
 
- 			}
 
- 		}
 
- 	}
 
- 	//remove duplicates (TODO check if actually needed)
 
- 	range::unique(ret);
 
- 	return ret;
 
- }
 
- std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
 
- {
 
- 	std::set<const CStack* > attackedCres;//std::set to exclude multiple occurrences of two hex creatures
 
- 	const ui8 attackerSide = ctx.cb->playerToSide(ctx.casterColor) == 1;
 
- 	const auto attackedHexes = rangeInHexes(ctx.destination, ctx.schoolLvl, attackerSide);
 
- 	const CSpell::TargetInfo ti(owner, ctx.schoolLvl, ctx.mode);
 
- 	//TODO: more generic solution for mass spells
 
- 	if(owner->getLevelInfo(ctx.schoolLvl).range.size() > 1) //custom many-hex range
 
- 	{
 
- 		for(BattleHex hex : attackedHexes)
 
- 		{
 
- 			if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))
 
- 			{
 
- 				attackedCres.insert(st);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(ti.type == CSpell::CREATURE)
 
- 	{
 
- 		auto predicate = [=](const CStack * s){
 
- 			const bool positiveToAlly = owner->isPositive() && s->owner == ctx.casterColor;
 
- 			const bool negativeToEnemy = owner->isNegative() && s->owner != ctx.casterColor;
 
- 			const bool validTarget = s->isValidTarget(!ti.onlyAlive); //todo: this should be handled by spell class
 
- 			//for single target spells select stacks covering destination tile
 
- 			const bool rangeCovers = ti.massive || s->coversPos(ctx.destination);
 
- 			//handle smart targeting
 
- 			const bool positivenessFlag = !ti.smart || owner->isNeutral() || positiveToAlly || negativeToEnemy;
 
- 			return rangeCovers && positivenessFlag && validTarget;
 
- 		};
 
- 		TStacks stacks = ctx.cb->battleGetStacksIf(predicate);
 
- 		if(ti.massive)
 
- 		{
 
- 			//for massive spells add all targets
 
- 			for (auto stack : stacks)
 
- 				attackedCres.insert(stack);
 
- 		}
 
- 		else
 
- 		{
 
- 			//for single target spells we must select one target. Alive stack is preferred (issue #1763)
 
- 			for(auto stack : stacks)
 
- 			{
 
- 				if(stack->alive())
 
- 				{
 
- 					attackedCres.insert(stack);
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(attackedCres.empty() && !stacks.empty())
 
- 			{
 
- 				attackedCres.insert(stacks.front());
 
- 			}
 
- 		}
 
- 	}
 
- 	else //custom range from attackedHexes
 
- 	{
 
- 		for(BattleHex hex : attackedHexes)
 
- 		{
 
- 			if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))
 
- 				attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	return attackedCres;
 
- }
 
- ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
 
- {
 
- 	//no problems by default, this method is for spell-specific problems	
 
- 	return ESpellCastProblem::OK;
 
- }
 
- ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
 
- {
 
- 	//by default use general algorithm
 
- 	return owner->isImmuneBy(obj);
 
- }
 
 
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