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Sacrifice.cpp 3.9 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. static const std::string EFFECT_NAME = "core:sacrifice";
  20. namespace spells
  21. {
  22. namespace effects
  23. {
  24. VCMI_REGISTER_SPELL_EFFECT(Sacrifice, EFFECT_NAME);
  25. Sacrifice::Sacrifice()
  26. : Heal()
  27. {
  28. }
  29. Sacrifice::~Sacrifice() = default;
  30. void Sacrifice::adjustTargetTypes(std::vector<TargetType> & types) const
  31. {
  32. if(!types.empty())
  33. {
  34. if(types[0] != AimType::CREATURE)
  35. {
  36. types.clear();
  37. return;
  38. }
  39. if(types.size() == 1)
  40. {
  41. types.push_back(AimType::CREATURE);
  42. }
  43. else if(types.size() > 1)
  44. {
  45. if(types[1] != AimType::CREATURE)
  46. types.clear();
  47. }
  48. }
  49. }
  50. bool Sacrifice::applicable(Problem & problem, const Mechanics * m) const
  51. {
  52. auto mainFilter = std::bind(&UnitEffect::getStackFilter, this, m, true, _1);
  53. auto predicate = std::bind(&UnitEffect::eraseByImmunityFilter, this, m, _1);
  54. auto targets = m->cb->battleGetUnitsIf(mainFilter);
  55. vstd::erase_if(targets, predicate);
  56. bool targetExists = false;
  57. bool targetToSacrificeExists = false;
  58. for(auto & target : targets)
  59. {
  60. if(target->alive())
  61. targetToSacrificeExists = true;
  62. else if(target->isDead())
  63. targetExists = true;
  64. if(targetExists && targetToSacrificeExists)
  65. break;
  66. }
  67. if(!(targetExists && targetToSacrificeExists))
  68. {
  69. MetaString text;
  70. text.addTxt(MetaString::GENERAL_TXT, 185);
  71. problem.add(std::move(text), Problem::NORMAL);
  72. return false;
  73. }
  74. return true;
  75. }
  76. bool Sacrifice::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
  77. {
  78. //TODO: support for multiple targets?
  79. if(target.empty())
  80. return false;
  81. EffectTarget healTarget;
  82. healTarget.emplace_back(target.front());
  83. if(!Heal::applicable(problem, m, healTarget))
  84. return false;
  85. if(target.size() == 2)
  86. {
  87. auto victim = target.at(1).unitValue;
  88. if(!victim)
  89. return false;
  90. if(!victim->alive() || !getStackFilter(m, false, victim) || !isReceptive(m, victim))
  91. return false;
  92. return true;
  93. }
  94. return true;
  95. }
  96. void Sacrifice::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
  97. {
  98. if(target.size() != 2)
  99. {
  100. logGlobal->error("Sacrifice effect requires 2 targets");
  101. return;
  102. }
  103. const battle::Unit * victim = target.back().unitValue;
  104. if(!victim)
  105. {
  106. logGlobal->error("No unit to Sacrifice");
  107. return;
  108. }
  109. EffectTarget healTarget;
  110. healTarget.emplace_back(target.front());
  111. Heal::apply(calculateHealEffectValue(m, victim), battleState, rng, m, healTarget);
  112. BattleUnitsChanged removeUnits;
  113. removeUnits.changedStacks.emplace_back(victim->unitId(), UnitChanges::EOperation::REMOVE);
  114. battleState->apply(&removeUnits);
  115. }
  116. bool Sacrifice::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
  117. {
  118. return unit->isValidTarget(true);
  119. }
  120. EffectTarget Sacrifice::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
  121. {
  122. EffectTarget res = Heal::transformTarget(m, aimPoint, spellTarget);
  123. //ignore spell range for now, arbitrary range support requires redesign
  124. res.resize(1);
  125. //add victim
  126. if(aimPoint.size() >= 2)
  127. {
  128. auto victim = aimPoint.at(1).unitValue;
  129. if(victim && getStackFilter(m, false, victim) && isReceptive(m, victim))
  130. res.emplace_back(victim);
  131. }
  132. return res;
  133. }
  134. int64_t Sacrifice::calculateHealEffectValue(const Mechanics * m, const battle::Unit * victim) const
  135. {
  136. return (m->getEffectPower() + victim->MaxHealth() + m->calculateRawEffectValue(0, 1)) * victim->getCount();
  137. }
  138. }
  139. }