File: Heal.cpp

package info (click to toggle)
vcmi 0.99%2Bdfsg%2Bgit20190113.f06c8a87-2
  • links: PTS, VCS
  • area: contrib
  • in suites: bullseye
  • size: 11,136 kB
  • sloc: cpp: 142,615; sh: 315; objc: 248; makefile: 32; ansic: 28; python: 13
file content (139 lines) | stat: -rw-r--r-- 3,261 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
/*
 * Heal.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 "Heal.h"
#include "Registry.h"
#include "../ISpellMechanics.h"

#include "../../NetPacks.h"
#include "../../battle/IBattleState.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../battle/Unit.h"
#include "../../serializer/JsonSerializeFormat.h"


static const std::string EFFECT_NAME = "core:heal";

namespace spells
{
namespace effects
{

VCMI_REGISTER_SPELL_EFFECT(Heal, EFFECT_NAME);

Heal::Heal()
	: UnitEffect(),
	healLevel(EHealLevel::HEAL),
	healPower(EHealPower::PERMANENT),
	minFullUnits(0)
{

}

Heal::~Heal() = default;

void Heal::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
{
	apply(m->getEffectValue(), battleState, rng, m, target);
}

void Heal::apply(int64_t value, BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
{
	BattleUnitsChanged pack;
	prepareHealEffect(value, pack, rng, m, target);
	if(!pack.changedStacks.empty())
		battleState->apply(&pack);
}

bool Heal::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
{
	const bool onlyAlive = healLevel == EHealLevel::HEAL;
	const bool validInGenaral = unit->isValidTarget(!onlyAlive);

	if(!validInGenaral)
		return false;

	auto insuries = unit->getTotalHealth() - unit->getAvailableHealth();

	if(insuries == 0)
		return false;

	if(minFullUnits > 0)
	{
		auto hpGained = m->getEffectValue();
		if(hpGained < minFullUnits * unit->MaxHealth())
			return false;
	}

	if(unit->isDead())
	{
		//check if alive unit blocks resurrection
		for(const BattleHex & hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
		{
			auto blocking = m->cb->battleGetUnitsIf([hex, unit](const battle::Unit * other)
			{
				return other->isValidTarget(false) && other->coversPos(hex) && other != unit;
			});

			if(!blocking.empty())
				return false;
		}
	}
	return true;
}

void Heal::serializeJsonUnitEffect(JsonSerializeFormat & handler)
{
	static const std::vector<std::string> HEAL_LEVEL_MAP =
	{
		"heal",
		"resurrect",
		"overHeal"
	};

	static const std::vector<std::string> HEAL_POWER_MAP =
	{
		"oneBattle",
		"permanent"
	};

	handler.serializeEnum("healLevel", healLevel, EHealLevel::HEAL, HEAL_LEVEL_MAP);
	handler.serializeEnum("healPower", healPower, EHealPower::PERMANENT, HEAL_POWER_MAP);
	handler.serializeInt("minFullUnits", minFullUnits);
}

void Heal::prepareHealEffect(int64_t value, BattleUnitsChanged & pack, RNG & rng, const Mechanics * m, const EffectTarget & target) const
{
	for(auto & oneTarget : target)
	{
		const battle::Unit * unit = oneTarget.unitValue;

		if(unit)
		{
			auto unitHPgained = m->applySpellBonus(value, unit);

			auto state = unit->acquire();
			state->heal(unitHPgained, healLevel, healPower);

			if(unitHPgained > 0)
			{
				UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
				info.healthDelta = unitHPgained;
				state->save(info.data);
				pack.changedStacks.push_back(info);
			}
		}
	}
}


}
}