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vcmi/lib/SpellMechanics.cpp

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/*
* SpellMechanics.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 "SpellMechanics.h"
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#include "CObstacleInstance.h"
#include "mapObjects/CGHeroInstance.h"
#include "BattleState.h"
#include "CRandomGenerator.h"
#include "NetPacks.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;
}
}
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struct SpellCastContext
{
SpellCastContext(std::vector<const CStack*> & attackedCres, BattleSpellCast & sc, StacksInjured & si):
attackedCres(attackedCres), sc(sc), si(si){};
std::vector<const CStack*> & attackedCres;
BattleSpellCast & sc;
StacksInjured & si;
};
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class DefaultSpellMechanics: public ISpellMechanics
{
public:
DefaultSpellMechanics(CSpell * s): ISpellMechanics(s){};
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std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes = nullptr) const override;
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std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
//bool adventureCast(const SpellCastContext & context) const override;
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void battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const override;
protected:
virtual void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const;
virtual int calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const;
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};
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class AcidBreathDamageMechnics: public DefaultSpellMechanics
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{
public:
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AcidBreathDamageMechnics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
class ChainLightningMechanics: public DefaultSpellMechanics
{
public:
ChainLightningMechanics(CSpell * s): DefaultSpellMechanics(s){};
std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
};
class CloneMechanics: public DefaultSpellMechanics
{
public:
CloneMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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protected:
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};
class DeathStareMechnics: public DefaultSpellMechanics
{
public:
DeathStareMechnics(CSpell * s): DefaultSpellMechanics(s){};
protected:
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
class DispellHelpfulMechanics: public DefaultSpellMechanics
{
public:
DispellHelpfulMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
};
class HypnotizeMechanics: public DefaultSpellMechanics
{
public:
HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
};
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class ObstacleMechanics: public DefaultSpellMechanics
{
public:
ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};
class WallMechanics: public ObstacleMechanics
{
public:
WallMechanics(CSpell * s): ObstacleMechanics(s){};
std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
};
class RemoveObstacleMechanics: public DefaultSpellMechanics
{
public:
RemoveObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};
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///all rising spells
class RisingSpellMechanics: public DefaultSpellMechanics
{
public:
RisingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){};
};
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class SacrificeMechanics: public RisingSpellMechanics
{
public:
SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};
};
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///all rising spells but SACRIFICE
class SpecialRisingSpellMechanics: public RisingSpellMechanics
{
public:
SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
};
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class SummonMechanics: public DefaultSpellMechanics
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{
public:
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SummonMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};
class TeleportMechanics: public DefaultSpellMechanics
{
public:
TeleportMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
///ISpellMechanics
ISpellMechanics::ISpellMechanics(CSpell * s):
owner(s)
{
}
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ISpellMechanics * ISpellMechanics::createMechanics(CSpell * s)
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{
switch (s->id)
{
case SpellID::CLONE:
return new CloneMechanics(s);
case SpellID::DISPEL_HELPFUL_SPELLS:
return new DispellHelpfulMechanics(s);
case SpellID::SACRIFICE:
return new SacrificeMechanics(s);
case SpellID::CHAIN_LIGHTNING:
return new ChainLightningMechanics(s);
case SpellID::FIRE_WALL:
case SpellID::FORCE_FIELD:
return new WallMechanics(s);
case SpellID::LAND_MINE:
case SpellID::QUICKSAND:
return new ObstacleMechanics(s);
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case SpellID::TELEPORT:
return new TeleportMechanics(s);
case SpellID::SUMMON_FIRE_ELEMENTAL:
case SpellID::SUMMON_EARTH_ELEMENTAL:
case SpellID::SUMMON_WATER_ELEMENTAL:
case SpellID::SUMMON_AIR_ELEMENTAL:
return new SummonMechanics(s);
case SpellID::REMOVE_OBSTACLE:
return new RemoveObstacleMechanics(s);
case SpellID::DEATH_STARE:
return new DeathStareMechnics(s);
case SpellID::ACID_BREATH_DAMAGE:
return new AcidBreathDamageMechnics(s);
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default:
if(s->isRisingSpell())
return new SpecialRisingSpellMechanics(s);
else
return new DefaultSpellMechanics(s);
}
}
///DefaultSpellMechanics
//bool DefaultSpellMechanics::adventureCast(const SpellCastContext& context) const
//{
// return false; //there is no general algorithm for casting adventure spells
//}
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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.attackerType = (parameters.casterStack ? parameters.casterStack->type->idNumber : CreatureID(CreatureID::NONE));
sc.manaGained = 0;
sc.spellCost = 0;
//calculate spell cost
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if(parameters.caster)
{
sc.spellCost = parameters.cb->battleGetSpellCost(owner, parameters.caster);
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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?
{
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if(stack->owner == parameters.secHero->tempOwner)
{
vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
}
}
sc.manaGained = (manaChannel * sc.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)
{
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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);
}
}
}
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StacksInjured si;
SpellCastContext ctx(attackedCres, sc, si);
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applyBattleEffects(env, parameters, ctx);
env->sendAndApply(&sc);
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
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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);
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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);
}
}
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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);
}
}
}
}
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}
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int DefaultSpellMechanics::calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const
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{
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);
}
}
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void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment* env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
//applying effects
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if(owner->isOffensiveSpell())
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{
int spellDamage = 0;
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if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
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{
int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
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if(unitSpellPower)
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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;
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if((parameters.destination > -1 && (attackedCre)->coversPos(parameters.destination)) || (owner->getLevelInfo(parameters.spellLvl).range == "X" || parameters.mode == ECastingMode::ENCHANTER_CASTING))
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//display effect only upon primary target of area spell
//FIXME: if no stack is attacked, there is no animation and interface freezes
{
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = owner->mainEffectAnim;
}
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if(spellDamage)
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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;
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if(parameters.mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
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bsa.attackerID = parameters.casterStack->ID;
else
bsa.attackerID = -1;
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
ctx.si.stacks.push_back(bsa);
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if(owner->id == SpellID::CHAIN_LIGHTNING)
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++chainLightningModifier;
}
}
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if(owner->hasEffects())
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{
int stackSpellPower = 0;
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if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
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{
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);
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if(owner->id == SpellID::SHIELD || owner->id == SpellID::AIR_SHIELD)
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{
sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shield should display damage reduction
}
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if(owner->id == SpellID::BIND && parameters.casterStack)//bind
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{
sse.effect.back().additionalInfo = parameters.casterStack->ID; //we need to know who casted Bind
}
const Bonus * bonus = nullptr;
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if(parameters.caster)
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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)
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if(bonus)
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{
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;
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sse.uniqueBonuses.push_back(std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
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}
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;
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if(parameters.casterStack)
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{
int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
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if(unitSpellPower)
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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
{
if (hpGained)
{
hi.healedHP = parameters.cb->calculateHealedHP(hpGained, owner, attackedCre); //archangel
}
else
hi.healedHP = parameters.cb->calculateHealedHP(owner, parameters.usedSpellPower, parameters.spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
}
else
hi.healedHP = owner->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);
if(owner->id == SpellID::SACRIFICE) //remove victim
{
if(parameters.selectedStack == parameters.cb->battleActiveStack())
//set another active stack than the one removed, or bad things will happen
//TODO: make that part of BattleStacksRemoved? what about client update?
{
//makeStackDoNothing(gs->curB->getStack (selectedStack));
BattleSetActiveStack sas;
//std::vector<const CStack *> hlp;
//battleGetStackQueue(hlp, 1, selectedStack); //next after this one
//if(hlp.size())
//{
// sas.stack = hlp[0]->ID;
//}
//else
// complain ("No new stack to activate!");
sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
env->sendAndApply(&sas);
}
BattleStacksRemoved bsr;
bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
env->sendAndApply(&bsr);
}
}
}
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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
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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
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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);
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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::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
{
//by default use general algorithm
return owner->isImmuneBy(obj);
}
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///AcidBreathDamageMechnics
void AcidBreathDamageMechnics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
//calculating dmg to display
ctx.sc.dmgToDisplay = parameters.usedSpellPower;
for(auto & attackedCre : ctx.attackedCres) //no immunities
{
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = owner->mainEffectAnim;
bsa.damageAmount = parameters.usedSpellPower; //damage times the number of attackers
bsa.stackAttacked = (attackedCre)->ID;
bsa.attackerID = -1;
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
ctx.si.stacks.push_back(bsa);
}
}
///ChainLightningMechanics
std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
{
std::set<const CStack* > attackedCres;
std::set<BattleHex> possibleHexes;
for(auto stack : ctx.cb->battleGetAllStacks())
{
if(stack->isValidTarget())
{
for(auto hex : stack->getHexes())
{
possibleHexes.insert (hex);
}
}
}
int targetsOnLevel[4] = {4, 4, 5, 5};
BattleHex lightningHex = ctx.destination;
for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
{
auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
if(!stack)
break;
attackedCres.insert (stack);
for(auto hex : stack->getHexes())
{
possibleHexes.erase(hex); //can't hit same place twice
}
if(possibleHexes.empty()) //not enough targets
break;
lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
}
return attackedCres;
}
///CloneMechanics
void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
const CStack * clonedStack = nullptr;
if(ctx.attackedCres.size())
clonedStack = *ctx.attackedCres.begin();
if(!clonedStack)
{
env->complain ("No target stack to clone!");
return;
}
const int attacker = !(bool)parameters.casterSide;
BattleStackAdded bsa;
bsa.creID = clonedStack->type->idNumber;
bsa.attacker = attacker;
bsa.summoned = true;
bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
bsa.amount = clonedStack->count;
env->sendAndApply(&bsa);
BattleSetStackProperty ssp;
ssp.stackID = bsa.newStackID;//we know stack ID after apply
ssp.which = BattleSetStackProperty::CLONED;
ssp.val = 0;
ssp.absolute = 1;
env->sendAndApply(&ssp);
}
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ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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{
//can't clone already cloned creature
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if(vstd::contains(obj->state, EBattleStackState::CLONED))
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
//TODO: how about stacks casting Clone?
//currently Clone casted by stack is assumed Expert level
ui8 schoolLevel;
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if(caster)
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{
schoolLevel = caster->getSpellSchoolLevel(owner);
}
else
{
schoolLevel = 3;
}
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if(schoolLevel < 3)
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{
int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
int creLevel = obj->getCreature()->level;
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if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
//use default algorithm only if there is no mechanics-related problem
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return DefaultSpellMechanics::isImmuneByStack(caster, obj);
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}
///DeathStareMechnics
void DeathStareMechnics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
//calculating dmg to display
ctx.sc.dmgToDisplay = parameters.usedSpellPower;
vstd::amin(ctx.sc.dmgToDisplay, (*ctx.attackedCres.begin())->count); //stack is already reduced after attack
for(auto & attackedCre : ctx.attackedCres)
{
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = owner->mainEffectAnim; //from config\spell-Info.txt
bsa.damageAmount = parameters.usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
bsa.stackAttacked = (attackedCre)->ID;
bsa.attackerID = -1;
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
ctx.si.stacks.push_back(bsa);
}
}
///DispellHelpfulMechanics
ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
{
TBonusListPtr spellBon = obj->getSpellBonuses();
bool hasPositiveSpell = false;
for(const Bonus * b : *spellBon)
{
if(SpellID(b->sid).toSpell()->isPositive())
{
hasPositiveSpell = true;
break;
}
}
if(!hasPositiveSpell)
{
return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
}
//use default algorithm only if there is no mechanics-related problem
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
}
///HypnotizeMechanics
ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
{
if(nullptr != caster) //do not resist hypnotize casted after attack, for example
{
//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
//apply 'damage' bonus for hypnotize, including hero specialty
ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
* owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
if (subjectHealth > maxHealth)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return DefaultSpellMechanics::isImmuneByStack(caster, obj);
}
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///ObstacleMechanics
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void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
auto placeObstacle = [&, this](BattleHex pos)
{
static int obstacleIdToGive = parameters.cb->obstacles.size()
? (parameters.cb->obstacles.back()->uniqueID+1)
: 0;
auto obstacle = make_shared<SpellCreatedObstacle>();
switch(owner->id) // :/
{
case SpellID::QUICKSAND:
obstacle->obstacleType = CObstacleInstance::QUICKSAND;
obstacle->turnsRemaining = -1;
obstacle->visibleForAnotherSide = false;
break;
case SpellID::LAND_MINE:
obstacle->obstacleType = CObstacleInstance::LAND_MINE;
obstacle->turnsRemaining = -1;
obstacle->visibleForAnotherSide = false;
break;
case SpellID::FIRE_WALL:
obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
obstacle->turnsRemaining = 2;
obstacle->visibleForAnotherSide = true;
break;
case SpellID::FORCE_FIELD:
obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
obstacle->turnsRemaining = 2;
obstacle->visibleForAnotherSide = true;
break;
default:
//this function cannot be used with spells that do not create obstacles
assert(0);
}
obstacle->pos = pos;
obstacle->casterSide = parameters.casterSide;
obstacle->ID = owner->id;
obstacle->spellLevel = parameters.spellLvl;
obstacle->casterSpellPower = parameters.usedSpellPower;
obstacle->uniqueID = obstacleIdToGive++;
BattleObstaclePlaced bop;
bop.obstacle = obstacle;
env->sendAndApply(&bop);
};
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switch(owner->id)
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{
case SpellID::QUICKSAND:
case SpellID::LAND_MINE:
{
std::vector<BattleHex> availableTiles;
for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
{
BattleHex hex = i;
if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
availableTiles.push_back(hex);
}
boost::range::random_shuffle(availableTiles);
const int patchesForSkill[] = {4, 4, 6, 8};
const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
//land mines or quicksand patches are handled as spell created obstacles
for (int i = 0; i < patchesToPut; i++)
placeObstacle(availableTiles.at(i));
}
break;
case SpellID::FORCE_FIELD:
placeObstacle(parameters.destination);
break;
case SpellID::FIRE_WALL:
{
//fire wall is build from multiple obstacles - one fire piece for each affected hex
auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
for(BattleHex hex : affectedHexes)
placeObstacle(hex);
}
break;
default:
assert(0);
}
}
///WallMechanics
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std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
{
using namespace SRSLPraserHelpers;
std::vector<BattleHex> ret;
//Special case - shape of obstacle depends on caster's side
//TODO make it possible through spell_info config
BattleHex::EDir firstStep, secondStep;
if(side)
{
firstStep = BattleHex::TOP_LEFT;
secondStep = BattleHex::TOP_RIGHT;
}
else
{
firstStep = BattleHex::TOP_RIGHT;
secondStep = BattleHex::TOP_LEFT;
}
//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
auto addIfValid = [&](BattleHex hex)
{
if(hex.isValid())
ret.push_back(hex);
else if(outDroppedHexes)
*outDroppedHexes = true;
};
ret.push_back(centralHex);
addIfValid(centralHex.moveInDir(firstStep, false));
if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
return ret;
}
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///RemoveObstacleMechanics
void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
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if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
{
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ObstaclesRemoved obr;
obr.obstacles.insert(obstacleToRemove->uniqueID);
env->sendAndApply(&obr);
}
else
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env->complain("There's no obstacle to remove!");
}
///SpecialRisingSpellMechanics
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ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
{
// following does apply to resurrect and animate dead(?) only
// for sacrifice health calculation and health limit check don't matter
if(obj->count >= obj->baseAmount)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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if(caster) //FIXME: Archangels can cast immune stack
{
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auto maxHealth = owner->calculateHealedHP(caster, obj);
if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
}
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///SummonMechanics
void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
//todo: make configurable
CreatureID creID = CreatureID::NONE;
switch(owner->id)
{
case SpellID::SUMMON_FIRE_ELEMENTAL:
creID = CreatureID::FIRE_ELEMENTAL;
break;
case SpellID::SUMMON_EARTH_ELEMENTAL:
creID = CreatureID::EARTH_ELEMENTAL;
break;
case SpellID::SUMMON_WATER_ELEMENTAL:
creID = CreatureID::WATER_ELEMENTAL;
break;
case SpellID::SUMMON_AIR_ELEMENTAL:
creID = CreatureID::AIR_ELEMENTAL;
break;
default:
env->complain("Unable to determine summoned creature");
return;
}
BattleStackAdded bsa;
bsa.creID = creID;
bsa.attacker = !(bool)parameters.casterSide;
bsa.summoned = true;
bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
bsa.amount = parameters.usedSpellPower
* owner->getPower(parameters.spellLvl)
* (100 + percentBonus) / 100.0; //new feature - percentage bonus
if(bsa.amount)
env->sendAndApply(&bsa);
else
env->complain("Summoning didn't summon any!");
}
///TeleportMechanics
void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
BattleStackMoved bsm;
bsm.distance = -1;
bsm.stack = parameters.selectedStack->ID;
std::vector<BattleHex> tiles;
tiles.push_back(parameters.destination);
bsm.tilesToMove = tiles;
bsm.teleporting = true;
env->sendAndApply(&bsm);
}