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vcmi/lib/spells/effects/Damage.cpp

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Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
/*
* Damage.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 "Damage.h"
#include "Registry.h"
#include "../ISpellMechanics.h"
#include "../../NetPacks.h"
#include "../../CStack.h"
#include "../../battle/IBattleState.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../CGeneralTextHandler.h"
#include "../../serializer/JsonSerializeFormat.h"
static const std::string EFFECT_NAME = "core:damage";
namespace spells
{
namespace effects
{
VCMI_REGISTER_SPELL_EFFECT(Damage, EFFECT_NAME);
Damage::Damage()
: UnitEffect(),
customEffectId(-1),
killByPercentage(false),
killByCount(false)
{
}
Damage::~Damage() = default;
void Damage::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
{
StacksInjured stacksInjured;
BattleLogMessage blm;
size_t targetIndex = 0;
const battle::Unit * firstTarget = nullptr;
const bool describe = server->describeChanges();
int64_t damageToDisplay = 0;
uint32_t killed = 0;
bool multiple = false;
for(auto & t : target)
{
const battle::Unit * unit = t.unitValue;
if(unit && unit->alive())
{
BattleStackAttacked bsa;
bsa.damageAmount = damageForTarget(targetIndex, m, unit);
bsa.stackAttacked = unit->unitId();
bsa.attackerID = -1;
auto newState = unit->acquireState();
CStack::prepareAttacked(bsa, *server->getRNG(), newState);
if(describe)
{
if(!firstTarget)
firstTarget = unit;
else
multiple = true;
damageToDisplay += bsa.damageAmount;
killed += bsa.killedAmount;
}
if(customEffectId >= 0)
{
bsa.effect = 82;
bsa.flags |= BattleStackAttacked::EFFECT;
}
stacksInjured.stacks.push_back(bsa);
}
targetIndex++;
}
if(describe && firstTarget && damageToDisplay > 0)
{
describeEffect(blm.lines, m, firstTarget, killed, damageToDisplay, multiple);
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(!stacksInjured.stacks.empty())
server->apply(&stacksInjured);
if(!blm.lines.empty())
server->apply(&blm);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
}
bool Damage::isReceptive(const Mechanics * m, const battle::Unit * unit) const
{
if(!UnitEffect::isReceptive(m, unit))
return false;
//elemental immunity for damage
auto filter = m->getElementalImmunity();
for(auto element : filter)
{
if(!m->isPositiveSpell() && unit->hasBonusOfType(element, 2))
return false;
}
return true;
}
void Damage::serializeJsonUnitEffect(JsonSerializeFormat & handler)
{
handler.serializeInt("customEffectId", customEffectId, -1);
handler.serializeBool("killByPercentage", killByPercentage);
handler.serializeBool("killByCount", killByCount);
}
int64_t Damage::damageForTarget(size_t targetIndex, const Mechanics * m, const battle::Unit * target) const
{
int64_t baseDamage;
if(killByPercentage)
{
int64_t amountToKill = target->getCount() * m->getEffectValue() / 100;
baseDamage = amountToKill * target->MaxHealth();
}
else if(killByCount)
{
baseDamage = m->getEffectValue() * target->MaxHealth();
}
else
{
baseDamage = m->adjustEffectValue(target);
}
if(chainLength > 1 && targetIndex > 0)
{
double indexedFactor = std::pow(chainFactor, (double) targetIndex);
return (int64_t) (indexedFactor * baseDamage);
}
return baseDamage;
}
void Damage::describeEffect(std::vector<MetaString> & log, const Mechanics * m, const battle::Unit * firstTarget, uint32_t kills, int64_t damage, bool multiple) const
{
if(m->getSpellIndex() == SpellID::DEATH_STARE && !multiple)
{
MetaString line;
if(kills > 1)
{
line.addTxt(MetaString::GENERAL_TXT, 119); //%d %s die under the terrible gaze of the %s.
line.addReplacement(kills);
firstTarget->addNameReplacement(line, true);
}
else
{
line.addTxt(MetaString::GENERAL_TXT, 118); //One %s dies under the terrible gaze of the %s.
firstTarget->addNameReplacement(line, false);
}
m->caster->getCasterName(line);
log.push_back(line);
}
else if(m->getSpellIndex() == SpellID::THUNDERBOLT && !multiple)
{
{
MetaString line;
firstTarget->addText(line, MetaString::GENERAL_TXT, -367, true);
firstTarget->addNameReplacement(line, true);
log.push_back(line);
}
{
MetaString line;
//todo: handle newlines in metastring
std::string text = VLC->generaltexth->allTexts.at(343); //Does %d points of damage.
boost::algorithm::trim(text);
line << text;
line.addReplacement((int)damage); //no more text afterwards
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
log.push_back(line);
}
}
else
{
{
MetaString line;
line.addTxt(MetaString::GENERAL_TXT, 376);
line.addReplacement(MetaString::SPELL_NAME, m->getSpellIndex());
line.addReplacement((int)damage);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
log.push_back(line);
}
{
MetaString line;
const int textId = (kills > 1) ? 379 : 378;
line.addTxt(MetaString::GENERAL_TXT, textId);
if(kills > 1)
line.addReplacement(kills);
if(kills > 1)
{
if(multiple)
line.addReplacement(MetaString::GENERAL_TXT, 43);
else
firstTarget->addNameReplacement(line, true);
}
else
{
if(multiple)
line.addReplacement(MetaString::GENERAL_TXT, 42);
else
firstTarget->addNameReplacement(line, false);
}
log.push_back(line);
}
}
}
}
}