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vcmi/lib/spells/effects/UnitEffect.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
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/*
* UnitEffect.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 "UnitEffect.h"
#include "../ISpellMechanics.h"
#include "../../NetPacksBase.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../battle/Unit.h"
#include "../../serializer/JsonSerializeFormat.h"
namespace spells
{
namespace effects
{
UnitEffect::UnitEffect()
: Effect(),
chainLength(0),
chainFactor(0.0),
ignoreImmunity(false)
{
}
UnitEffect::~UnitEffect() = default;
void UnitEffect::adjustTargetTypes(std::vector<TargetType> & types) const
{
}
void UnitEffect::adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const
{
for(auto & destnation : spellTarget)
hexes.insert(destnation.hexValue);
}
bool UnitEffect::applicable(Problem & problem, const Mechanics * m) const
{
//stack effect is applicable in general if there is at least one smart target
auto mainFilter = std::bind(&UnitEffect::getStackFilter, this, m, true, _1);
auto predicate = std::bind(&UnitEffect::eraseByImmunityFilter, this, m, _1);
auto targets = m->battle()->battleGetUnitsIf(mainFilter);
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
vstd::erase_if(targets, predicate);
if(targets.empty())
{
MetaString text;
text.addTxt(MetaString::GENERAL_TXT, 185);
problem.add(std::move(text), Problem::NORMAL);
return false;
}
return true;
}
bool UnitEffect::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
{
//stack effect is applicable if it affects at least one smart target
//assume target correctly transformed, just reapply smart filter
for(auto & item : target)
if(item.unitValue)
if(getStackFilter(m, true, item.unitValue))
return true;
return false;
}
bool UnitEffect::getStackFilter(const Mechanics * m, bool alwaysSmart, const battle::Unit * s) const
{
return isValidTarget(m, s) && isSmartTarget(m, s, alwaysSmart);
}
bool UnitEffect::eraseByImmunityFilter(const Mechanics * m, const battle::Unit * s) const
{
return !isReceptive(m, s);
}
EffectTarget UnitEffect::filterTarget(const Mechanics * m, const EffectTarget & target) const
{
EffectTarget res;
vstd::copy_if(target, std::back_inserter(res), [this, m](const Destination & d)
{
return d.unitValue && isValidTarget(m, d.unitValue) && isReceptive(m, d.unitValue);
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
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});
return res;
}
EffectTarget UnitEffect::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
{
if(chainLength > 1)
return transformTargetByChain(m, aimPoint, spellTarget);
else
return transformTargetByRange(m, aimPoint, spellTarget);
}
EffectTarget UnitEffect::transformTargetByRange(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
{
auto mainFilter = std::bind(&UnitEffect::getStackFilter, this, m, false, _1);
Target spellTargetCopy(spellTarget);
//make sure that we have valid target with valid aim, even if spell have invalid range configured
//TODO: check than spell range is actually not valid
//also hackfix for banned creature massive spells
if(!aimPoint.empty())
spellTargetCopy.insert(spellTargetCopy.begin(), Destination(aimPoint.front()));
std::set<const battle::Unit *> targets;
if(m->isMassive())
{
//ignore spellTarget and add all stacks
auto units = m->battle()->battleGetUnitsIf(mainFilter);
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
for(auto unit : units)
targets.insert(unit);
}
else
{
//process each tile
for(const Destination & dest : spellTargetCopy)
{
if(dest.unitValue)
{
if(mainFilter(dest.unitValue))
targets.insert(dest.unitValue);
}
else if(dest.hexValue.isValid())
{
//select one unit on tile, prefer alive one
const battle::Unit * targetOnTile = nullptr;
auto predicate = [&](const battle::Unit * unit)
{
return unit->coversPos(dest.hexValue) && mainFilter(unit);
};
auto units = m->battle()->battleGetUnitsIf(predicate);
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
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for(auto unit : units)
{
if(unit->alive())
{
targetOnTile = unit;
break;
}
}
if(targetOnTile == nullptr && !units.empty())
targetOnTile = units.front();
if(targetOnTile)
targets.insert(targetOnTile);
}
else
{
logGlobal->debug("Invalid destination in spell Target");
}
}
}
auto predicate = std::bind(&UnitEffect::eraseByImmunityFilter, this, m, _1);
vstd::erase_if(targets, predicate);
if(m->alwaysHitFirstTarget())
{
if(!aimPoint.empty() && aimPoint.front().unitValue)
targets.insert(aimPoint.front().unitValue);
else
logGlobal->error("Spell-like attack with no primary target.");
}
EffectTarget effectTarget;
for(auto s : targets)
effectTarget.push_back(Destination(s));
return effectTarget;
}
EffectTarget UnitEffect::transformTargetByChain(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
{
EffectTarget byRange = transformTargetByRange(m, aimPoint, spellTarget);
if(byRange.empty())
{
return EffectTarget();
}
const Destination & mainDestination = byRange.front();
if(!mainDestination.hexValue.isValid())
{
return EffectTarget();
}
std::set<BattleHex> possibleHexes;
auto possibleTargets = m->battle()->battleGetUnitsIf([&](const battle::Unit * unit) -> bool
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
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{
return isValidTarget(m, unit);
});
for(auto unit : possibleTargets)
{
for(auto hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
possibleHexes.insert(hex);
}
BattleHex destHex = mainDestination.hexValue;
EffectTarget effectTarget;
for(int32_t targetIndex = 0; targetIndex < chainLength; ++targetIndex)
{
auto unit = m->battle()->battleGetUnitByPos(destHex, true);
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
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if(!unit)
break;
if(m->alwaysHitFirstTarget() && targetIndex == 0)
effectTarget.emplace_back(unit);
else if(isReceptive(m, unit) && isValidTarget(m, unit))
effectTarget.emplace_back(unit);
else
effectTarget.emplace_back();
for(auto hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
possibleHexes.erase(hex);
if(possibleHexes.empty())
break;
destHex = BattleHex::getClosestTile(unit->unitSide(), destHex, possibleHexes);
}
return effectTarget;
}
bool UnitEffect::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
{
// TODO: override in rising effect
// TODO: check absolute immunity here
return unit->isValidTarget(false);
}
bool UnitEffect::isReceptive(const Mechanics * m, const battle::Unit * unit) const
{
if(ignoreImmunity)
{
//ignore all immunities, except specific absolute immunity(VCMI addition)
//SPELL_IMMUNITY absolute case
std::stringstream cachingStr;
cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << m->getSpellIndex() << "addInfo_1";
return !unit->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, m->getSpellIndex(), 1), cachingStr.str());
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
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}
else
{
return m->isReceptive(unit);
}
}
bool UnitEffect::isSmartTarget(const Mechanics * m, const battle::Unit * unit, bool alwaysSmart) const
{
const bool smart = m->isSmart() || alwaysSmart;
const bool ignoreOwner = !smart;
return ignoreOwner || m->ownerMatches(unit);
}
void UnitEffect::serializeJsonEffect(JsonSerializeFormat & handler)
{
handler.serializeBool("ignoreImmunity", ignoreImmunity);
handler.serializeInt("chainLength", chainLength, 0);
handler.serializeFloat("chainFactor", chainFactor, 0);
serializeJsonUnitEffect(handler);
}
}
}