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vcmi/lib/spells/BattleSpellMechanics.cpp

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/*
* BattleSpellMechanics.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 "BattleSpellMechanics.h"
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#include "../NetPacks.h"
#include "../BattleState.h"
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#include "../mapObjects/CGHeroInstance.h"
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///HealingSpellMechanics
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void HealingSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
EHealLevel healLevel = getHealLevel(parameters.effectLevel);
int hpGained = calculateHealedHP(env, parameters, ctx);
StacksHealedOrResurrected shr;
shr.lifeDrain = false;
shr.tentHealing = false;
const bool resurrect = (healLevel != EHealLevel::HEAL);
for(auto & attackedCre : ctx.attackedCres)
{
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = (attackedCre)->ID;
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int stackHPgained = parameters.caster->getSpellBonus(owner, hpGained, attackedCre);
hi.healedHP = attackedCre->calculateHealedHealthPoints(stackHPgained, resurrect);
hi.lowLevelResurrection = (healLevel == EHealLevel::RESURRECT);
shr.healedStacks.push_back(hi);
}
if(!shr.healedStacks.empty())
env->sendAndApply(&shr);
}
int HealingSpellMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
{
if(parameters.effectValue != 0)
return parameters.effectValue; //Archangel
return owner->calculateRawEffectValue(parameters.effectLevel, parameters.effectPower); //???
}
///AntimagicMechanics
void AntimagicMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
DefaultSpellMechanics::applyBattle(battle, packet);
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doDispell(battle, packet, [this](const Bonus * b) -> bool
{
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if(b->source == Bonus::SPELL_EFFECT)
{
return b->sid != owner->id; //effect from this spell
}
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return false; //not a spell effect
});
}
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///ChainLightningMechanics
std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
{
std::set<const CStack* > attackedCres;
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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);
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}
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return attackedCres;
}
///CloneMechanics
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void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
const CStack * clonedStack = nullptr;
if(ctx.attackedCres.size())
clonedStack = *ctx.attackedCres.begin();
if(!clonedStack)
{
env->complain ("No target stack to clone!");
return;
}
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const int attacker = !(bool)parameters.casterSide;
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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;
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env->sendAndApply(&ssp);
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ssp.stackID = clonedStack->ID;
ssp.which = BattleSetStackProperty::HAS_CLONE;
ssp.val = bsa.newStackID;
ssp.absolute = 1;
env->sendAndApply(&ssp);
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}
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ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
//can't clone already cloned creature
if(vstd::contains(obj->state, EBattleStackState::CLONED))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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if(obj->cloneID != -1)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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ui8 schoolLevel;
if(caster)
{
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schoolLevel = caster->getEffectLevel(owner);
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}
else
{
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schoolLevel = 3;//todo: remove
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}
if(schoolLevel < 3)
{
int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
int creLevel = obj->getCreature()->level;
if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
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//use default algorithm only if there is no mechanics-related problem
return DefaultSpellMechanics::isImmuneByStack(caster, obj);
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}
///CureMechanics
void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
DefaultSpellMechanics::applyBattle(battle, packet);
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doDispell(battle, packet, [](const Bonus * b) -> bool
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{
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if(b->source == Bonus::SPELL_EFFECT)
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{
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CSpell * sp = SpellID(b->sid).toSpell();
return sp->isNegative();
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}
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return false; //not a spell effect
});
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}
HealingSpellMechanics::EHealLevel CureMechanics::getHealLevel(int effectLevel) const
{
return EHealLevel::HEAL;
}
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///DispellMechanics
void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
DefaultSpellMechanics::applyBattle(battle, packet);
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doDispell(battle, packet, Selector::sourceType(Bonus::SPELL_EFFECT));
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}
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ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
{
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//just in case
if(!obj->alive())
return ESpellCastProblem::WRONG_SPELL_TARGET;
}
//DISPELL ignores all immunities, except specific absolute immunity
{
//SPELL_IMMUNITY absolute case
std::stringstream cachingStr;
cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << owner->id.toEnum() << "addInfo_1";
if(obj->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, owner->id.toEnum(), 1), cachingStr.str()))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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{
std::stringstream cachingStr;
cachingStr << "source_" << Bonus::SPELL_EFFECT;
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if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
{
return ESpellCastProblem::OK;
}
}
return ESpellCastProblem::WRONG_SPELL_TARGET;
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//any other immunities are ignored - do not execute default algorithm
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}
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void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx);
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if(parameters.spellLvl > 2)
{
//expert DISPELL also removes spell-created obstacles
ObstaclesRemoved packet;
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for(const auto obstacle : parameters.cb->obstacles)
{
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if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
|| obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
|| obstacle->obstacleType == CObstacleInstance::LAND_MINE)
packet.obstacles.insert(obstacle->uniqueID);
}
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if(!packet.obstacles.empty())
env->sendAndApply(&packet);
}
}
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///EarthquakeMechanics
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void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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if(nullptr == parameters.cb->battleGetDefendedTown())
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{
env->complain("EarthquakeMechanics: not town siege");
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return;
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}
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if(CGTownInstance::NONE == parameters.cb->battleGetDefendedTown()->fortLevel())
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{
env->complain("EarthquakeMechanics: town has no fort");
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return;
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}
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//start with all destructible parts
std::set<EWallPart::EWallPart> possibleTargets =
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{
EWallPart::KEEP,
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EWallPart::BOTTOM_TOWER,
EWallPart::BOTTOM_WALL,
EWallPart::BELOW_GATE,
EWallPart::OVER_GATE,
EWallPart::UPPER_WALL,
EWallPart::UPPER_TOWER,
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EWallPart::GATE
};
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assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
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const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
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CatapultAttack ca;
ca.attacker = -1;
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for(int i = 0; i < targetsToAttack; i++)
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{
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//Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
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EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
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auto & currentHP = parameters.cb->si.wallState;
if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
continue;
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CatapultAttack::AttackInfo attackInfo;
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attackInfo.damageDealt = 1;
attackInfo.attackedPart = target;
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attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
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ca.attackedParts.push_back(attackInfo);
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//removing creatures in turrets / keep if one is destroyed
BattleHex posRemove;
switch(target)
{
case EWallPart::KEEP:
posRemove = -2;
break;
case EWallPart::BOTTOM_TOWER:
posRemove = -3;
break;
case EWallPart::UPPER_TOWER:
posRemove = -4;
break;
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}
if(posRemove != BattleHex::INVALID)
{
BattleStacksRemoved bsr;
for(auto & elem : parameters.cb->stacks)
{
if(elem->position == posRemove)
{
bsr.stackIDs.insert(elem->ID);
break;
}
}
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if(bsr.stackIDs.size() > 0)
env->sendAndApply(&bsr);
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}
};
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env->sendAndApply(&ca);
}
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ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
{
if(nullptr == cb->battleGetDefendedTown())
{
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
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if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
{
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
CSpell::TargetInfo ti(owner, 0);//TODO: use real spell level
if(ti.smart)
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{
//if spell targeting is smart, then only attacker can use it
if(cb->playerToSide(player) != 0)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
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return ESpellCastProblem::OK;
}
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///HypnotizeMechanics
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ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
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//todo: maybe do not resist on passive cast
if(nullptr != caster)
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{
//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
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ui64 maxHealth = caster->getSpellBonus(owner, owner->calculateRawEffectValue(caster->getEffectLevel(owner), caster->getEffectPower(owner)), obj);
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if (subjectHealth > maxHealth)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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return DefaultSpellMechanics::isImmuneByStack(caster, obj);
}
///ObstacleMechanics
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void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
auto placeObstacle = [&, this](const BattleHex & pos)
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{
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.effectLevel;
obstacle->casterSpellPower = parameters.effectPower;
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obstacle->uniqueID = obstacleIdToGive++;
BattleObstaclePlaced bop;
bop.obstacle = obstacle;
env->sendAndApply(&bop);
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};
const BattleHex destination = parameters.getFirstDestinationHex();
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switch(owner->id)
{
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:
if(!destination.isValid())
{
env->complain("Invalid destination for FORCE_FIELD");
return;
}
placeObstacle(destination);
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break;
case SpellID::FIRE_WALL:
{
if(!destination.isValid())
{
env->complain("Invalid destination for FIRE_WALL");
return;
}
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//fire wall is build from multiple obstacles - one fire piece for each affected hex
auto affectedHexes = owner->rangeInHexes(destination, parameters.spellLvl, parameters.casterSide);
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for(BattleHex hex : affectedHexes)
placeObstacle(hex);
}
break;
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default:
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assert(0);
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}
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}
///WallMechanics
std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
{
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std::vector<BattleHex> ret;
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//Special case - shape of obstacle depends on caster's side
//TODO make it possible through spell 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
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return ret;
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}
///RemoveObstacleMechanics
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void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.getFirstDestinationHex(), 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!");
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}
HealingSpellMechanics::EHealLevel RisingSpellMechanics::getHealLevel(int effectLevel) const
{
//this may be even distinct class
if((effectLevel <= 1) && (owner->id == SpellID::RESURRECTION))
return EHealLevel::RESURRECT;
return EHealLevel::TRUE_RESURRECT;
}
///SacrificeMechanics
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ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
{
// for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
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bool targetExists = false;
bool targetToSacrificeExists = false;
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const CGHeroInstance * caster = nullptr; //todo: use ISpellCaster
if(cb->battleHasHero(cb->playerToSide(player)))
caster = cb->battleGetFightingHero(cb->playerToSide(player));
for(const CStack * stack : cb->battleGetAllStacks())
{
//using isImmuneBy directly as this mechanics does not have overridden immunity check
//therefore we do not need to check caster and casting mode
//TODO: check that we really should check immunity for both stacks
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ESpellCastProblem::ESpellCastProblem res = owner->internalIsImmune(caster, stack);
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const bool immune = ESpellCastProblem::OK != res && ESpellCastProblem::NOT_DECIDED != res;
const bool casterStack = stack->owner == player;
if(!immune && casterStack)
{
if(stack->alive())
targetToSacrificeExists = true;
else
targetExists = true;
if(targetExists && targetToSacrificeExists)
break;
}
}
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if(targetExists && targetToSacrificeExists)
return ESpellCastProblem::OK;
else
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
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void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
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);
}
int SacrificeMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
{
int res = 0;
if(nullptr == parameters.selectedStack)
env->complain("No stack to sacrifice.");
else
res = (parameters.effectPower + parameters.selectedStack->MaxHealth() + owner->getPower(parameters.effectLevel)) * parameters.selectedStack->count;
return res;
}
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///SpecialRisingSpellMechanics
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ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
// 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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//FIXME: Archangels can cast immune stack and this should be applied for them and not hero
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// if(caster)
// {
// auto maxHealth = calculateHealedHP(caster, obj, nullptr);
// if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
// return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
// }
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return DefaultSpellMechanics::isImmuneByStack(caster,obj);
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}
///SummonMechanics
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ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
{
const ui8 side = cb->playerToSide(player);
//check if there are summoned elementals of other type
auto otherSummoned = cb->battleGetStacksIf([side, this](const CStack * st)
{
return (st->attackerOwned == !side)
&& (vstd::contains(st->state, EBattleStackState::SUMMONED))
&& (st->getCreature()->idNumber != creatureToSummon);
});
if(!otherSummoned.empty())
return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
return ESpellCastProblem::OK;
}
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void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
BattleStackAdded bsa;
bsa.creID = creatureToSummon;
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bsa.attacker = !(bool)parameters.casterSide;
bsa.summoned = true;
bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, !(bool)parameters.casterSide); //TODO: unify it
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//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
int percentBonus = parameters.casterHero ? parameters.casterHero->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
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bsa.amount = parameters.effectPower
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* owner->getPower(parameters.spellLvl)
* (100 + percentBonus) / 100.0; //new feature - percentage bonus
if(bsa.amount)
env->sendAndApply(&bsa);
else
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env->complain("Summoning didn't summon any!");
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}
///TeleportMechanics
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void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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//todo: check legal teleport
if(parameters.destinations.size() == 2)
{
//first destination creature to move
const CStack * target = parameters.destinations[0].stackValue;
if(nullptr == target)
{
env->complain("TeleportMechanics: no stack to teleport");
return;
}
//second destination hex to move to
const BattleHex destination = parameters.destinations[1].hexValue;
if(!destination.isValid())
{
env->complain("TeleportMechanics: invalid teleport destination");
return;
}
BattleStackMoved bsm;
bsm.distance = -1;
bsm.stack = target->ID;
std::vector<BattleHex> tiles;
tiles.push_back(destination);
bsm.tilesToMove = tiles;
bsm.teleporting = true;
env->sendAndApply(&bsm);
}
else
{
//todo: remove and report error
BattleStackMoved bsm;
bsm.distance = -1;
bsm.stack = parameters.selectedStack->ID;
std::vector<BattleHex> tiles;
tiles.push_back(parameters.getFirstDestinationHex());
bsm.tilesToMove = tiles;
bsm.teleporting = true;
env->sendAndApply(&bsm);
}
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}
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