1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/lib/battle/Unit.cpp

241 lines
5.8 KiB
C++
Raw Normal View History

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
/*
* Unit.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 "Unit.h"
#include "../VCMI_Lib.h"
#include "../CGeneralTextHandler.h"
#include "../NetPacksBase.h"
#include "../serializer/JsonDeserializer.h"
#include "../serializer/JsonSerializer.h"
namespace battle
{
///Unit
Unit::~Unit() = default;
bool Unit::isDead() const
{
return !alive() && !isGhost();
}
bool Unit::isTurret() const
{
return creatureIndex() == CreatureID::ARROW_TOWERS;
}
std::string Unit::getDescription() const
{
boost::format fmt("Unit %d of side %d");
fmt % unitId() % unitSide();
return fmt.str();
}
std::vector<BattleHex> Unit::getSurroundingHexes(BattleHex assumedPosition) const
{
BattleHex hex = (assumedPosition != BattleHex::INVALID) ? assumedPosition : getPosition(); //use hypothetical position
return getSurroundingHexes(hex, doubleWide(), unitSide());
}
std::vector<BattleHex> Unit::getSurroundingHexes(BattleHex position, bool twoHex, ui8 side)
{
std::vector<BattleHex> hexes;
if(twoHex)
{
const BattleHex otherHex = occupiedHex(position, twoHex, side);
if(side == BattleSide::ATTACKER)
{
for(BattleHex::EDir dir = BattleHex::EDir(0); dir <= BattleHex::EDir(4); dir = BattleHex::EDir(dir+1))
BattleHex::checkAndPush(position.cloneInDirection(dir, false), hexes);
BattleHex::checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), hexes);
BattleHex::checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::LEFT, false), hexes);
BattleHex::checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), hexes);
}
else
{
BattleHex::checkAndPush(position.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), hexes);
for(BattleHex::EDir dir = BattleHex::EDir(0); dir <= BattleHex::EDir(4); dir = BattleHex::EDir(dir+1))
BattleHex::checkAndPush(otherHex.cloneInDirection(dir, false), hexes);
BattleHex::checkAndPush(position.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), hexes);
BattleHex::checkAndPush(position.cloneInDirection(BattleHex::EDir::LEFT, false), hexes);
}
return hexes;
}
else
{
return position.neighbouringTiles();
}
}
2020-11-28 17:11:33 +02:00
std::vector<BattleHex> Unit::getAttackableHexes(const Unit * attacker) const
{
auto defenderHexes = battle::Unit::getHexes(
getPosition(),
doubleWide(),
unitSide());
std::vector<BattleHex> targetableHexes;
for(auto defenderHex : defenderHexes)
{
auto hexes = battle::Unit::getHexes(
defenderHex,
attacker->doubleWide(),
unitSide());
if(hexes.size() == 2 && BattleHex::getDistance(hexes.front(), hexes.back()) != 1)
hexes.pop_back();
for(auto hex : hexes)
vstd::concatenate(targetableHexes, hex.neighbouringTiles());
}
vstd::removeDuplicates(targetableHexes);
return targetableHexes;
}
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 Unit::coversPos(BattleHex pos) const
{
return getPosition() == pos || (doubleWide() && (occupiedHex() == pos));
}
std::vector<BattleHex> Unit::getHexes() const
{
return getHexes(getPosition(), doubleWide(), unitSide());
}
std::vector<BattleHex> Unit::getHexes(BattleHex assumedPos) const
{
return getHexes(assumedPos, doubleWide(), unitSide());
}
std::vector<BattleHex> Unit::getHexes(BattleHex assumedPos, bool twoHex, ui8 side)
{
std::vector<BattleHex> hexes;
hexes.push_back(assumedPos);
if(twoHex)
hexes.push_back(occupiedHex(assumedPos, twoHex, side));
return hexes;
}
BattleHex Unit::occupiedHex() const
{
return occupiedHex(getPosition(), doubleWide(), unitSide());
}
BattleHex Unit::occupiedHex(BattleHex assumedPos) const
{
return occupiedHex(assumedPos, doubleWide(), unitSide());
}
BattleHex Unit::occupiedHex(BattleHex assumedPos, bool twoHex, ui8 side)
{
if(twoHex)
{
if(side == BattleSide::ATTACKER)
return assumedPos - 1;
else
return assumedPos + 1;
}
else
{
return BattleHex::INVALID;
}
}
void Unit::addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural) const
{
if(boost::logic::indeterminate(plural))
serial = VLC->generaltexth->pluralText(serial, getCount());
else if(plural)
serial = VLC->generaltexth->pluralText(serial, 2);
else
serial = VLC->generaltexth->pluralText(serial, 1);
text.addTxt(type, serial);
}
void Unit::addNameReplacement(MetaString & text, const boost::logic::tribool & plural) const
{
if(boost::logic::indeterminate(plural))
text.addCreReplacement(creatureId(), getCount());
else if(plural)
text.addReplacement(MetaString::CRE_PL_NAMES, creatureIndex());
else
text.addReplacement(MetaString::CRE_SING_NAMES, creatureIndex());
}
std::string Unit::formatGeneralMessage(const int32_t baseTextId) const
{
const int32_t textId = VLC->generaltexth->pluralText(baseTextId, getCount());
MetaString text;
text.addTxt(MetaString::GENERAL_TXT, textId);
text.addCreReplacement(creatureId(), getCount());
return text.toString();
}
int Unit::getRawSurrenderCost() const
{
//we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
if(unitSlot().validSlot())
return creatureCost() * getCount();
else
return 0;
}
///UnitInfo
UnitInfo::UnitInfo()
: id(0),
count(0),
type(),
side(0),
position(),
summoned(false)
{
}
void UnitInfo::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeInt("count", count);
handler.serializeId("type", type, CreatureID::NONE);
handler.serializeInt("side", side);
handler.serializeInt("position", position);
handler.serializeBool("summoned", summoned);
}
void UnitInfo::save(JsonNode & data)
{
data.clear();
JsonSerializer ser(nullptr, data);
ser.serializeStruct("newUnitInfo", *this);
}
void UnitInfo::load(uint32_t id_, const JsonNode & data)
{
id = id_;
JsonDeserializer deser(nullptr, data);
deser.serializeStruct("newUnitInfo", *this);
}
}