1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/lib/SpellMechanics.cpp

455 lines
12 KiB
C++
Raw Normal View History

/*
* 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"
#include "mapObjects/CGHeroInstance.h"
#include "BattleState.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;
}
}
///ISpellMechanics
ISpellMechanics::ISpellMechanics(CSpell * s):
owner(s)
{
}
///DefaultSpellMechanics
bool DefaultSpellMechanics::adventureCast(SpellCastContext& context) const
{
return false; //there is no general algorithm for castind adventure spells
}
bool DefaultSpellMechanics::battleCast(SpellCastContext& context) const
{
return false; //todo; DefaultSpellMechanics::battleCast
}
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
2014-11-13 07:29:04 +02:00
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
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);
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);
}
///WallMechanics
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;
}
///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
ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack * obj) const
{
//can't clone already cloned creature
if (vstd::contains(obj->state, EBattleStackState::CLONED))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
//TODO: how about stacks casting Clone?
//currently Clone casted by stack is assumed Expert level
ui8 schoolLevel;
if (caster)
{
schoolLevel = caster->getSpellSchoolLevel(owner);
}
else
{
schoolLevel = 3;
}
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;
}
//use default algorithm only if there is no mechanics-related problem
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
}
///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);
}
///SpecialRisingSpellMechanics
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;
if (caster) //FIXME: Archangels can cast immune stack
{
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);
}