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vcmi/lib/spells/AdventureSpellMechanics.cpp

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/*
* AdventureSpellMechanics.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 "AdventureSpellMechanics.h"
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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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#include "CSpellHandler.h"
#include "Problem.h"
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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#include "../CGameInfoCallback.h"
#include "../CPlayerState.h"
#include "../IGameSettings.h"
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#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../mapObjects/MiscObjects.h"
#include "../mapping/CMap.h"
#include "../networkPacks/PacksForClient.h"
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#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
///AdventureSpellMechanics
AdventureSpellMechanics::AdventureSpellMechanics(const CSpell * s):
IAdventureSpellMechanics(s)
{
}
bool AdventureSpellMechanics::canBeCast(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const
{
if(!owner->isAdventure())
return false;
const auto * heroCaster = dynamic_cast<const CGHeroInstance *>(caster);
if (heroCaster)
{
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if(heroCaster->inTownGarrison)
return false;
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const auto level = heroCaster->getSpellSchoolLevel(owner);
const auto cost = owner->getCost(level);
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if(!heroCaster->canCastThisSpell(owner))
return false;
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if(heroCaster->mana < cost)
return false;
}
return canBeCastImpl(problem, cb, caster);
}
bool AdventureSpellMechanics::canBeCastAt(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const
{
return canBeCast(problem, cb, caster) && canBeCastAtImpl(problem, cb, caster, pos);
}
bool AdventureSpellMechanics::canBeCastImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const
{
return true;
}
bool AdventureSpellMechanics::canBeCastAtImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const
{
return true;
}
bool AdventureSpellMechanics::adventureCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
spells::detail::ProblemImpl problem;
if (!canBeCastAt(problem, env->getCb(), parameters.caster, parameters.pos))
return false;
ESpellCastResult result = beginCast(env, parameters);
if(result == ESpellCastResult::OK)
performCast(env, parameters);
return result != ESpellCastResult::ERROR;
}
ESpellCastResult AdventureSpellMechanics::applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
if(owner->hasEffects())
{
//todo: cumulative effects support
const auto schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
std::vector<Bonus> bonuses;
owner->getEffects(bonuses, schoolLevel, false, parameters.caster->getEnchantPower(owner));
for(const Bonus & b : bonuses)
{
GiveBonus gb;
gb.id = ObjectInstanceID(parameters.caster->getCasterUnitId());
gb.bonus = b;
env->apply(gb);
}
return ESpellCastResult::OK;
}
else
{
//There is no generic algorithm of adventure cast
env->complain("Unimplemented adventure spell");
return ESpellCastResult::ERROR;
}
}
ESpellCastResult AdventureSpellMechanics::beginCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
return ESpellCastResult::OK;
}
void AdventureSpellMechanics::endCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
// no-op, only for implementation in derived classes
}
void AdventureSpellMechanics::performCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
const auto level = parameters.caster->getSpellSchoolLevel(owner);
const auto cost = owner->getCost(level);
AdvmapSpellCast asc;
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asc.casterID = ObjectInstanceID(parameters.caster->getCasterUnitId());
asc.spellID = owner->id;
env->apply(asc);
ESpellCastResult result = applyAdventureEffects(env, parameters);
switch(result)
{
case ESpellCastResult::OK:
parameters.caster->spendMana(env, cost);
endCast(env, parameters);
break;
default:
break;
}
}
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///SummonBoatMechanics
SummonBoatMechanics::SummonBoatMechanics(const CSpell * s):
AdventureSpellMechanics(s)
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{
}
bool SummonBoatMechanics::canBeCastImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const
{
if(!caster->getHeroCaster())
return false;
if(caster->getHeroCaster()->boat)
{
MetaString message = MetaString::createFromTextID("core.genrltxt.333");
caster->getCasterName(message);
problem.add(std::move(message));
return false;
}
int3 summonPos = caster->getHeroCaster()->bestLocation();
if(summonPos.x < 0)
{
MetaString message = MetaString::createFromTextID("core.genrltxt.334");
caster->getCasterName(message);
problem.add(std::move(message));
return false;
}
return true;
}
ESpellCastResult SummonBoatMechanics::applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
const auto schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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//check if spell works at all
if(env->getRNG()->nextInt(0, 99) >= owner->getLevelPower(schoolLevel)) //power is % chance of success
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{
InfoWindow iw;
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iw.player = parameters.caster->getCasterOwner();
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
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parameters.caster->getCasterName(iw.text);
env->apply(iw);
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return ESpellCastResult::OK;
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}
//try to find unoccupied boat to summon
const CGBoat * nearest = nullptr;
double dist = 0;
for(const CGObjectInstance * obj : env->getMap()->objects)
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{
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if(obj && obj->ID == Obj::BOAT)
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{
const auto * b = dynamic_cast<const CGBoat *>(obj);
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if(b->hero || b->layer != EPathfindingLayer::SAIL)
continue; //we're looking for unoccupied boat
double nDist = b->visitablePos().dist2d(parameters.caster->getHeroCaster()->visitablePos());
if(!nearest || nDist < dist) //it's first boat or closer than previous
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{
nearest = b;
dist = nDist;
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}
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}
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}
int3 summonPos = parameters.caster->getHeroCaster()->bestLocation();
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if(nullptr != nearest) //we found boat to summon
{
ChangeObjPos cop;
cop.objid = nearest->id;
cop.nPos = summonPos;
cop.initiator = parameters.caster->getCasterOwner();
env->apply(cop);
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}
else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
{
InfoWindow iw;
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iw.player = parameters.caster->getCasterOwner();
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 335); //There are no boats to summon.
env->apply(iw);
return ESpellCastResult::ERROR;
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}
else //create boat
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{
env->createBoat(summonPos, BoatId::NECROPOLIS, parameters.caster->getCasterOwner());
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}
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return ESpellCastResult::OK;
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}
///ScuttleBoatMechanics
ScuttleBoatMechanics::ScuttleBoatMechanics(const CSpell * s):
AdventureSpellMechanics(s)
{
}
bool ScuttleBoatMechanics::canBeCastAtImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const
{
if(!cb->isInTheMap(pos))
return false;
if (caster->getHeroCaster())
{
int3 casterPosition = caster->getHeroCaster()->getSightCenter();
if(!isInScreenRange(casterPosition, pos))
return false;
}
if(!cb->isVisible(pos, caster->getCasterOwner()))
return false;
const TerrainTile * t = cb->getTile(pos);
if(!t || t->visitableObjects.empty() || t->visitableObjects.back()->ID != Obj::BOAT)
return false;
return true;
}
ESpellCastResult ScuttleBoatMechanics::applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
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{
const auto schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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//check if spell works at all
if(env->getRNG()->nextInt(0, 99) >= owner->getLevelPower(schoolLevel)) //power is % chance of success
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{
InfoWindow iw;
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iw.player = parameters.caster->getCasterOwner();
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
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parameters.caster->getCasterName(iw.text);
env->apply(iw);
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return ESpellCastResult::OK;
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}
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const TerrainTile & t = env->getMap()->getTile(parameters.pos);
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RemoveObject ro;
ro.initiator = parameters.caster->getCasterOwner();
ro.objectID = t.visitableObjects.back()->id;
env->apply(ro);
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return ESpellCastResult::OK;
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}
///DimensionDoorMechanics
DimensionDoorMechanics::DimensionDoorMechanics(const CSpell * s):
AdventureSpellMechanics(s)
{
}
bool DimensionDoorMechanics::canBeCastImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const
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{
if(!caster->getHeroCaster())
return false;
if(caster->getHeroCaster()->movementPointsRemaining() <= 0) //unlike town portal non-zero MP is enough
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{
problem.add(MetaString::createFromTextID("core.genrltxt.125"));
return false;
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}
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const auto schoolLevel = caster->getSpellSchoolLevel(owner);
std::stringstream cachingStr;
cachingStr << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT) << "id_" << owner->id.num;
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int castsAlreadyPerformedThisTurn = caster->getHeroCaster()->getBonuses(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(owner->id)), Selector::all, cachingStr.str())->size();
int castsLimit = owner->getLevelPower(schoolLevel);
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bool isTournamentRulesLimitEnabled = cb->getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TOURNAMENT_RULES_LIMIT);
if(isTournamentRulesLimitEnabled)
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{
int3 mapSize = cb->getMapSize();
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bool meetsTournamentRulesTwoCastsRequirements = mapSize.x * mapSize.y * mapSize.z >= GameConstants::TOURNAMENT_RULES_DD_MAP_TILES_THRESHOLD
&& schoolLevel == MasteryLevel::EXPERT;
castsLimit = meetsTournamentRulesTwoCastsRequirements ? 2 : 1;
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}
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if(castsAlreadyPerformedThisTurn >= castsLimit) //limit casts per turn
{
MetaString message = MetaString::createFromTextID("core.genrltxt.338");
caster->getCasterName(message);
problem.add(std::move(message));
return false;
}
return true;
}
bool DimensionDoorMechanics::canBeCastAtImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const
{
if(!cb->isInTheMap(pos))
return false;
if(cb->getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_ONLY_TO_UNCOVERED_TILES))
{
if(!cb->isVisible(pos, caster->getCasterOwner()))
return false;
}
int3 casterPosition = caster->getHeroCaster()->getSightCenter();
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const TerrainTile * dest = cb->getTileUnchecked(pos);
const TerrainTile * curr = cb->getTileUnchecked(casterPosition);
if(!dest)
return false;
if(!curr)
return false;
if(!isInScreenRange(casterPosition, pos))
return false;
if(cb->getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_EXPOSES_TERRAIN_TYPE))
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{
if(!dest->isClear(curr))
return false;
}
else
{
if (dest->blocked())
return false;
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}
return true;
}
ESpellCastResult DimensionDoorMechanics::applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
const auto schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
const int movementCost = GameConstants::BASE_MOVEMENT_COST * ((schoolLevel >= 3) ? 2 : 3);
int3 casterPosition = parameters.caster->getHeroCaster()->getSightCenter();
const TerrainTile * dest = env->getCb()->getTile(parameters.pos);
const TerrainTile * curr = env->getCb()->getTile(casterPosition);
if(!dest->isClear(curr))
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{
InfoWindow iw;
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iw.player = parameters.caster->getCasterOwner();
// tile is either blocked or not possible to move (e.g. water <-> land)
if(env->getCb()->getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_FAILURE_SPENDS_POINTS))
{
// SOD: DD to such "wrong" terrain results in mana and move points spending, but fails to move hero
iw.text = MetaString::createFromTextID("core.genrltxt.70"); // Dimension Door failed!
env->apply(iw);
// no return - resources will be spent
}
else
{
// HotA: game will show error message without taking mana or move points, even when DD into terra incognita
iw.text = MetaString::createFromTextID("vcmi.dimensionDoor.seaToLandError");
env->apply(iw);
return ESpellCastResult::CANCEL;
}
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}
GiveBonus gb;
gb.id = ObjectInstanceID(parameters.caster->getCasterUnitId());
gb.bonus = Bonus(BonusDuration::ONE_DAY, BonusType::NONE, BonusSource::SPELL_EFFECT, 0, BonusSourceID(owner->id));
env->apply(gb);
SetMovePoints smp;
smp.hid = ObjectInstanceID(parameters.caster->getCasterUnitId());
if(movementCost < static_cast<int>(parameters.caster->getHeroCaster()->movementPointsRemaining()))
smp.val = parameters.caster->getHeroCaster()->movementPointsRemaining() - movementCost;
else
smp.val = 0;
env->apply(smp);
return ESpellCastResult::OK;
}
void DimensionDoorMechanics::endCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
int3 casterPosition = parameters.caster->getHeroCaster()->getSightCenter();
const TerrainTile * dest = env->getCb()->getTile(parameters.pos);
const TerrainTile * curr = env->getCb()->getTile(casterPosition);
if(dest->isClear(curr))
env->moveHero(ObjectInstanceID(parameters.caster->getCasterUnitId()), parameters.caster->getHeroCaster()->convertFromVisitablePos(parameters.pos), EMovementMode::DIMENSION_DOOR);
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}
///TownPortalMechanics
TownPortalMechanics::TownPortalMechanics(const CSpell * s):
AdventureSpellMechanics(s)
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{
}
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ESpellCastResult TownPortalMechanics::applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
const CGTownInstance * destination = nullptr;
const int moveCost = movementCost(parameters);
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if(!parameters.caster->getHeroCaster())
{
env->complain("Not a hero caster!");
return ESpellCastResult::ERROR;
}
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if(parameters.caster->getSpellSchoolLevel(owner) < 2)
{
std::vector <const CGTownInstance*> pool = getPossibleTowns(env, parameters);
destination = findNearestTown(env, parameters, pool);
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if(nullptr == destination)
return ESpellCastResult::ERROR;
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if(static_cast<int>(parameters.caster->getHeroCaster()->movementPointsRemaining()) < moveCost)
return ESpellCastResult::ERROR;
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if(destination->visitingHero)
{
InfoWindow iw;
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iw.player = parameters.caster->getCasterOwner();
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 123);
env->apply(iw);
return ESpellCastResult::CANCEL;
}
}
else if(env->getMap()->isInTheMap(parameters.pos))
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{
const TerrainTile & tile = env->getMap()->getTile(parameters.pos);
auto * const topObj = tile.topVisitableObj(false);
if(!topObj)
{
env->complain("Destination tile is not visitable" + parameters.pos.toString());
return ESpellCastResult::ERROR;
}
else if(topObj->ID == Obj::HERO)
{
env->complain("Can't teleport to occupied town at " + parameters.pos.toString());
return ESpellCastResult::ERROR;
}
else if(topObj->ID != Obj::TOWN)
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{
env->complain("No town at destination tile " + parameters.pos.toString());
return ESpellCastResult::ERROR;
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}
destination = dynamic_cast<const CGTownInstance*>(topObj);
if(nullptr == destination)
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{
env->complain("[Internal error] invalid town object at " + parameters.pos.toString());
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return ESpellCastResult::ERROR;
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}
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const auto relations = env->getCb()->getPlayerRelations(destination->tempOwner, parameters.caster->getCasterOwner());
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if(relations == PlayerRelations::ENEMIES)
{
env->complain("Can't teleport to enemy!");
return ESpellCastResult::ERROR;
}
if(static_cast<int>(parameters.caster->getHeroCaster()->movementPointsRemaining()) < moveCost)
{
env->complain("This hero has not enough movement points!");
return ESpellCastResult::ERROR;
}
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if(destination->visitingHero)
{
env->complain("[Internal error] Can't teleport to occupied town");
return ESpellCastResult::ERROR;
}
}
else
{
env->complain("Invalid destination tile");
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return ESpellCastResult::ERROR;
}
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const TerrainTile & from = env->getMap()->getTile(parameters.caster->getHeroCaster()->visitablePos());
const TerrainTile & dest = env->getMap()->getTile(destination->visitablePos());
if(!dest.entrableTerrain(&from))
{
InfoWindow iw;
iw.player = parameters.caster->getCasterOwner();
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 135);
env->apply(iw);
return ESpellCastResult::ERROR;
}
return ESpellCastResult::OK;
}
void TownPortalMechanics::endCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
const int moveCost = movementCost(parameters);
const CGTownInstance * destination = nullptr;
if(parameters.caster->getSpellSchoolLevel(owner) < 2)
{
std::vector <const CGTownInstance*> pool = getPossibleTowns(env, parameters);
destination = findNearestTown(env, parameters, pool);
}
else
{
const TerrainTile & tile = env->getMap()->getTile(parameters.pos);
auto * const topObj = tile.topVisitableObj(false);
destination = dynamic_cast<const CGTownInstance*>(topObj);
}
if(env->moveHero(ObjectInstanceID(parameters.caster->getCasterUnitId()), parameters.caster->getHeroCaster()->convertFromVisitablePos(destination->visitablePos()), EMovementMode::TOWN_PORTAL))
{
SetMovePoints smp;
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smp.hid = ObjectInstanceID(parameters.caster->getCasterUnitId());
smp.val = std::max<ui32>(0, parameters.caster->getHeroCaster()->movementPointsRemaining() - moveCost);
env->apply(smp);
}
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}
ESpellCastResult TownPortalMechanics::beginCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
std::vector<const CGTownInstance *> towns = getPossibleTowns(env, parameters);
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if(!parameters.caster->getHeroCaster())
{
env->complain("Not a hero caster!");
return ESpellCastResult::ERROR;
}
if(towns.empty())
{
InfoWindow iw;
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iw.player = parameters.caster->getCasterOwner();
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 124);
env->apply(iw);
return ESpellCastResult::CANCEL;
}
const int moveCost = movementCost(parameters);
if(static_cast<int>(parameters.caster->getHeroCaster()->movementPointsRemaining()) < moveCost)
{
InfoWindow iw;
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iw.player = parameters.caster->getCasterOwner();
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 125);
env->apply(iw);
return ESpellCastResult::CANCEL;
}
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if(!parameters.pos.valid() && parameters.caster->getSpellSchoolLevel(owner) >= 2)
{
auto queryCallback = [=](std::optional<int32_t> reply) -> void
{
if(reply.has_value())
{
ObjectInstanceID townId(*reply);
const CGObjectInstance * o = env->getCb()->getObj(townId, true);
if(o == nullptr)
{
env->complain("Invalid object instance selected");
return;
}
if(!dynamic_cast<const CGTownInstance *>(o))
{
env->complain("Object instance is not town");
return;
}
AdventureSpellCastParameters p;
p.caster = parameters.caster;
p.pos = o->visitablePos();
performCast(env, p);
}
};
MapObjectSelectDialog request;
for(const auto * t : towns)
{
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if(t->visitingHero == nullptr) //empty town
request.objects.push_back(t->id);
}
if(request.objects.empty())
{
InfoWindow iw;
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iw.player = parameters.caster->getCasterOwner();
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 124);
env->apply(iw);
return ESpellCastResult::CANCEL;
}
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request.player = parameters.caster->getCasterOwner();
request.title.appendLocalString(EMetaText::JK_TXT, 40);
request.description.appendLocalString(EMetaText::JK_TXT, 41);
request.icon = Component(ComponentType::SPELL, owner->id);
env->genericQuery(&request, request.player, queryCallback);
return ESpellCastResult::PENDING;
}
return ESpellCastResult::OK;
}
const CGTownInstance * TownPortalMechanics::findNearestTown(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const std::vector <const CGTownInstance *> & pool) const
{
if(pool.empty())
return nullptr;
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if(!parameters.caster->getHeroCaster())
return nullptr;
auto nearest = pool.cbegin(); //nearest town's iterator
si32 dist = (*nearest)->visitablePos().dist2dSQ(parameters.caster->getHeroCaster()->visitablePos());
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for(auto i = nearest + 1; i != pool.cend(); ++i)
{
si32 curDist = (*i)->visitablePos().dist2dSQ(parameters.caster->getHeroCaster()->visitablePos());
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if(curDist < dist)
{
nearest = i;
dist = curDist;
}
}
return *nearest;
}
std::vector <const CGTownInstance*> TownPortalMechanics::getPossibleTowns(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
std::vector <const CGTownInstance*> ret;
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const TeamState * team = env->getCb()->getPlayerTeam(parameters.caster->getCasterOwner());
for(const auto & color : team->players)
{
for(auto currTown : env->getCb()->getPlayerState(color)->getTowns())
{
ret.push_back(currTown);
}
}
return ret;
}
int32_t TownPortalMechanics::movementCost(const AdventureSpellCastParameters & parameters) const
{
if(parameters.caster != parameters.caster->getHeroCaster()) //if caster is not hero
return 0;
return GameConstants::BASE_MOVEMENT_COST * ((parameters.caster->getSpellSchoolLevel(owner) >= 3) ? 2 : 3);
}
///ViewMechanics
ViewMechanics::ViewMechanics(const CSpell * s):
AdventureSpellMechanics(s)
{
}
ESpellCastResult ViewMechanics::applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
ShowWorldViewEx pack;
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pack.player = parameters.caster->getCasterOwner();
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const auto spellLevel = parameters.caster->getSpellSchoolLevel(owner);
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const auto & fowMap = env->getCb()->getPlayerTeam(parameters.caster->getCasterOwner())->fogOfWarMap;
for(const CGObjectInstance * obj : env->getMap()->objects)
{
//deleted object remain as empty pointer
if(obj && filterObject(obj, spellLevel))
{
ObjectPosInfo posInfo(obj);
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if(fowMap[posInfo.pos.z][posInfo.pos.x][posInfo.pos.y] == 0)
pack.objectPositions.push_back(posInfo);
}
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}
pack.showTerrain = showTerrain(spellLevel);
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env->apply(pack);
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return ESpellCastResult::OK;
}
///ViewAirMechanics
ViewAirMechanics::ViewAirMechanics(const CSpell * s):
ViewMechanics(s)
{
}
bool ViewAirMechanics::filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const
{
return (obj->ID == Obj::ARTIFACT) || (spellLevel > 1 && obj->ID == Obj::HERO) || (spellLevel > 2 && obj->ID == Obj::TOWN);
}
bool ViewAirMechanics::showTerrain(const int32_t spellLevel) const
{
return false;
}
///ViewEarthMechanics
ViewEarthMechanics::ViewEarthMechanics(const CSpell * s):
ViewMechanics(s)
{
}
bool ViewEarthMechanics::filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const
{
return (obj->ID == Obj::RESOURCE) || (spellLevel > 1 && obj->ID == Obj::MINE);
}
bool ViewEarthMechanics::showTerrain(const int32_t spellLevel) const
{
return spellLevel > 2;
}
VCMI_LIB_NAMESPACE_END