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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Start moving server side spell mechanics
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@ -101,6 +101,12 @@ CSpell::~CSpell()
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delete mechanics;
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}
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void CSpell::battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const
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{
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if(!mechanics->battleCast(env, parameters))
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logGlobal->errorStream() << "Internal error during spell cast";
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}
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bool CSpell::isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set<SpellID> & spellBook) const
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{
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if(!hasSpellBook)
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@ -552,6 +558,9 @@ void CSpell::setupMechanics()
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case SpellID::FORCE_FIELD:
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mechanics = new WallMechanics(this);
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break;
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case SpellID::LAND_MINE:
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case SpellID::QUICKSAND:
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mechanics = new ObstacleMechanics(this);
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default:
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if(isRisingSpell())
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mechanics = new SpecialRisingSpellMechanics(this);
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@ -29,6 +29,7 @@ class CStack;
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class CBattleInfoCallback;
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struct CPackForClient;
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class CRandomGenerator;
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struct SpellSchoolInfo
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{
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@ -44,25 +45,28 @@ struct SpellSchoolInfo
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class DLL_LINKAGE SpellCastEnvironment
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{
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public:
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virtual void sendAndApply(CPackForClient * info) = 0;
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virtual void sendAndApply(CPackForClient * info) const = 0;
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virtual CRandomGenerator & getRandomGenerator() const = 0;
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};
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///helper struct
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struct DLL_LINKAGE SpellCastContext
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struct DLL_LINKAGE BattleSpellCastParameters
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{
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public:
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const SpellCastEnvironment * env;
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int spellLvl;
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// BattleHex destination;
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BattleHex destination;
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ui8 casterSide;
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PlayerColor casterColor;
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const CGHeroInstance * caster;
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const CGHeroInstance * secHero;
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int usedSpellPower;
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ECastingMode::ECastingMode mode;
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const CStack * targetStack;
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const CStack * selectedStack;
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const CStack * casterStack;
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const CStack * selectedStack;
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const CBattleInfoCallback * cb;
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};
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@ -148,6 +152,9 @@ public:
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CSpell();
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~CSpell();
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//void adventureCast() const;
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void battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const;
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bool isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set<SpellID> & spellBook) const;
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std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr ) const; //convert range to specific hexes; last optional out parameter is set to true, if spell would cover unavailable hexes (that are not included in ret)
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@ -13,6 +13,7 @@
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#include "mapObjects/CGHeroInstance.h"
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#include "BattleState.h"
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#include "CRandomGenerator.h"
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#include "NetPacks.h"
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@ -129,14 +130,143 @@ ISpellMechanics::ISpellMechanics(CSpell * s):
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///DefaultSpellMechanics
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bool DefaultSpellMechanics::adventureCast(const SpellCastContext& context) const
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{
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return false; //there is no general algorithm for casting adventure spells
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}
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//bool DefaultSpellMechanics::adventureCast(const SpellCastContext& context) const
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//{
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// return false; //there is no general algorithm for casting adventure spells
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//}
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bool DefaultSpellMechanics::battleCast(const SpellCastContext& context) const
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bool DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const
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{
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return false; //todo; DefaultSpellMechanics::battleCast
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BattleSpellCast sc;
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sc.side = parameters.casterSide;
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sc.id = owner->id;
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sc.skill = parameters.spellLvl;
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sc.tile = parameters.destination;
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sc.dmgToDisplay = 0;
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sc.castedByHero = nullptr != parameters.caster;
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sc.attackerType = (parameters.casterStack ? parameters.casterStack->type->idNumber : CreatureID(CreatureID::NONE));
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sc.manaGained = 0;
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sc.spellCost = 0;
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//calculate spell cost
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if (parameters.caster)
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{
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sc.spellCost = parameters.cb->battleGetSpellCost(owner, parameters.caster);
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if (parameters.secHero && parameters.mode == ECastingMode::HERO_CASTING) //handle mana channel
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{
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int manaChannel = 0;
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for(const CStack * stack : parameters.cb->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
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{
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if (stack->owner == parameters.secHero->tempOwner)
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{
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vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
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}
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}
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sc.manaGained = (manaChannel * sc.spellCost) / 100;
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}
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}
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//calculating affected creatures for all spells
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//must be vector, as in Chain Lightning order matters
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std::vector<const CStack*> attackedCres; //CStack vector is somewhat more suitable than ID vector
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auto creatures = owner->getAffectedStacks(parameters.cb, parameters.mode, parameters.casterColor, parameters.spellLvl, parameters.destination, parameters.caster);
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std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
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for (auto cre : attackedCres)
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{
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sc.affectedCres.insert (cre->ID);
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}
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//checking if creatures resist
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//resistance is applied only to negative spells
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if(owner->isNegative())
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{
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for(auto s : attackedCres)
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{
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const int prob = std::min((s)->magicResistance(), 100); //probability of resistance in %
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if(env->getRandomGenerator().nextInt(99) < prob)
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{
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sc.resisted.push_back(s->ID);
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}
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}
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}
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//TODO: extract dmg to display calculation
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//calculating dmg to display
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if (owner->id == SpellID::DEATH_STARE || owner->id == SpellID::ACID_BREATH_DAMAGE)
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{
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sc.dmgToDisplay = parameters.usedSpellPower;
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if (owner->id == SpellID::DEATH_STARE)
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vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
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}
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StacksInjured si;
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//TODO:applying effects
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env->sendAndApply(&sc);
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if(!si.stacks.empty()) //after spellcast info shows
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env->sendAndApply(&si);
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//reduce number of casts remaining
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//TODO: this should be part of BattleSpellCast apply
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if (parameters.mode == ECastingMode::CREATURE_ACTIVE_CASTING || parameters.mode == ECastingMode::ENCHANTER_CASTING)
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{
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assert(parameters.casterStack);
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BattleSetStackProperty ssp;
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ssp.stackID = parameters.casterStack->ID;
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ssp.which = BattleSetStackProperty::CASTS;
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ssp.val = -1;
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ssp.absolute = false;
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env->sendAndApply(&ssp);
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}
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//Magic Mirror effect
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if (owner->isNegative() && parameters.mode != ECastingMode::MAGIC_MIRROR && owner->level && owner->getLevelInfo(0).range == "0") //it is actual spell and can be reflected to single target, no recurrence
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{
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for(auto & attackedCre : attackedCres)
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{
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int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
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if(mirrorChance > env->getRandomGenerator().nextInt(99))
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{
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std::vector<const CStack *> mirrorTargets;
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auto battleStacks = parameters.cb->battleGetAllStacks(true);
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for (auto & battleStack : battleStacks)
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{
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if(battleStack->owner == parameters.casterColor) //get enemy stacks which can be affected by this spell
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{
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if (ESpellCastProblem::OK == owner->isImmuneByStack(nullptr, battleStack))
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mirrorTargets.push_back(battleStack);
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}
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}
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if (!mirrorTargets.empty())
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{
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int targetHex = (*RandomGeneratorUtil::nextItem(mirrorTargets, env->getRandomGenerator()))->position;
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BattleSpellCastParameters mirrorParameters = parameters;
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mirrorParameters.spellLvl = 0;
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mirrorParameters.casterSide = 1-parameters.casterSide;
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mirrorParameters.casterColor = (attackedCre)->owner;
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mirrorParameters.caster = nullptr;
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mirrorParameters.destination = targetHex;
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mirrorParameters.secHero = parameters.caster;
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mirrorParameters.mode = ECastingMode::MAGIC_MIRROR;
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mirrorParameters.casterStack = (attackedCre);
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mirrorParameters.selectedStack = nullptr;
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battleCast(env, mirrorParameters);
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}
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}
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}
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}
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return true;
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}
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std::vector<BattleHex> DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
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@ -48,8 +48,8 @@ public:
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* \return true if no error
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*
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*/
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virtual bool adventureCast(const SpellCastContext & context) const = 0;
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virtual bool battleCast(const SpellCastContext & context) const = 0;
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//virtual bool adventureCast(const SpellCastContext & context) const = 0;
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virtual bool battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const = 0;
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protected:
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CSpell * owner;
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@ -65,14 +65,21 @@ public:
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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bool adventureCast(const SpellCastContext & context) const override;
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bool battleCast(const SpellCastContext & context) const override;
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//bool adventureCast(const SpellCastContext & context) const override;
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bool battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const override;
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};
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class WallMechanics: public DefaultSpellMechanics
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class ObstacleMechanics: public DefaultSpellMechanics
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{
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public:
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WallMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
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};
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class WallMechanics: public ObstacleMechanics
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{
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public:
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WallMechanics(CSpell * s): ObstacleMechanics(s){};
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std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
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};
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