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Moving/dividing classes from BattleState to separate files.
This commit is contained in:
539
lib/CStack.cpp
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539
lib/CStack.cpp
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/*
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* CStack.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CStack.h"
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#include "BattleInfo.h"
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#include "spells/CSpellHandler.h"
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#include "CRandomGenerator.h"
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#include "NetPacks.h"
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CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, bool AO, SlotID S)
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: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
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counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1),
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firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
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{
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assert(base);
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type = base->type;
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count = baseAmount = base->count;
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setNodeType(STACK_BATTLE);
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}
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CStack::CStack()
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{
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init();
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setNodeType(STACK_BATTLE);
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}
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CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S)
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: base(nullptr), ID(I), owner(O), slot(S), attackerOwned(AO),
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counterAttacksPerformed(0), counterAttacksTotalCache(0), cloneID(-1),
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firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
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{
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type = stack->type;
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count = baseAmount = stack->count;
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setNodeType(STACK_BATTLE);
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}
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void CStack::init()
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{
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base = nullptr;
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type = nullptr;
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ID = -1;
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count = baseAmount = -1;
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firstHPleft = -1;
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owner = PlayerColor::NEUTRAL;
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slot = SlotID(255);
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attackerOwned = false;
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position = BattleHex();
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counterAttacksPerformed = 0;
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counterAttacksTotalCache = 0;
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cloneID = -1;
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shots = 0;
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casts = 0;
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resurrected = 0;
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}
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void CStack::postInit()
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{
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assert(type);
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assert(getParentNodes().size());
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firstHPleft = MaxHealth();
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shots = getCreature()->valOfBonuses(Bonus::SHOTS);
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counterAttacksPerformed = 0;
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counterAttacksTotalCache = 0;
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casts = valOfBonuses(Bonus::CASTS);
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resurrected = 0;
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cloneID = -1;
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}
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ui32 CStack::level() const
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{
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if (base)
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return base->getLevel(); //creatture or commander
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else
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return std::max(1, (int)getCreature()->level); //war machine, clone etc
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}
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si32 CStack::magicResistance() const
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{
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si32 magicResistance;
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if (base) //TODO: make war machines receive aura of magic resistance
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{
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magicResistance = base->magicResistance();
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int auraBonus = 0;
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for (const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
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{
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if (stack->owner == owner)
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{
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vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
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}
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}
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magicResistance += auraBonus;
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vstd::amin (magicResistance, 100);
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}
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else
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magicResistance = type->magicResistance();
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return magicResistance;
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}
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void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
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{
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const CSpell * sp = SpellID(sse.sid).toSpell();
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std::vector<Bonus> tmp;
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sp->getEffects(tmp, sse.val);
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for(Bonus& b : tmp)
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{
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if(b.turnsRemain == 0)
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b.turnsRemain = sse.turnsRemain;
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sf.push_back(b);
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}
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}
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bool CStack::willMove(int turn /*= 0*/) const
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{
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return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
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&& !moved(turn)
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&& canMove(turn);
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}
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bool CStack::canMove( int turn /*= 0*/ ) const
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{
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return alive()
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&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
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}
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bool CStack::moved( int turn /*= 0*/ ) const
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{
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if(!turn)
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return vstd::contains(state, EBattleStackState::MOVED);
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else
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return false;
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}
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bool CStack::waited(int turn /*= 0*/) const
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{
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if(!turn)
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return vstd::contains(state, EBattleStackState::WAITING);
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else
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return false;
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}
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bool CStack::doubleWide() const
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{
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return getCreature()->doubleWide;
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}
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BattleHex CStack::occupiedHex() const
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{
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return occupiedHex(position);
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}
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BattleHex CStack::occupiedHex(BattleHex assumedPos) const
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{
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if (doubleWide())
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{
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if (attackerOwned)
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return assumedPos - 1;
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else
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return assumedPos + 1;
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}
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else
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{
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return BattleHex::INVALID;
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}
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}
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std::vector<BattleHex> CStack::getHexes() const
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{
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return getHexes(position);
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}
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std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
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{
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return getHexes(assumedPos, doubleWide(), attackerOwned);
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}
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std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned)
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{
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std::vector<BattleHex> hexes;
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hexes.push_back(assumedPos);
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if (twoHex)
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{
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if (AttackerOwned)
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hexes.push_back(assumedPos - 1);
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else
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hexes.push_back(assumedPos + 1);
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}
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return hexes;
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}
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bool CStack::coversPos(BattleHex pos) const
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{
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return vstd::contains(getHexes(), pos);
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}
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std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
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{
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BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
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std::vector<BattleHex> hexes;
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if (doubleWide())
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{
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const int WN = GameConstants::BFIELD_WIDTH;
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if(attackerOwned)
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{ //position is equal to front hex
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
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BattleHex::checkAndPush(hex - 2, hexes);
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BattleHex::checkAndPush(hex + 1, hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
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}
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else
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{
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
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BattleHex::checkAndPush(hex + 2, hexes);
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BattleHex::checkAndPush(hex - 1, hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
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}
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return hexes;
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}
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else
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{
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return hex.neighbouringTiles();
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}
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}
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std::vector<si32> CStack::activeSpells() const
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{
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std::vector<si32> ret;
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std::stringstream cachingStr;
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cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
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CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT)
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.And(CSelector([](const Bonus *b)->bool
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{
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return b->type != Bonus::NONE;
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}));
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TBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
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for(const std::shared_ptr<Bonus> it : *spellEffects)
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{
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if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
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ret.push_back(it->sid);
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}
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return ret;
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}
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CStack::~CStack()
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{
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detachFromAll();
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}
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const CGHeroInstance * CStack::getMyHero() const
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{
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if(base)
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return dynamic_cast<const CGHeroInstance *>(base->armyObj);
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else //we are attached directly?
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for(const CBonusSystemNode *n : getParentNodes())
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if(n->getNodeType() == HERO)
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return dynamic_cast<const CGHeroInstance *>(n);
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return nullptr;
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}
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ui32 CStack::totalHealth() const
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{
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return ((count > 0) ? MaxHealth() * (count-1) : 0) + firstHPleft;//do not hide possible invalid firstHPleft for dead stack
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}
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std::string CStack::nodeName() const
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{
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std::ostringstream oss;
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oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
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if(type)
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oss << type->namePl;
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else
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oss << "[UNDEFINED TYPE]";
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oss << " from slot " << slot;
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if(base && base->armyObj)
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oss << " of armyobj=" << base->armyObj->id.getNum();
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return oss.str();
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}
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std::pair<int,int> CStack::countKilledByAttack(int damageReceived) const
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{
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int newRemainingHP = 0;
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int killedCount = damageReceived / MaxHealth();
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unsigned damageFirst = damageReceived % MaxHealth();
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if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
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{
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killedCount = count;
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}
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else
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{
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if( firstHPleft <= damageFirst )
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{
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killedCount++;
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newRemainingHP = firstHPleft + MaxHealth() - damageFirst;
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}
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else
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{
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newRemainingHP = firstHPleft - damageFirst;
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}
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}
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if(killedCount == count)
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newRemainingHP = 0;
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return std::make_pair(killedCount, newRemainingHP);
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}
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void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount /*= boost::none*/) const
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{
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auto afterAttack = countKilledByAttack(bsa.damageAmount);
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bsa.killedAmount = afterAttack.first;
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bsa.newHP = afterAttack.second;
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if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
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{
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bsa.flags |= BattleStackAttacked::CLONE_KILLED;
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return; // no rebirth I believe
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}
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const int countToUse = customCount ? *customCount : count;
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if(countToUse <= bsa.killedAmount) //stack killed
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{
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bsa.newAmount = 0;
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bsa.flags |= BattleStackAttacked::KILLED;
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bsa.killedAmount = countToUse; //we cannot kill more creatures than we have
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int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
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if(resurrectFactor > 0 && casts) //there must be casts left
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{
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int resurrectedStackCount = base->count * resurrectFactor / 100;
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// last stack has proportional chance to rebirth
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auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount;
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if (diff > rand.nextDouble(0, 0.99))
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{
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resurrectedStackCount += 1;
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}
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if(hasBonusOfType(Bonus::REBIRTH, 1))
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{
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// resurrect at least one Sacred Phoenix
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vstd::amax(resurrectedStackCount, 1);
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}
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if(resurrectedStackCount > 0)
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{
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bsa.flags |= BattleStackAttacked::REBIRTH;
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bsa.newAmount = resurrectedStackCount; //risky?
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bsa.newHP = MaxHealth(); //resore full health
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}
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}
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}
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else
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{
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bsa.newAmount = countToUse - bsa.killedAmount;
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}
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}
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bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
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{
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if (!attackerPos.isValid())
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{
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attackerPos = attacker->position;
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}
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if (!defenderPos.isValid())
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{
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defenderPos = defender->position;
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}
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return
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(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
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|| (attacker->doubleWide() //back <=> front
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&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
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|| (defender->doubleWide() //front <=> back
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&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
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|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
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&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
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}
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bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
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{
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return alive()
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&& (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
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&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
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&& !hasBonusOfType(Bonus::HYPNOTIZED)
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&& !hasBonusOfType(Bonus::NO_RETALIATION);
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}
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ui8 CStack::counterAttacksTotal() const
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{
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//after dispell bonus should remain during current round
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ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
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vstd::amax(counterAttacksTotalCache, val);
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return counterAttacksTotalCache;
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}
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si8 CStack::counterAttacksRemaining() const
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{
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return counterAttacksTotal() - counterAttacksPerformed;
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}
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std::string CStack::getName() const
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{
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return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
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}
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bool CStack::isValidTarget(bool allowDead/* = false*/) const
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{
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return (alive() || (allowDead && isDead())) && position.isValid() && !isTurret();
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}
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bool CStack::isDead() const
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{
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return !alive() && !isGhost();
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}
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bool CStack::isGhost() const
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{
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return vstd::contains(state,EBattleStackState::GHOST);
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}
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bool CStack::isTurret() const
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{
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return type->idNumber == CreatureID::ARROW_TOWERS;
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}
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bool CStack::canBeHealed() const
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{
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return firstHPleft < MaxHealth()
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&& isValidTarget()
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&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
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}
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void CStack::makeGhost()
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||||
{
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state.erase(EBattleStackState::ALIVE);
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state.insert(EBattleStackState::GHOST_PENDING);
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||||
}
|
||||
|
||||
bool CStack::alive() const //determines if stack is alive
|
||||
{
|
||||
return vstd::contains(state,EBattleStackState::ALIVE);
|
||||
}
|
||||
|
||||
ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const
|
||||
{
|
||||
if(!resurrect && !alive())
|
||||
{
|
||||
logGlobal->warnStream() <<"Attempt to heal corpse detected.";
|
||||
return 0;
|
||||
}
|
||||
|
||||
return std::min<ui32>(toHeal, MaxHealth() - firstHPleft + (resurrect ? (baseAmount - count) * MaxHealth() : 0));
|
||||
}
|
||||
|
||||
ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
|
||||
{
|
||||
int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
|
||||
|
||||
vstd::abetween(skill, 0, 3);
|
||||
|
||||
return skill;
|
||||
}
|
||||
|
||||
ui32 CStack::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
|
||||
{
|
||||
//stacks does not have sorcery-like bonuses (yet?)
|
||||
return base;
|
||||
}
|
||||
|
||||
int CStack::getEffectLevel(const CSpell * spell) const
|
||||
{
|
||||
return getSpellSchoolLevel(spell);
|
||||
}
|
||||
|
||||
int CStack::getEffectPower(const CSpell * spell) const
|
||||
{
|
||||
return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * count / 100;
|
||||
}
|
||||
|
||||
int CStack::getEnchantPower(const CSpell * spell) const
|
||||
{
|
||||
int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
|
||||
if(res<=0)
|
||||
res = 3;//default for creatures
|
||||
return res;
|
||||
}
|
||||
|
||||
int CStack::getEffectValue(const CSpell * spell) const
|
||||
{
|
||||
return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * count;
|
||||
}
|
||||
|
||||
const PlayerColor CStack::getOwner() const
|
||||
{
|
||||
return owner;
|
||||
}
|
||||
|
||||
void CStack::getCasterName(MetaString & text) const
|
||||
{
|
||||
//always plural name in case of spell cast.
|
||||
text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
|
||||
}
|
||||
|
||||
void CStack::getCastDescription(const CSpell * spell, const std::vector<const CStack*> & attacked, MetaString & text) const
|
||||
{
|
||||
text.addTxt(MetaString::GENERAL_TXT, 565);//The %s casts %s
|
||||
//todo: use text 566 for single creature
|
||||
getCasterName(text);
|
||||
text.addReplacement(MetaString::SPELL_NAME, spell->id.toEnum());
|
||||
}
|
||||
Reference in New Issue
Block a user