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vcmi: skill-agnostic ballistics

Made ballistics by using spell action and more code is shared now.
This commit is contained in:
Konstantin
2023-02-21 02:47:40 +03:00
parent 84f53485e2
commit 9205ef2c91
15 changed files with 340 additions and 249 deletions

View File

@@ -4859,150 +4859,20 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
}
case EActionType::CATAPULT:
{
//TODO: unify with spells::effects:Catapult
auto getCatapultHitChance = [](EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
{
switch(part)
{
case EWallPart::GATE:
return sbi.gate;
case EWallPart::KEEP:
return sbi.keep;
case EWallPart::BOTTOM_TOWER:
case EWallPart::UPPER_TOWER:
return sbi.tower;
case EWallPart::BOTTOM_WALL:
case EWallPart::BELOW_GATE:
case EWallPart::OVER_GATE:
case EWallPart::UPPER_WALL:
return sbi.wall;
default:
return 0;
}
};
auto getBallisticsInfo = [this, &ba] (const CStack * actor)
{
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
if(actor->getCreature()->idNumber == CreatureID::CATAPULT)
return VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
else
{
//by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
int ballisticsLevel = actor->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS) ? 2 : 1;
auto parameters = VLC->heroh->ballistics.at(ballisticsLevel);
parameters.shots = 1 + std::max(actor->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
return parameters;
}
};
auto isWallPartAttackable = [this] (EWallPart part)
{
return (gs->curB->si.wallState[part] == EWallState::REINFORCED || gs->curB->si.wallState[part] == EWallState::INTACT || gs->curB->si.wallState[part] == EWallState::DAMAGED);
};
CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters = getBallisticsInfo(stack);
auto wrapper = wrapAction(ba);
auto destination = target.empty() ? BattleHex(BattleHex::INVALID) : target.at(0).hexValue;
auto desiredTarget = gs->curB->battleHexToWallPart(destination);
for (int shotNumber=0; shotNumber<stackBallisticsParameters.shots; ++shotNumber)
const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
if(!catapultAbility || catapultAbility->subtype < 0)
{
auto actualTarget = EWallPart::INVALID;
if ( isWallPartAttackable(desiredTarget) &&
getRandomGenerator().nextInt(99) < getCatapultHitChance(desiredTarget, stackBallisticsParameters))
{
actualTarget = desiredTarget;
}
else
{
static const std::array<EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
static const std::array<EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
static const EWallPart gates = EWallPart::GATE;
// in H3, catapult under automatic control will attack objects in following order:
// walls, gates, towers
std::vector<EWallPart> potentialTargets;
for (auto & part : walls )
if (isWallPartAttackable(part))
potentialTargets.push_back(part);
if (potentialTargets.empty() && isWallPartAttackable(gates))
potentialTargets.push_back(gates);
if (potentialTargets.empty())
for (auto & part : towers )
if (isWallPartAttackable(part))
potentialTargets.push_back(part);
if (potentialTargets.empty())
break; // everything is gone, can't attack anymore
actualTarget = *RandomGeneratorUtil::nextItem(potentialTargets, getRandomGenerator());
}
assert(actualTarget != EWallPart::INVALID);
std::array<int, 3> damageChances = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
int totalChance = std::accumulate(damageChances.begin(), damageChances.end(), 0);
int damageRandom = getRandomGenerator().nextInt(totalChance - 1);
int dealtDamage = 0;
//calculating dealt damage
for (int damage = 0; damage < damageChances.size(); ++damage)
{
if (damageRandom <= damageChances[damage])
{
dealtDamage = damage;
break;
}
damageRandom -= damageChances[damage];
}
CatapultAttack::AttackInfo attack;
attack.attackedPart = actualTarget;
attack.destinationTile = gs->curB->wallPartToBattleHex(actualTarget);
attack.damageDealt = dealtDamage;
CatapultAttack ca; //package for clients
ca.attacker = ba.stackNumber;
ca.attackedParts.push_back(attack);
sendAndApply(&ca);
logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
//removing creatures in turrets / keep if one is destroyed
if (gs->curB->si.wallState[actualTarget] == EWallState::DESTROYED && (actualTarget == EWallPart::KEEP || actualTarget == EWallPart::BOTTOM_TOWER || actualTarget == EWallPart::UPPER_TOWER))
{
int posRemove = -1;
switch(actualTarget)
{
case EWallPart::KEEP:
posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
break;
case EWallPart::BOTTOM_TOWER:
posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
break;
case EWallPart::UPPER_TOWER:
posRemove = BattleHex::CASTLE_UPPER_TOWER;
break;
}
for(auto & elem : gs->curB->stacks)
{
if(elem->initialPosition == posRemove)
{
BattleUnitsChanged removeUnits;
removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
sendAndApply(&removeUnits);
break;
}
}
}
complain("We do not know how to shoot :P");
}
else
{
const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
parameters.setSpellLevel(shotLevel);
parameters.cast(spellEnv, target);
}
//finish by scope guard
break;