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Continue moving spell cast logic

This commit is contained in:
AlexVinS
2014-11-25 16:16:49 +03:00
parent d87153a610
commit a387ad0d09
4 changed files with 340 additions and 22 deletions

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@ -101,10 +101,11 @@ CSpell::~CSpell()
delete mechanics; delete mechanics;
} }
void CSpell::battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const void CSpell::battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const
{ {
if(!mechanics->battleCast(env, parameters)) assert(env);
logGlobal->errorStream() << "Internal error during spell cast";
mechanics->battleCast(env, parameters);
} }
bool CSpell::isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set<SpellID> & spellBook) const bool CSpell::isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set<SpellID> & spellBook) const

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@ -27,6 +27,7 @@ class CGHeroInstance;
class CStack; class CStack;
class CBattleInfoCallback; class CBattleInfoCallback;
class BattleInfo;
struct CPackForClient; struct CPackForClient;
class CRandomGenerator; class CRandomGenerator;
@ -65,7 +66,7 @@ public:
const CStack * casterStack; const CStack * casterStack;
const CStack * selectedStack; const CStack * selectedStack;
const CBattleInfoCallback * cb; const BattleInfo * cb;
}; };
@ -153,7 +154,7 @@ public:
~CSpell(); ~CSpell();
//void adventureCast() const; //void adventureCast() const;
void battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const; void battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const;
bool isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set<SpellID> & spellBook) const; bool isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set<SpellID> & spellBook) const;

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@ -11,6 +11,7 @@
#include "StdInc.h" #include "StdInc.h"
#include "SpellMechanics.h" #include "SpellMechanics.h"
#include "CObstacleInstance.h"
#include "mapObjects/CGHeroInstance.h" #include "mapObjects/CGHeroInstance.h"
#include "BattleState.h" #include "BattleState.h"
#include "CRandomGenerator.h" #include "CRandomGenerator.h"
@ -119,6 +120,14 @@ namespace SRSLPraserHelpers
} }
} }
struct SpellCastContext
{
SpellCastContext(std::vector<const CStack*> & attackedCres, BattleSpellCast & sc, StacksInjured & si):
attackedCres(attackedCres), sc(sc), si(si){};
std::vector<const CStack*> & attackedCres;
BattleSpellCast & sc;
StacksInjured & si;
};
class DefaultSpellMechanics: public ISpellMechanics class DefaultSpellMechanics: public ISpellMechanics
{ {
@ -131,14 +140,21 @@ public:
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
//bool adventureCast(const SpellCastContext & context) const override; //bool adventureCast(const SpellCastContext & context) const override;
bool battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const override; void battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const override;
protected:
virtual void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const;
virtual int calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const;
}; };
class ObstacleMechanics: public DefaultSpellMechanics class ObstacleMechanics: public DefaultSpellMechanics
{ {
public: public:
ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){}; ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
}; };
class WallMechanics: public ObstacleMechanics class WallMechanics: public ObstacleMechanics
@ -149,7 +165,6 @@ public:
}; };
class ChainLightningMechanics: public DefaultSpellMechanics class ChainLightningMechanics: public DefaultSpellMechanics
{ {
public: public:
@ -241,7 +256,7 @@ ISpellMechanics * ISpellMechanics::createMechanics(CSpell* s)
// return false; //there is no general algorithm for casting adventure spells // return false; //there is no general algorithm for casting adventure spells
//} //}
bool DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const void DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const
{ {
BattleSpellCast sc; BattleSpellCast sc;
sc.side = parameters.casterSide; sc.side = parameters.casterSide;
@ -309,11 +324,12 @@ bool DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, const B
if (owner->id == SpellID::DEATH_STARE) if (owner->id == SpellID::DEATH_STARE)
vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
} }
StacksInjured si; StacksInjured si;
//TODO:applying effects SpellCastContext ctx(attackedCres, sc, si);
applyBattleEffects(env, parameters, ctx);
env->sendAndApply(&sc); env->sendAndApply(&sc);
if(!si.stacks.empty()) //after spellcast info shows if(!si.stacks.empty()) //after spellcast info shows
@ -371,10 +387,228 @@ bool DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, const B
} }
} }
} }
return true;
} }
int DefaultSpellMechanics::calculateDuration(const CGHeroInstance* caster, int usedSpellPower) const
{
if(!caster)
{
if (!usedSpellPower)
return 3; //default duration of all creature spells
else
return usedSpellPower; //use creature spell power
}
switch(owner->id)
{
case SpellID::FRENZY:
return 1;
default: //other spells
return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
}
}
void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment* env, BattleSpellCastParameters& parameters, SpellCastContext & ctx) const
{
//TODO:applying effects
//applying effects
if (owner->isOffensiveSpell())
{
int spellDamage = 0;
if (parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
{
int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
if (unitSpellPower)
ctx.sc.dmgToDisplay = spellDamage = parameters.casterStack->count * unitSpellPower; //TODO: handle immunities
else //Faerie Dragon
{
parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
ctx.sc.dmgToDisplay = 0;
}
}
int chainLightningModifier = 0;
for(auto & attackedCre : ctx.attackedCres)
{
if(vstd::contains(ctx.sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
continue;
BattleStackAttacked bsa;
if ((parameters.destination > -1 && (attackedCre)->coversPos(parameters.destination)) || (owner->getLevelInfo(parameters.spellLvl).range == "X" || parameters.mode == ECastingMode::ENCHANTER_CASTING))
//display effect only upon primary target of area spell
//FIXME: if no stack is attacked, there is no animation and interface freezes
{
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = owner->mainEffectAnim;
}
if (spellDamage)
bsa.damageAmount = spellDamage >> chainLightningModifier;
else
bsa.damageAmount = owner->calculateDamage(parameters.caster, attackedCre, parameters.spellLvl, parameters.usedSpellPower) >> chainLightningModifier;
ctx.sc.dmgToDisplay += bsa.damageAmount;
bsa.stackAttacked = (attackedCre)->ID;
if (parameters.mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
bsa.attackerID = parameters.casterStack->ID;
else
bsa.attackerID = -1;
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
ctx.si.stacks.push_back(bsa);
if (owner->id == SpellID::CHAIN_LIGHTNING)
++chainLightningModifier;
}
}
if (owner->hasEffects())
{
int stackSpellPower = 0;
if (parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
{
stackSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
}
SetStackEffect sse;
Bonus pseudoBonus;
pseudoBonus.sid = owner->id;
pseudoBonus.val = parameters.spellLvl;
pseudoBonus.turnsRemain = calculateDuration(parameters.caster, stackSpellPower ? stackSpellPower : parameters.usedSpellPower);
CStack::stackEffectToFeature(sse.effect, pseudoBonus);
if (owner->id == SpellID::SHIELD || owner->id == SpellID::AIR_SHIELD)
{
sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shield should display damage reduction
}
if (owner->id == SpellID::BIND && parameters.casterStack)//bind
{
sse.effect.back().additionalInfo = parameters.casterStack->ID; //we need to know who casted Bind
}
const Bonus * bonus = nullptr;
if (parameters.caster)
bonus = parameters.caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, owner->id));
//TODO does hero specialty should affects his stack casting spells?
si32 power = 0;
for(const CStack * affected : ctx.attackedCres)
{
if(vstd::contains(ctx.sc.resisted, affected->ID)) //this creature resisted the spell
continue;
sse.stacks.push_back(affected->ID);
//Apply hero specials - peculiar enchants
const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
if (bonus)
{
switch(bonus->additionalInfo)
{
case 0: //normal
{
switch(tier)
{
case 1: case 2:
power = 3;
break;
case 3: case 4:
power = 2;
break;
case 5: case 6:
power = 1;
break;
}
Bonus specialBonus(sse.effect.back());
specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
}
break;
case 1: //only Coronius as yet
{
power = std::max(5 - tier, 0);
Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
specialBonus.sid = owner->id;
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
}
break;
}
}
if (parameters.caster && parameters.caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, owner->id)) //TODO: better handling of bonus percentages
{
int damagePercent = parameters.caster->level * parameters.caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, owner->id.toEnum()) / tier;
Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
specialBonus.valType = Bonus::PERCENT_TO_ALL;
specialBonus.sid = owner->id;
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
}
}
if(!sse.stacks.empty())
env->sendAndApply(&sse);
}
if(owner->isHealingSpell())
{
int hpGained = 0;
if (parameters.casterStack)
{
int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
if (unitSpellPower)
hpGained = parameters.casterStack->count * unitSpellPower; //Archangel
else //Faerie Dragon-like effect - unused so far
parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
}
StacksHealedOrResurrected shr;
shr.lifeDrain = false;
shr.tentHealing = false;
for(auto & attackedCre : ctx.attackedCres)
{
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = (attackedCre)->ID;
if (parameters.casterStack) //casted by creature
{
if (hpGained)
{
hi.healedHP = parameters.cb->calculateHealedHP(hpGained, owner, attackedCre); //archangel
}
else
hi.healedHP = parameters.cb->calculateHealedHP(owner, parameters.usedSpellPower, parameters.spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
}
else
hi.healedHP = owner->calculateHealedHP(parameters.caster, attackedCre, parameters.selectedStack); //Casted by hero
hi.lowLevelResurrection = parameters.spellLvl <= 1;
shr.healedStacks.push_back(hi);
}
if(!shr.healedStacks.empty())
env->sendAndApply(&shr);
if(owner->id == SpellID::SACRIFICE) //remove victim
{
if(parameters.selectedStack == parameters.cb->battleActiveStack())
//set another active stack than the one removed, or bad things will happen
//TODO: make that part of BattleStacksRemoved? what about client update?
{
//makeStackDoNothing(gs->curB->getStack (selectedStack));
BattleSetActiveStack sas;
//std::vector<const CStack *> hlp;
//battleGetStackQueue(hlp, 1, selectedStack); //next after this one
//if(hlp.size())
//{
// sas.stack = hlp[0]->ID;
//}
//else
// complain ("No new stack to activate!");
sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
env->sendAndApply(&sas);
}
BattleStacksRemoved bsr;
bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
env->sendAndApply(&bsr);
}
}
}
std::vector<BattleHex> DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const std::vector<BattleHex> DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
{ {
using namespace SRSLPraserHelpers; using namespace SRSLPraserHelpers;
@ -523,6 +757,95 @@ ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(cons
return owner->isImmuneBy(obj); return owner->isImmuneBy(obj);
} }
///ObstacleMechanics
void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment* env, BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
{
auto placeObstacle = [&, this](BattleHex pos)
{
static int obstacleIdToGive = parameters.cb->obstacles.size()
? (parameters.cb->obstacles.back()->uniqueID+1)
: 0;
auto obstacle = make_shared<SpellCreatedObstacle>();
switch(owner->id) // :/
{
case SpellID::QUICKSAND:
obstacle->obstacleType = CObstacleInstance::QUICKSAND;
obstacle->turnsRemaining = -1;
obstacle->visibleForAnotherSide = false;
break;
case SpellID::LAND_MINE:
obstacle->obstacleType = CObstacleInstance::LAND_MINE;
obstacle->turnsRemaining = -1;
obstacle->visibleForAnotherSide = false;
break;
case SpellID::FIRE_WALL:
obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
obstacle->turnsRemaining = 2;
obstacle->visibleForAnotherSide = true;
break;
case SpellID::FORCE_FIELD:
obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
obstacle->turnsRemaining = 2;
obstacle->visibleForAnotherSide = true;
break;
default:
//this function cannot be used with spells that do not create obstacles
assert(0);
}
obstacle->pos = pos;
obstacle->casterSide = parameters.casterSide;
obstacle->ID = owner->id;
obstacle->spellLevel = parameters.spellLvl;
obstacle->casterSpellPower = parameters.usedSpellPower;
obstacle->uniqueID = obstacleIdToGive++;
BattleObstaclePlaced bop;
bop.obstacle = obstacle;
env->sendAndApply(&bop);
};
switch (owner->id)
{
case SpellID::QUICKSAND:
case SpellID::LAND_MINE:
{
std::vector<BattleHex> availableTiles;
for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
{
BattleHex hex = i;
if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
availableTiles.push_back(hex);
}
boost::range::random_shuffle(availableTiles);
const int patchesForSkill[] = {4, 4, 6, 8};
const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
//land mines or quicksand patches are handled as spell created obstacles
for (int i = 0; i < patchesToPut; i++)
placeObstacle(availableTiles.at(i));
}
break;
case SpellID::FORCE_FIELD:
placeObstacle(parameters.destination);
break;
case SpellID::FIRE_WALL:
{
//fire wall is build from multiple obstacles - one fire piece for each affected hex
auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
for(BattleHex hex : affectedHexes)
placeObstacle(hex);
}
break;
default:
assert(0);
}
}
///WallMechanics ///WallMechanics
std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool* outDroppedHexes) const std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool* outDroppedHexes) const
{ {

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@ -40,16 +40,9 @@ public:
virtual std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const = 0; virtual std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const = 0;
virtual ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const = 0; virtual ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const = 0;
/** \brief
*
* \param
* \return true if no error
*
*/
//virtual bool adventureCast(const SpellCastContext & context) const = 0; //virtual bool adventureCast(const SpellCastContext & context) const = 0;
virtual bool battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const = 0; virtual void battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const = 0;
static ISpellMechanics * createMechanics(CSpell * s); static ISpellMechanics * createMechanics(CSpell * s);