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Merge pull request #371 from dydzio0614/NewAbilities
Tested and approved. Congrats!
This commit is contained in:
commit
c2a0b13332
@ -13,6 +13,12 @@ GENERAL:
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- BLOCKS_RANGED_RETALIATION - disallow enemy ranged counterattack
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- SECONDARY_SKILL_VAL2 - set additional parameter for certain secondary skills
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- MANUAL_CONTROL - grant manual control over war machine
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- WIDE_BREATH - melee creature attacks affect many nearby hexes
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- FIRST_STRIKE - creature counterattacks before attack if possible
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- SYNERGY_TARGET - placeholder bonus for Mod Design Team (subject to removal in future)
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- SHOOTS_ALL_ADJACENT - makes creature shots affect all neighbouring hexes
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- BLOCK_MAGIC_BELOW - allows blocking spells below particular spell level. HotA cape artifact can be implemented with this
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- DESTRUCTION - creature ability for killing extra units after hit, configurable
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SPELLS:
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* Implemented cumulative effects for spells
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@ -96,6 +96,12 @@
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"description": "+${val} Defense when defending"
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},
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"DESTRUCTION":
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{
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"name": "Destruction",
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"description": "Has ${val}% chance to kill extra units after attack"
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},
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"DOUBLE_DAMAGE_CHANCE":
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{
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"name": "Death Blow",
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@ -156,6 +162,12 @@
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"description": "Reflects part of melee damage"
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},
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"FIRST_STRIKE":
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{
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"name": "First Strike",
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"description": "This creature attacks first instead of retaliating"
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},
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"FEAR":
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{
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"name": "Fear",
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@ -347,6 +359,12 @@
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"name": "Ranged",
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"description": "Creature can shoot"
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},
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"SHOOTS_ALL_ADJACENT":
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{
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"name": "Shoot all around",
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"description": "This creature's ranged attacks strike all targets in a small area"
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},
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"SOUL_STEAL":
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{
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@ -395,13 +413,19 @@
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"name": "Aura of Resistance",
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"description": "Nearby stacks get ${val}% resistance"
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},
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"SUMMON_GUARDIANS":
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{
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"name": "Summon guardians",
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"description": "At battle start summons ${subtype.creature} (${val}%)"
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},
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"SYNERGY_TARGET":
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{
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"name": "Synergizable",
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"description": "This creature is vulnerable to synergy effect"
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},
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"TWO_HEX_ATTACK_BREATH":
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{
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"name": "Breath",
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@ -436,5 +460,11 @@
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{
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"name": "Water immunity",
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"description": "Immune to all Water school spells"
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},
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"WIDE_BREATH":
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{
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"name": "Wide breath",
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"description": "Wide breath attack (multiple hexes)"
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}
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}
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@ -235,8 +235,15 @@ private:
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BONUS_NAME(CATAPULT_EXTRA_SHOTS) /*val - number of additional shots, requires CATAPULT bonus to work*/\
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BONUS_NAME(RANGED_RETALIATION) /*allows shooters to perform ranged retaliation*/\
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BONUS_NAME(BLOCKS_RANGED_RETALIATION) /*disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus is for melee retaliation only*/\
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BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/ \
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BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/ \
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BONUS_NAME(MANUAL_CONTROL) /* manually control warmachine with id = subtype, chance = val */ \
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BONUS_NAME(WIDE_BREATH) /* initial desigh: dragon breath affecting multiple nearby hexes */\
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BONUS_NAME(FIRST_STRIKE) /* first counterattack, then attack if possible */\
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BONUS_NAME(SYNERGY_TARGET) /* dummy skill for alternative upgrades mod */\
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BONUS_NAME(SHOOTS_ALL_ADJACENT) /* H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics */\
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BONUS_NAME(BLOCK_MAGIC_BELOW) /*blocks casting spells of the level < value */ \
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BONUS_NAME(DESTRUCTION) /*kills extra units after hit, subtype = 0 - kill percentage of units, 1 - kill amount, val = chance in percent to trigger, additional info - amount/percentage to kill*/ \
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/* end of list */
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@ -1155,21 +1155,21 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack
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BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
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//FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
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bool reverse = isToReverse (hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
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if (reverse && attacker->doubleWide())
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bool reverse = isToReverse(hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
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if(reverse && attacker->doubleWide())
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{
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hex = attacker->occupiedHex(hex); //the other hex stack stands on
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}
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if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
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if(attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
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{
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boost::copy (attacker->getSurroundingHexes (attackerPos), vstd::set_inserter (at.hostileCreaturePositions));
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boost::copy(attacker->getSurroundingHexes(attackerPos), vstd::set_inserter(at.hostileCreaturePositions));
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}
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if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
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if(attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
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{
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std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
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for (BattleHex tile : hexes)
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for(BattleHex tile : hexes)
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{
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if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition (tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
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if((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
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{
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const CStack * st = battleGetStackByPos(tile, true);
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if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
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@ -1179,44 +1179,86 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack
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}
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}
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}
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if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition (destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
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if(attacker->hasBonusOfType(Bonus::WIDE_BREATH))
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{
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std::vector<BattleHex> hexes = destinationTile.neighbouringTiles();
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for(int i = 0; i<hexes.size(); i++)
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{
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if(hexes.at(i) == hex)
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{
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hexes.erase(hexes.begin() + i);
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i = 0;
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}
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}
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for(BattleHex tile : hexes)
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{
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//friendly stacks can also be damaged by Dragon Breath
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if(battleGetStackByPos(tile, true))
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{
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if(battleGetStackByPos(tile, true) != attacker)
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at.friendlyCreaturePositions.insert(tile);
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}
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}
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}
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else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition(destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
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{
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std::vector<BattleHex> hexes; //only one, in fact
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int pseudoVector = destinationTile.hex - hex;
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switch (pseudoVector)
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switch(pseudoVector)
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{
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case 1:
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case -1:
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BattleHex::checkAndPush (destinationTile.hex + pseudoVector, hexes);
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BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
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break;
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case WN: //17 //left-down or right-down
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case -WN: //-17 //left-up or right-up
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case WN + 1: //18 //right-down
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case -WN + 1: //-16 //right-up
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BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : -1), hexes);
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BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : -1), hexes);
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break;
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case WN-1: //16 //left-down
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case -WN-1: //-18 //left-up
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BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : 0), hexes);
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case WN - 1: //16 //left-down
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case -WN - 1: //-18 //left-up
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BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : 0), hexes);
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break;
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}
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for (BattleHex tile : hexes)
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for(BattleHex tile : hexes)
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{
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//friendly stacks can also be damaged by Dragon Breath
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if (battleGetStackByPos (tile, true))
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at.friendlyCreaturePositions.insert (tile);
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if(battleGetStackByPos(tile, true))
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at.friendlyCreaturePositions.insert(tile);
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}
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}
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return at;
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}
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AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const CStack * attacker, BattleHex destinationTile, BattleHex attackerPos) const
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{
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//does not return hex attacked directly
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AttackableTiles at;
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RETURN_IF_NOT_BATTLE(at);
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if(attacker->hasBonusOfType(Bonus::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
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{
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std::vector<BattleHex> targetHexes = destinationTile.neighbouringTiles();
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targetHexes.push_back(destinationTile);
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boost::copy(targetHexes, vstd::set_inserter(at.hostileCreaturePositions));
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}
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return at;
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}
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std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
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std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
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{
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std::set<const CStack*> attackedCres;
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RETURN_IF_NOT_BATTLE(attackedCres);
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AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
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AttackableTiles at;
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if(rangedAttack)
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at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
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else
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at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
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for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
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{
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const CStack * st = battleGetStackByPos(tile, true);
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@ -1628,6 +1670,24 @@ int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
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return ret;
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}
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si8 CBattleInfoCallback::battleMinSpellLevel(ui8 side) const
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{
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const IBonusBearer * node = nullptr;
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if(const CGHeroInstance * h = battleGetFightingHero(side))
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node = h;
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else
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node = getBattleNode();
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if(!node)
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return 0;
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auto b = node->getBonuses(Selector::type(Bonus::BLOCK_MAGIC_BELOW));
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if(b->size())
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return b->totalValue();
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return 0;
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}
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si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
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{
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const IBonusBearer *node = nullptr;
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@ -75,6 +75,7 @@ public:
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std::vector<BattleHex> getAttackableBattleHexes() const;
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//*** MAGIC
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si8 battleMinSpellLevel(ui8 side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
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si8 battleMaxSpellLevel(ui8 side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
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ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
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ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const ISpellCaster * caster, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
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@ -93,7 +94,8 @@ public:
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si8 battleGetTacticDist() const; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side)
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AttackableTiles getPotentiallyAttackableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
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std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
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AttackableTiles getPotentiallyShootableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const;
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std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
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bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
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bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
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@ -194,7 +194,7 @@ ESpellCastProblem::ESpellCastProblem CSpell::canBeCast(const CBattleInfoCallback
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//effect like Recanter's Cloak. Blocks also passive casting.
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//TODO: check creature abilities to block
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//TODO: check any possible caster
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if(cb->battleMaxSpellLevel(side.get()) < level)
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if(cb->battleMaxSpellLevel(side.get()) < level || cb->battleMinSpellLevel(side.get()) > level)
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return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
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const ESpellCastProblem::ESpellCastProblem specificProblem = mechanics->canBeCast(cb, mode, caster);
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@ -890,16 +890,14 @@ void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CSt
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// only primary target
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applyBattleEffects(bat, att, def, distance, false);
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if (!bat.shot()) //multiple-hex attack - only in meele
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{
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std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
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//multiple-hex normal attack
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std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex, bat.shot()); //creatures other than primary target
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for (const CStack * stack : attackedCreatures)
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for (const CStack * stack : attackedCreatures)
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{
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if (stack != def) //do not hit same stack twice
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{
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if (stack != def) //do not hit same stack twice
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{
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applyBattleEffects(bat, att, stack, distance, true);
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}
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applyBattleEffects(bat, att, stack, distance, true);
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}
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}
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@ -912,11 +910,11 @@ void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CSt
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//TODO: should spell override creature`s projectile?
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auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
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auto affectedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
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//TODO: get exact attacked hex for defender
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for (const CStack * stack : attackedCreatures)
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for (const CStack * stack : affectedCreatures)
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{
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if (stack != def) //do not hit same stack twice
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{
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@ -3937,6 +3935,19 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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for (int i = 0; i < totalAttacks; ++i)
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{
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//first strike
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if(i == 0 && destinationStack
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&& destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE)
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&& destinationStack->ableToRetaliate()
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&& stack->alive()) //probably not needed
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{
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BattleAttack bat;
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prepareAttack(bat, destinationStack, stack, 0, stack->position);
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bat.flags |= BattleAttack::COUNTER;
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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}
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if (stack &&
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stack->alive() && //move can cause death, eg. by walking into the moat
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destinationStack->alive())
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@ -3952,6 +3963,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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//counterattack
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if (i == 0 && destinationStack
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&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
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&& !destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE)
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&& destinationStack->ableToRetaliate()
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&& stack->alive()) //attacker may have died (fire shield)
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{
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@ -3999,6 +4011,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
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&& !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
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&& destinationStack->ableToRetaliate()
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&& gs->curB->battleCanShoot(destinationStack, stack->position)
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&& stack->alive()) //attacker may have died (fire shield)
|
||||
{
|
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BattleAttack bat;
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@ -5406,6 +5419,37 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
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sendAndApply(&victimInfo);
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sendAndApply(&resurrectInfo);
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}
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if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
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{
|
||||
double chanceToTrigger = 0;
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||||
int amountToDie = 0;
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||||
|
||||
if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
|
||||
{
|
||||
chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
|
||||
int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo;
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||||
amountToDie = defender->getCount() * percentageToDie * 0.01f;
|
||||
}
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else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
|
||||
{
|
||||
chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
|
||||
amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo;
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||||
}
|
||||
|
||||
vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
|
||||
|
||||
if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
|
||||
return;
|
||||
|
||||
BattleStackAttacked bsa;
|
||||
bsa.attackerID = -1;
|
||||
bsa.stackAttacked = defender->ID;
|
||||
bsa.damageAmount = amountToDie * defender->getCreature()->MaxHealth();
|
||||
bsa.flags = BattleStackAttacked::SPELL_EFFECT;
|
||||
bsa.spellID = SpellID::SLAYER;
|
||||
defender->prepareAttacked(bsa, getRandomGenerator());
|
||||
sendAndApply(&bsa);
|
||||
}
|
||||
}
|
||||
|
||||
void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
|
||||
|
Loading…
Reference in New Issue
Block a user