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Merge pull request #371 from dydzio0614/NewAbilities

Tested and approved. Congrats!
This commit is contained in:
DjWarmonger 2017-12-29 14:19:05 +01:00 committed by GitHub
commit c2a0b13332
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7 changed files with 182 additions and 33 deletions

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@ -13,6 +13,12 @@ GENERAL:
- BLOCKS_RANGED_RETALIATION - disallow enemy ranged counterattack
- SECONDARY_SKILL_VAL2 - set additional parameter for certain secondary skills
- MANUAL_CONTROL - grant manual control over war machine
- WIDE_BREATH - melee creature attacks affect many nearby hexes
- FIRST_STRIKE - creature counterattacks before attack if possible
- SYNERGY_TARGET - placeholder bonus for Mod Design Team (subject to removal in future)
- SHOOTS_ALL_ADJACENT - makes creature shots affect all neighbouring hexes
- BLOCK_MAGIC_BELOW - allows blocking spells below particular spell level. HotA cape artifact can be implemented with this
- DESTRUCTION - creature ability for killing extra units after hit, configurable
SPELLS:
* Implemented cumulative effects for spells

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@ -96,6 +96,12 @@
"description": "+${val} Defense when defending"
},
"DESTRUCTION":
{
"name": "Destruction",
"description": "Has ${val}% chance to kill extra units after attack"
},
"DOUBLE_DAMAGE_CHANCE":
{
"name": "Death Blow",
@ -156,6 +162,12 @@
"description": "Reflects part of melee damage"
},
"FIRST_STRIKE":
{
"name": "First Strike",
"description": "This creature attacks first instead of retaliating"
},
"FEAR":
{
"name": "Fear",
@ -347,6 +359,12 @@
"name": "Ranged",
"description": "Creature can shoot"
},
"SHOOTS_ALL_ADJACENT":
{
"name": "Shoot all around",
"description": "This creature's ranged attacks strike all targets in a small area"
},
"SOUL_STEAL":
{
@ -395,13 +413,19 @@
"name": "Aura of Resistance",
"description": "Nearby stacks get ${val}% resistance"
},
"SUMMON_GUARDIANS":
{
"name": "Summon guardians",
"description": "At battle start summons ${subtype.creature} (${val}%)"
},
"SYNERGY_TARGET":
{
"name": "Synergizable",
"description": "This creature is vulnerable to synergy effect"
},
"TWO_HEX_ATTACK_BREATH":
{
"name": "Breath",
@ -436,5 +460,11 @@
{
"name": "Water immunity",
"description": "Immune to all Water school spells"
},
"WIDE_BREATH":
{
"name": "Wide breath",
"description": "Wide breath attack (multiple hexes)"
}
}

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@ -235,8 +235,15 @@ private:
BONUS_NAME(CATAPULT_EXTRA_SHOTS) /*val - number of additional shots, requires CATAPULT bonus to work*/\
BONUS_NAME(RANGED_RETALIATION) /*allows shooters to perform ranged retaliation*/\
BONUS_NAME(BLOCKS_RANGED_RETALIATION) /*disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus is for melee retaliation only*/\
BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/ \
BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/ \
BONUS_NAME(MANUAL_CONTROL) /* manually control warmachine with id = subtype, chance = val */ \
BONUS_NAME(WIDE_BREATH) /* initial desigh: dragon breath affecting multiple nearby hexes */\
BONUS_NAME(FIRST_STRIKE) /* first counterattack, then attack if possible */\
BONUS_NAME(SYNERGY_TARGET) /* dummy skill for alternative upgrades mod */\
BONUS_NAME(SHOOTS_ALL_ADJACENT) /* H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics */\
BONUS_NAME(BLOCK_MAGIC_BELOW) /*blocks casting spells of the level < value */ \
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*/ \
/* end of list */

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@ -1155,21 +1155,21 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
//FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
bool reverse = isToReverse (hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
if (reverse && attacker->doubleWide())
bool reverse = isToReverse(hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
if(reverse && attacker->doubleWide())
{
hex = attacker->occupiedHex(hex); //the other hex stack stands on
}
if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
if(attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
{
boost::copy (attacker->getSurroundingHexes (attackerPos), vstd::set_inserter (at.hostileCreaturePositions));
boost::copy(attacker->getSurroundingHexes(attackerPos), vstd::set_inserter(at.hostileCreaturePositions));
}
if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
if(attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
{
std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
for (BattleHex tile : hexes)
for(BattleHex tile : hexes)
{
if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition (tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
if((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
{
const CStack * st = battleGetStackByPos(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
@ -1179,44 +1179,86 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack
}
}
}
if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition (destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
if(attacker->hasBonusOfType(Bonus::WIDE_BREATH))
{
std::vector<BattleHex> hexes = destinationTile.neighbouringTiles();
for(int i = 0; i<hexes.size(); i++)
{
if(hexes.at(i) == hex)
{
hexes.erase(hexes.begin() + i);
i = 0;
}
}
for(BattleHex tile : hexes)
{
//friendly stacks can also be damaged by Dragon Breath
if(battleGetStackByPos(tile, true))
{
if(battleGetStackByPos(tile, true) != attacker)
at.friendlyCreaturePositions.insert(tile);
}
}
}
else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition(destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
{
std::vector<BattleHex> hexes; //only one, in fact
int pseudoVector = destinationTile.hex - hex;
switch (pseudoVector)
switch(pseudoVector)
{
case 1:
case -1:
BattleHex::checkAndPush (destinationTile.hex + pseudoVector, hexes);
BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
break;
case WN: //17 //left-down or right-down
case -WN: //-17 //left-up or right-up
case WN + 1: //18 //right-down
case -WN + 1: //-16 //right-up
BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : -1), hexes);
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : -1), hexes);
break;
case WN-1: //16 //left-down
case -WN-1: //-18 //left-up
BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : 0), hexes);
case WN - 1: //16 //left-down
case -WN - 1: //-18 //left-up
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : 0), hexes);
break;
}
for (BattleHex tile : hexes)
for(BattleHex tile : hexes)
{
//friendly stacks can also be damaged by Dragon Breath
if (battleGetStackByPos (tile, true))
at.friendlyCreaturePositions.insert (tile);
if(battleGetStackByPos(tile, true))
at.friendlyCreaturePositions.insert(tile);
}
}
return at;
}
AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const CStack * attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);
if(attacker->hasBonusOfType(Bonus::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
{
std::vector<BattleHex> targetHexes = destinationTile.neighbouringTiles();
targetHexes.push_back(destinationTile);
boost::copy(targetHexes, vstd::set_inserter(at.hostileCreaturePositions));
}
return at;
}
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
{
std::set<const CStack*> attackedCres;
RETURN_IF_NOT_BATTLE(attackedCres);
AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
AttackableTiles at;
if(rangedAttack)
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
else
at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
{
const CStack * st = battleGetStackByPos(tile, true);
@ -1628,6 +1670,24 @@ int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
return ret;
}
si8 CBattleInfoCallback::battleMinSpellLevel(ui8 side) const
{
const IBonusBearer * node = nullptr;
if(const CGHeroInstance * h = battleGetFightingHero(side))
node = h;
else
node = getBattleNode();
if(!node)
return 0;
auto b = node->getBonuses(Selector::type(Bonus::BLOCK_MAGIC_BELOW));
if(b->size())
return b->totalValue();
return 0;
}
si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
{
const IBonusBearer *node = nullptr;

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@ -75,6 +75,7 @@ public:
std::vector<BattleHex> getAttackableBattleHexes() const;
//*** MAGIC
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
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
ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const ISpellCaster * caster, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
@ -93,7 +94,8 @@ public:
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)
AttackableTiles getPotentiallyAttackableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
AttackableTiles getPotentiallyShootableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const;
std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
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)
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
//effect like Recanter's Cloak. Blocks also passive casting.
//TODO: check creature abilities to block
//TODO: check any possible caster
if(cb->battleMaxSpellLevel(side.get()) < level)
if(cb->battleMaxSpellLevel(side.get()) < level || cb->battleMinSpellLevel(side.get()) > level)
return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
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
// only primary target
applyBattleEffects(bat, att, def, distance, false);
if (!bat.shot()) //multiple-hex attack - only in meele
{
std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
//multiple-hex normal attack
std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex, bat.shot()); //creatures other than primary target
for (const CStack * stack : attackedCreatures)
for (const CStack * stack : attackedCreatures)
{
if (stack != def) //do not hit same stack twice
{
if (stack != def) //do not hit same stack twice
{
applyBattleEffects(bat, att, stack, distance, true);
}
applyBattleEffects(bat, att, stack, distance, true);
}
}
@ -912,11 +910,11 @@ void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CSt
//TODO: should spell override creature`s projectile?
auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
auto affectedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
//TODO: get exact attacked hex for defender
for (const CStack * stack : attackedCreatures)
for (const CStack * stack : affectedCreatures)
{
if (stack != def) //do not hit same stack twice
{
@ -3937,6 +3935,19 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
for (int i = 0; i < totalAttacks; ++i)
{
//first strike
if(i == 0 && destinationStack
&& destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE)
&& destinationStack->ableToRetaliate()
&& stack->alive()) //probably not needed
{
BattleAttack bat;
prepareAttack(bat, destinationStack, stack, 0, stack->position);
bat.flags |= BattleAttack::COUNTER;
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
if (stack &&
stack->alive() && //move can cause death, eg. by walking into the moat
destinationStack->alive())
@ -3952,6 +3963,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
//counterattack
if (i == 0 && destinationStack
&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
&& !destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE)
&& destinationStack->ableToRetaliate()
&& stack->alive()) //attacker may have died (fire shield)
{
@ -3999,6 +4011,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
&& !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
&& destinationStack->ableToRetaliate()
&& gs->curB->battleCanShoot(destinationStack, stack->position)
&& stack->alive()) //attacker may have died (fire shield)
{
BattleAttack bat;
@ -5406,6 +5419,37 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
sendAndApply(&victimInfo);
sendAndApply(&resurrectInfo);
}
if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
{
double chanceToTrigger = 0;
int amountToDie = 0;
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;
amountToDie = defender->getCount() * percentageToDie * 0.01f;
}
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;
}
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)