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Merge pull request #323 from vcmi/CStackTweaks

CStack tweaks
This commit is contained in:
ArseniyShestakov 2017-07-15 00:42:08 +03:00 committed by GitHub
commit ea0ceb1805
39 changed files with 1501 additions and 765 deletions

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@ -29,7 +29,7 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo &AttackInfo
auto attacker = AttackInfo.attacker;
auto enemy = AttackInfo.defender;
const int remainingCounterAttacks = getValOr(state.counterAttacksLeft, enemy, enemy->counterAttacksRemaining());
const int remainingCounterAttacks = getValOr(state.counterAttacksLeft, enemy, enemy->counterAttacks.available());
const bool counterAttacksBlocked = attacker->hasBonusOfType(Bonus::BLOCKS_RETALIATION) || enemy->hasBonusOfType(Bonus::NO_RETALIATION);
const int totalAttacks = 1 + AttackInfo.attackerBonuses->getBonuses(Selector::type(Bonus::ADDITIONAL_ATTACK), (Selector::effectRange (Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue();
@ -46,19 +46,15 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo &AttackInfo
if(remainingCounterAttacks <= i || counterAttacksBlocked)
ap.damageReceived = 0;
curBai.attackerCount = attacker->count - attacker->countKilledByAttack(ap.damageReceived).first;
curBai.defenderCount = enemy->count - enemy->countKilledByAttack(ap.damageDealt).first;
if(!curBai.attackerCount)
curBai.attackerHealth = attacker->healthAfterAttacked(ap.damageReceived);
curBai.defenderHealth = enemy->healthAfterAttacked(ap.damageDealt);
if(curBai.attackerHealth.getCount() <= 0)
break;
//TODO what about defender? should we break? but in pessimistic scenario defender might be alive
}
//TODO other damage related to attack (eg. fire shield and other abilities)
//Limit damages by total stack health
vstd::amin(ap.damageDealt, enemy->totalHealth());
vstd::amin(ap.damageReceived, attacker->totalHealth());
return ap;
}

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@ -55,7 +55,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
std::map<int, const CStack*> woundHpToStack;
for(auto stack : healingTargets)
if(auto woundHp = stack->MaxHealth() - stack->firstHPleft)
if(auto woundHp = stack->MaxHealth() - stack->getFirstHPleft())
woundHpToStack[woundHp] = stack;
if(woundHpToStack.empty())
return BattleAction::makeDefend(stack);

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@ -317,7 +317,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
return;
}
ui32 speed;
ui32 speed = 0;
if(settings["session"]["spectate"].Bool())
{
if(!settings["session"]["spectate-hero-speed"].isNull())
@ -699,33 +699,46 @@ void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, u
}
}
if (lifeDrain)
if(lifeDrain)
{
const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
int textOff = 0;
const CStack * attacker = cb->battleGetStackByID(healedStacks[0].first, false);
const CStack * defender = cb->battleGetStackByID(lifeDrainFrom, false);
if (attacker)
if(attacker && defender)
{
battleInt->displayEffect(52, attacker->position); //TODO: transparency
if (attacker->count > 1)
{
textOff += 1;
}
CCS->soundh->playSound(soundBase::DRAINLIF);
//print info about life drain
auto txt = boost::format (CGI->generaltexth->allTexts[361 + textOff]) % attacker->getCreature()->nameSing % healedStacks[0].second % defender->getCreature()->namePl;
battleInt->console->addText(boost::to_string(txt));
MetaString text;
attacker->addText(text, MetaString::GENERAL_TXT, 361);
attacker->addNameReplacement(text, false);
text.addReplacement(healedStacks[0].second);
defender->addNameReplacement(text, true);
battleInt->console->addText(text.toString());
}
}
if (tentHeal)
else
{
std::string text = CGI->generaltexth->allTexts[414];
boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
battleInt->console->addText(text);
logGlobal->error("Unable to display life drain info");
}
}
if(tentHeal)
{
const CStack * healer = cb->battleGetStackByID(lifeDrainFrom, false);
const CStack * target = cb->battleGetStackByID(healedStacks[0].first, false);
if(healer && target)
{
MetaString text;
text.addTxt(MetaString::GENERAL_TXT, 414);
healer->addNameReplacement(text, false);
target->addNameReplacement(text, false);
text.addReplacement(healedStacks[0].second);
battleInt->console->addText(text.toString());
}
else
{
logGlobal->error("Unable to display tent heal info");
}
}
}
@ -939,53 +952,50 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
battleInt->stacksAreAttacked(arg);
}
void CPlayerInterface::battleAttack(const BattleAttack *ba)
void CPlayerInterface::battleAttack(const BattleAttack * ba)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
assert(curAction);
if (ba->lucky()) //lucky hit
const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
if(!attacker)
{
const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
std::string hlp = CGI->generaltexth->allTexts[45];
boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
battleInt->console->addText(hlp);
battleInt->displayEffect(18, stack->position);
logGlobal->error("Attacking stack not found");
return;
}
if(ba->lucky()) //lucky hit
{
battleInt->console->addText(attacker->formatGeneralMessage(-45));
battleInt->displayEffect(18, attacker->position);
CCS->soundh->playSound(soundBase::GOODLUCK);
}
if (ba->unlucky()) //unlucky hit
if(ba->unlucky()) //unlucky hit
{
const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
std::string hlp = CGI->generaltexth->allTexts[44];
boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
battleInt->console->addText(hlp);
battleInt->displayEffect(48, stack->position);
battleInt->console->addText(attacker->formatGeneralMessage(-44));
battleInt->displayEffect(48, attacker->position);
CCS->soundh->playSound(soundBase::BADLUCK);
}
if (ba->deathBlow())
if(ba->deathBlow())
{
const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
battleInt->console->addText(hlp);
for (auto & elem : ba->bsa)
battleInt->console->addText(attacker->formatGeneralMessage(365));
for(auto & elem : ba->bsa)
{
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
battleInt->displayEffect(73, attacked->position);
}
CCS->soundh->playSound(soundBase::deathBlow);
}
battleInt->waitForAnims();
const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
if (ba->shot())
if(ba->shot())
{
for (auto & elem : ba->bsa)
for(auto & elem : ba->bsa)
{
if (!elem.isSecondary()) //display projectile only for primary target
if(!elem.isSecondary()) //display projectile only for primary target
{
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
battleInt->stackAttacking(attacker, attacked->position, attacked, true);
@ -995,27 +1005,27 @@ void CPlayerInterface::battleAttack(const BattleAttack *ba)
else
{
int shift = 0;
if (ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
{
int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
if ( distp < distm )
if(distp < distm)
shift = 1;
else
shift = -1;
}
const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
battleInt->stackAttacking(attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
}
//battleInt->waitForAnims(); //FIXME: freeze
if (ba->spellLike())
if(ba->spellLike())
{
//display hit animation
SpellID spellID = ba->spellID;
battleInt->displaySpellHit(spellID,curAction->destinationTile);
battleInt->displaySpellHit(spellID, curAction->destinationTile);
}
}
void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)

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@ -728,12 +728,12 @@ void BattleResultsApplied::applyCl(CClient *cl)
INTERFACE_CALL_IF_PRESENT(PlayerColor::SPECTATOR, battleResultsApplied);
}
void StacksHealedOrResurrected::applyCl(CClient *cl)
void StacksHealedOrResurrected::applyCl(CClient * cl)
{
std::vector<std::pair<ui32, ui32> > shiftedHealed;
for(auto & elem : healedStacks)
{
shiftedHealed.push_back(std::make_pair(elem.stackID, elem.healedHP));
shiftedHealed.push_back(std::make_pair(elem.stackId, (ui32)elem.delta));
}
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksHealedRes, shiftedHealed, lifeDrain, tentHealing, drainedFrom);
}

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@ -1356,25 +1356,8 @@ void CBattleInterface::spellCast(const BattleSpellCast *sc)
void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
{
if(sse.stacks.size() == 1 && sse.effect.size() == 2 && sse.effect.back().sid == -1)
{
const Bonus & bns = sse.effect.front();
if(bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
{
//defensive stance
const CStack *stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
int txtid = 120;
if(stack->count != 1)
txtid++; //move to plural text
BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
defenseBonuses.remove_if(Bonus::UntilGetsTurn); //remove bonuses gained from defensive stance
int val = stack->Defense() - defenseBonuses.totalValue();
auto txt = boost::format(CGI->generaltexth->allTexts[txtid]) % ((stack->count != 1) ? stack->getCreature()->namePl : stack->getCreature()->nameSing) % val;
console->addText(boost::to_string(txt));
}
}
for(const MetaString & line : sse.battleLog)
console->addText(line.toString());
if(activeStack != nullptr)
redrawBackgroundWithHexes(activeStack);
@ -1592,10 +1575,10 @@ void CBattleInterface::activateStack()
//set casting flag to true if creature can use it to not check it every time
const auto spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
if (s->casts && (spellcaster || randomSpellcaster))
if(s->canCast() && (spellcaster || randomSpellcaster))
{
stackCanCastSpell = true;
if (randomSpellcaster)
if(randomSpellcaster)
creatureSpellToCast = -1; //spell will be set later on cast
else
creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
@ -1696,16 +1679,16 @@ void CBattleInterface::getPossibleActionsForStack(const CStack *stack, const boo
{
PossibleActions notPriority = INVALID;
//first action will be prioritized over later ones
if (stack->casts) //TODO: check for battlefield effects that prevent casting?
if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
{
if (stack->hasBonusOfType (Bonus::SPELLCASTER))
if(stack->hasBonusOfType (Bonus::SPELLCASTER))
{
if (creatureSpellToCast != -1)
if(creatureSpellToCast != -1)
{
const CSpell *spell = SpellID(creatureSpellToCast).toSpell();
PossibleActions act = getCasterAction(spell, stack, ECastingMode::CREATURE_ACTIVE_CASTING);
if (forceCast)
if(forceCast)
{
//forced action to be only one possible
possibleActions.push_back(act);
@ -1721,10 +1704,10 @@ void CBattleInterface::getPossibleActionsForStack(const CStack *stack, const boo
if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
possibleActions.push_back (RISE_DEMONS);
}
if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
possibleActions.push_back (SHOOT);
if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
possibleActions.push_back (ATTACK_AND_RETURN);
if(stack->canShoot())
possibleActions.push_back(SHOOT);
if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
possibleActions.push_back(ATTACK_AND_RETURN);
possibleActions.push_back(ATTACK); //all active stacks can attack
possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
@ -1742,39 +1725,39 @@ void CBattleInterface::getPossibleActionsForStack(const CStack *stack, const boo
}
}
void CBattleInterface::printConsoleAttacked( const CStack *defender, int dmg, int killed, const CStack *attacker, bool multiple )
void CBattleInterface::printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple)
{
std::string formattedText;
if (attacker) //ignore if stacks were killed by spell
if(attacker) //ignore if stacks were killed by spell
{
boost::format txt = boost::format (CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376]) %
(attacker->count > 1 ? attacker->getCreature()->namePl : attacker->getCreature()->nameSing) % dmg;
formattedText.append(boost::to_string(txt));
MetaString text;
attacker->addText(text, MetaString::GENERAL_TXT, 376);
attacker->addNameReplacement(text);
text.addReplacement(dmg);
formattedText = text.toString();
}
if (killed > 0)
if(killed > 0)
{
if (attacker)
if(attacker)
formattedText.append(" ");
boost::format txt;
if (killed > 1)
if(killed > 1)
{
txt = boost::format (CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
txt = boost::format(CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
}
else //killed == 1
{
txt = boost::format (CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
txt = boost::format(CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
}
std::string trimmed = boost::to_string(txt);
boost::algorithm::trim(trimmed); // these default h3 texts have unnecessary new lines, so get rid of them before displaying
formattedText.append(trimmed);
}
console->addText(formattedText);
}
void CBattleInterface::endAction(const BattleAction* action)
{
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
@ -1960,19 +1943,11 @@ void CBattleInterface::startAction(const BattleAction* action)
break;
}
if (txtid > 0 && stack->count != 1)
txtid++; //move to plural text
else if (txtid < 0)
txtid = -txtid;
if (txtid)
{
std::string name = (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str();
console->addText((boost::format(CGI->generaltexth->allTexts[txtid].c_str()) % name).str());
}
if(txtid != 0)
console->addText(stack->formatGeneralMessage(txtid));
//displaying special abilities
switch (action->actionType)
switch(action->actionType)
{
case Battle::STACK_HEAL:
displayEffect(74, action->destinationTile);
@ -2200,7 +2175,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
if (!(shere->hasBonusOfType(Bonus::UNDEAD)
|| shere->hasBonusOfType(Bonus::NON_LIVING)
|| vstd::contains(shere->state, EBattleStackState::SUMMONED)
|| vstd::contains(shere->state, EBattleStackState::CLONED)
|| shere->isClone()
|| shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
))
legalAction = true;
@ -2304,7 +2279,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
realizeAction = [=] {giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};
std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(CRandomGenerator::getDefault(), sactive, shere)); //calculating estimated dmg
//printing - Shoot %s (%d shots left, %s damage)
consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();
consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots.available() % estDmgText).str();
}
break;
case AIMED_SPELL_CREATURE:
@ -3273,10 +3248,10 @@ void CBattleInterface::showAliveStacks(SDL_Surface *to, std::vector<const CStack
{
auto isAmountBoxVisible = [&](const CStack *stack) -> bool
{
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->count == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
return false;
if(stack->count == 0) //hide box when target is going to die anyway - do not display "0 creatures"
if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
return false;
for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
@ -3353,7 +3328,7 @@ void CBattleInterface::showAliveStacks(SDL_Surface *to, std::vector<const CStack
//blitting amount
Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->count), Colors::WHITE, textPos);
graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos);
}
}
}

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@ -53,7 +53,7 @@ class CBattleGameInterface;
struct StackAttackedInfo
{
const CStack *defender; //attacked stack
unsigned int dmg; //damage dealt
int32_t dmg; //damage dealt
unsigned int amountKilled; //how many creatures in stack has been killed
const CStack *attacker; //attacking stack
bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack

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@ -595,9 +595,10 @@ void CClickableHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
attackedStack->owner != myInterface->getCurrentPlayerInterface()->playerID &&
attackedStack->alive())
{
const std::string & attackedName = attackedStack->count == 1 ? attackedStack->getCreature()->nameSing : attackedStack->getCreature()->namePl;
auto txt = boost::format (CGI->generaltexth->allTexts[220]) % attackedName;
myInterface->console->alterTxt = boost::to_string(txt);
MetaString text;
text.addTxt(MetaString::GENERAL_TXT, 220);
attackedStack->addNameReplacement(text);
myInterface->console->alterTxt = text.toString();
setAlterText = true;
}
}
@ -744,9 +745,9 @@ void CStackQueue::StackBox::showAll(SDL_Surface * to)
CIntObject::showAll(to);
if(small)
printAtMiddleLoc(makeNumberShort(stack->count), pos.w/2, pos.h - 7, FONT_SMALL, Colors::WHITE, to);
printAtMiddleLoc(makeNumberShort(stack->getCount()), pos.w/2, pos.h - 7, FONT_SMALL, Colors::WHITE, to);
else
printAtMiddleLoc(makeNumberShort(stack->count), pos.w/2, pos.h - 8, FONT_MEDIUM, Colors::WHITE, to);
printAtMiddleLoc(makeNumberShort(stack->getCount()), pos.w/2, pos.h - 8, FONT_MEDIUM, Colors::WHITE, to);
}
void CStackQueue::StackBox::setStack( const CStack *stack )

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@ -224,41 +224,46 @@ void CStackWindow::CWindowSection::createStackInfo(bool showExp, bool showArt)
new CPicture("stackWindow/icons", 117, 32);
const CStack * battleStack = parent->info->stack;
bool shooter = parent->info->stackNode->hasBonusOfType(Bonus::SHOOTER) && parent->info->stackNode->valOfBonuses(Bonus::SHOTS);
bool caster = parent->info->stackNode->valOfBonuses(Bonus::CASTS);
if (battleStack != nullptr) // in battle
auto morale = new MoraleLuckBox(true, genRect(42, 42, 321, 110));
auto luck = new MoraleLuckBox(false, genRect(42, 42, 375, 110));
if(battleStack != nullptr) // in battle
{
printStatBase(EStat::ATTACK, CGI->generaltexth->primarySkillNames[0], parent->info->creature->Attack(), battleStack->Attack());
printStatBase(EStat::DEFENCE, CGI->generaltexth->primarySkillNames[1], parent->info->creature->Defense(false), battleStack->Defense());
printStatRange(EStat::DAMAGE, CGI->generaltexth->allTexts[199], parent->info->stackNode->getMinDamage() * dmgMultiply, battleStack->getMaxDamage() * dmgMultiply);
printStatBase(EStat::HEALTH, CGI->generaltexth->allTexts[388], parent->info->creature->valOfBonuses(Bonus::STACK_HEALTH), battleStack->valOfBonuses(Bonus::STACK_HEALTH));
printStatBase(EStat::HEALTH, CGI->generaltexth->allTexts[388], parent->info->creature->MaxHealth(), battleStack->MaxHealth());
printStatBase(EStat::SPEED, CGI->generaltexth->zelp[441].first, parent->info->creature->Speed(), battleStack->Speed());
if (shooter)
printStatBase(EStat::SHOTS, CGI->generaltexth->allTexts[198], battleStack->valOfBonuses(Bonus::SHOTS), battleStack->shots);
if (caster)
printStatBase(EStat::MANA, CGI->generaltexth->allTexts[399], battleStack->valOfBonuses(Bonus::CASTS), battleStack->casts);
printStat(EStat::HEALTH_LEFT, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
if(battleStack->isShooter())
printStatBase(EStat::SHOTS, CGI->generaltexth->allTexts[198], battleStack->shots.total(), battleStack->shots.available());
if(battleStack->isCaster())
printStatBase(EStat::MANA, CGI->generaltexth->allTexts[399], battleStack->casts.total(), battleStack->casts.available());
printStat(EStat::HEALTH_LEFT, CGI->generaltexth->allTexts[200], battleStack->getFirstHPleft());
morale->set(battleStack);
luck->set(battleStack);
}
else
{
const bool shooter = parent->info->stackNode->hasBonusOfType(Bonus::SHOOTER) && parent->info->stackNode->valOfBonuses(Bonus::SHOTS);
const bool caster = parent->info->stackNode->valOfBonuses(Bonus::CASTS);
printStatBase(EStat::ATTACK, CGI->generaltexth->primarySkillNames[0], parent->info->creature->Attack(), parent->info->stackNode->Attack());
printStatBase(EStat::DEFENCE, CGI->generaltexth->primarySkillNames[1], parent->info->creature->Defense(false), parent->info->stackNode->Defense());
printStatRange(EStat::DAMAGE, CGI->generaltexth->allTexts[199], parent->info->stackNode->getMinDamage() * dmgMultiply, parent->info->stackNode->getMaxDamage() * dmgMultiply);
printStatBase(EStat::HEALTH, CGI->generaltexth->allTexts[388], parent->info->creature->valOfBonuses(Bonus::STACK_HEALTH), parent->info->stackNode->valOfBonuses(Bonus::STACK_HEALTH));
printStatBase(EStat::HEALTH, CGI->generaltexth->allTexts[388], parent->info->creature->MaxHealth(), parent->info->stackNode->MaxHealth());
printStatBase(EStat::SPEED, CGI->generaltexth->zelp[441].first, parent->info->creature->Speed(), parent->info->stackNode->Speed());
if (shooter)
if(shooter)
printStat(EStat::SHOTS, CGI->generaltexth->allTexts[198], parent->info->stackNode->valOfBonuses(Bonus::SHOTS));
if (caster)
if(caster)
printStat(EStat::MANA, CGI->generaltexth->allTexts[399], parent->info->stackNode->valOfBonuses(Bonus::CASTS));
}
auto morale = new MoraleLuckBox(true, genRect(42, 42, 321, 110));
morale->set(parent->info->stackNode);
auto luck = new MoraleLuckBox(false, genRect(42, 42, 375, 110));
luck->set(parent->info->stackNode);
}
if (showExp)
{
@ -881,7 +886,7 @@ CStackWindow::CStackWindow(const CStack * stack, bool popup):
info->stack = stack;
info->stackNode = stack->base;
info->creature = stack->type;
info->creatureCount = stack->count;
info->creatureCount = stack->getCount();
info->popupWindow = popup;
init();
}

View File

@ -567,7 +567,7 @@ void CSpellWindow::SpellArea::clickLeft(tribool down, bool previousState)
{
return s->owner == player
&& vstd::contains(s->state, EBattleStackState::SUMMONED)
&& !vstd::contains(s->state, EBattleStackState::CLONED);
&& !s->isClone();
});
for(const CStack * s : stacks)
{

View File

@ -507,3 +507,15 @@ CGeneralTextHandler::CGeneralTextHandler()
}
}
}
int32_t CGeneralTextHandler::pluralText(const int32_t textIndex, const int32_t count) const
{
if(textIndex == 0)
return 0;
else if(textIndex < 0)
return -textIndex;
else if(count == 1)
return textIndex;
else
return textIndex + 1;
}

View File

@ -143,6 +143,8 @@ public:
static void readToVector(std::string sourceName, std::vector<std::string> &dest);
int32_t pluralText(const int32_t textIndex, const int32_t count) const;
CGeneralTextHandler();
CGeneralTextHandler(const CGeneralTextHandler&) = delete;
CGeneralTextHandler operator=(const CGeneralTextHandler&) = delete;

View File

@ -9,74 +9,365 @@
*/
#include "StdInc.h"
#include "CStack.h"
#include "CGeneralTextHandler.h"
#include "battle/BattleInfo.h"
#include "spells/CSpellHandler.h"
#include "CRandomGenerator.h"
#include "NetPacks.h"
CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, ui8 Side, SlotID S)
: base(Base), ID(I), owner(O), slot(S), side(Side),
counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1),
firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
///CAmmo
CAmmo::CAmmo(const CStack * Owner, CSelector totalSelector):
CStackResource(Owner), totalProxy(Owner, totalSelector)
{
}
int32_t CAmmo::available() const
{
return total() - used;
}
bool CAmmo::canUse(int32_t amount) const
{
return available() - amount >= 0;
}
void CAmmo::reset()
{
used = 0;
}
int32_t CAmmo::total() const
{
return totalProxy->totalValue();
}
void CAmmo::use(int32_t amount)
{
if(available() - amount < 0)
{
logGlobal->error("Stack ammo overuse");
used += available();
}
else
used += amount;
}
///CShots
CShots::CShots(const CStack * Owner):
CAmmo(Owner, Selector::type(Bonus::SHOTS))
{
}
void CShots::use(int32_t amount)
{
//don't remove ammo if we control a working ammo cart
bool hasAmmoCart = false;
for(const CStack * st : owner->battle->stacks)
{
if(owner->battle->battleMatchOwner(st, owner, true) && st->getCreature()->idNumber == CreatureID::AMMO_CART && st->alive())
{
hasAmmoCart = true;
break;
}
}
if(!hasAmmoCart)
CAmmo::use(amount);
}
///CCasts
CCasts::CCasts(const CStack * Owner):
CAmmo(Owner, Selector::type(Bonus::CASTS))
{
}
///CRetaliations
CRetaliations::CRetaliations(const CStack * Owner):
CAmmo(Owner, Selector::type(Bonus::ADDITIONAL_RETALIATION)), totalCache(0)
{
}
int32_t CRetaliations::total() const
{
//after dispell bonus should remain during current round
int32_t val = 1 + totalProxy->totalValue();
vstd::amax(totalCache, val);
return totalCache;
}
void CRetaliations::reset()
{
CAmmo::reset();
totalCache = 0;
}
///CHealth
CHealth::CHealth(const IUnitHealthInfo * Owner):
owner(Owner)
{
reset();
}
CHealth::CHealth(const CHealth & other):
owner(other.owner),
firstHPleft(other.firstHPleft),
fullUnits(other.fullUnits),
resurrected(other.resurrected)
{
}
void CHealth::init()
{
reset();
fullUnits = owner->unitBaseAmount() > 1 ? owner->unitBaseAmount() - 1 : 0;
firstHPleft = owner->unitBaseAmount() > 0 ? owner->unitMaxHealth() : 0;
}
void CHealth::addResurrected(int32_t amount)
{
resurrected += amount;
vstd::amax(resurrected, 0);
}
int64_t CHealth::available() const
{
return static_cast<int64_t>(firstHPleft) + owner->unitMaxHealth() * fullUnits;
}
int64_t CHealth::total() const
{
return static_cast<int64_t>(owner->unitMaxHealth()) * owner->unitBaseAmount();
}
void CHealth::damage(int32_t & amount)
{
const int32_t oldCount = getCount();
const bool withKills = amount >= firstHPleft;
if(withKills)
{
int64_t totalHealth = available();
if(amount > totalHealth)
amount = totalHealth;
totalHealth -= amount;
if(totalHealth <= 0)
{
fullUnits = 0;
firstHPleft = 0;
}
else
{
setFromTotal(totalHealth);
}
}
else
{
firstHPleft -= amount;
}
addResurrected(getCount() - oldCount);
}
void CHealth::heal(int32_t & amount, EHealLevel level, EHealPower power)
{
const int32_t unitHealth = owner->unitMaxHealth();
const int32_t oldCount = getCount();
int32_t maxHeal = std::numeric_limits<int32_t>::max();
switch(level)
{
case EHealLevel::HEAL:
maxHeal = std::max(0, unitHealth - firstHPleft);
break;
case EHealLevel::RESURRECT:
maxHeal = total() - available();
break;
default:
assert(level == EHealLevel::OVERHEAL);
break;
}
vstd::amax(maxHeal, 0);
vstd::abetween(amount, 0, maxHeal);
if(amount == 0)
return;
int64_t availableHealth = available();
availableHealth += amount;
setFromTotal(availableHealth);
if(power == EHealPower::ONE_BATTLE)
addResurrected(getCount() - oldCount);
else
assert(power == EHealPower::PERMANENT);
}
void CHealth::setFromTotal(const int64_t totalHealth)
{
const int32_t unitHealth = owner->unitMaxHealth();
firstHPleft = totalHealth % unitHealth;
fullUnits = totalHealth / unitHealth;
if(firstHPleft == 0 && fullUnits > 1)
{
firstHPleft = unitHealth;
fullUnits -= 1;
}
}
void CHealth::reset()
{
fullUnits = 0;
firstHPleft = 0;
resurrected = 0;
}
int32_t CHealth::getCount() const
{
return fullUnits + (firstHPleft > 0 ? 1 : 0);
}
int32_t CHealth::getFirstHPleft() const
{
return firstHPleft;
}
int32_t CHealth::getResurrected() const
{
return resurrected;
}
void CHealth::fromInfo(const CHealthInfo & info)
{
firstHPleft = info.firstHPleft;
fullUnits = info.fullUnits;
resurrected = info.resurrected;
}
void CHealth::toInfo(CHealthInfo & info) const
{
info.firstHPleft = firstHPleft;
info.fullUnits = fullUnits;
info.resurrected = resurrected;
}
void CHealth::takeResurrected()
{
if(resurrected != 0)
{
int64_t totalHealth = available();
totalHealth -= resurrected * owner->unitMaxHealth();
vstd::amax(totalHealth, 0);
setFromTotal(totalHealth);
resurrected = 0;
}
}
///CStack
CStack::CStack(const CStackInstance * Base, PlayerColor O, int I, ui8 Side, SlotID S):
base(Base), ID(I), owner(O), slot(S), side(Side),
counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
position()
{
assert(base);
type = base->type;
count = baseAmount = base->count;
baseAmount = base->count;
health.init(); //???
setNodeType(STACK_BATTLE);
}
CStack::CStack()
CStack::CStack():
counterAttacks(this), shots(this), casts(this), health(this)
{
init();
setNodeType(STACK_BATTLE);
}
CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, ui8 Side, SlotID S)
: base(nullptr), ID(I), owner(O), slot(S), side(Side),
counterAttacksPerformed(0), counterAttacksTotalCache(0), cloneID(-1),
firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
CStack::CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S):
base(nullptr), ID(I), owner(O), slot(S), side(Side),
counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
position()
{
type = stack->type;
count = baseAmount = stack->count;
baseAmount = stack->count;
health.init(); //???
setNodeType(STACK_BATTLE);
}
int32_t CStack::getKilled() const
{
int32_t res = baseAmount - health.getCount() + health.getResurrected();
vstd::amax(res, 0);
return res;
}
int32_t CStack::getCount() const
{
return health.getCount();
}
int32_t CStack::getFirstHPleft() const
{
return health.getFirstHPleft();
}
const CCreature * CStack::getCreature() const
{
return type;
}
void CStack::init()
{
base = nullptr;
type = nullptr;
ID = -1;
count = baseAmount = -1;
firstHPleft = -1;
baseAmount = -1;
owner = PlayerColor::NEUTRAL;
slot = SlotID(255);
side = 1;
position = BattleHex();
counterAttacksPerformed = 0;
counterAttacksTotalCache = 0;
cloneID = -1;
shots = 0;
casts = 0;
resurrected = 0;
}
void CStack::postInit()
void CStack::localInit(BattleInfo * battleInfo)
{
assert(type);
assert(getParentNodes().size());
firstHPleft = MaxHealth();
shots = getCreature()->valOfBonuses(Bonus::SHOTS);
counterAttacksPerformed = 0;
counterAttacksTotalCache = 0;
casts = valOfBonuses(Bonus::CASTS);
resurrected = 0;
battle = battleInfo;
cloneID = -1;
assert(type);
exportBonuses();
if(base) //stack originating from "real" stack in garrison -> attach to it
{
attachTo(const_cast<CStackInstance *>(base));
}
else //attach directly to obj to which stack belongs and creature type
{
CArmedInstance * army = battle->battleGetArmyObject(side);
attachTo(army);
attachTo(const_cast<CCreature *>(type));
}
shots.reset();
counterAttacks.reset();
casts.reset();
health.init();
}
ui32 CStack::level() const
{
if (base)
if(base)
return base->getLevel(); //creatture or commander
else
return std::max(1, (int)getCreature()->level); //war machine, clone etc
@ -85,19 +376,19 @@ ui32 CStack::level() const
si32 CStack::magicResistance() const
{
si32 magicResistance;
if (base) //TODO: make war machines receive aura of magic resistance
if(base) //TODO: make war machines receive aura of magic resistance
{
magicResistance = base->magicResistance();
int auraBonus = 0;
for (const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
for(const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
{
if (stack->owner == owner)
if(stack->owner == owner)
{
vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
}
}
magicResistance += auraBonus;
vstd::amin (magicResistance, 100);
vstd::amin(magicResistance, 100);
}
else
magicResistance = type->magicResistance();
@ -106,18 +397,38 @@ si32 CStack::magicResistance() const
bool CStack::willMove(int turn /*= 0*/) const
{
return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
return (turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING))
&& !moved(turn)
&& canMove(turn);
}
bool CStack::canMove( int turn /*= 0*/ ) const
bool CStack::canMove(int turn /*= 0*/) const
{
return alive()
&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
}
bool CStack::moved( int turn /*= 0*/ ) const
bool CStack::canCast() const
{
return casts.canUse(1);//do not check specific cast abilities here
}
bool CStack::isCaster() const
{
return casts.total() > 0;//do not check specific cast abilities here
}
bool CStack::canShoot() const
{
return shots.canUse(1) && hasBonusOfType(Bonus::SHOOTER);
}
bool CStack::isShooter() const
{
return shots.total() > 0 && hasBonusOfType(Bonus::SHOOTER);
}
bool CStack::moved(int turn /*= 0*/) const
{
if(!turn)
return vstd::contains(state, EBattleStackState::MOVED);
@ -197,26 +508,27 @@ std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
{
const int WN = GameConstants::BFIELD_WIDTH;
if(side == BattleSide::ATTACKER)
{ //position is equal to front hex
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
{
//position is equal to front hex
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 2 : WN + 1), hexes);
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 1 : WN), hexes);
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN : WN - 1), hexes);
BattleHex::checkAndPush(hex - 2, hexes);
BattleHex::checkAndPush(hex + 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 2 : WN - 1), hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 1 : WN), hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN : WN + 1), hexes);
}
else
{
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 1 : WN), hexes);
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN : WN - 1), hexes);
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN - 1 : WN - 2), hexes);
BattleHex::checkAndPush(hex + 2, hexes);
BattleHex::checkAndPush(hex - 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 1 : WN), hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN : WN + 1), hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN + 1 : WN + 2), hexes);
}
return hexes;
}
@ -248,7 +560,7 @@ std::vector<si32> CStack::activeSpells() const
std::stringstream cachingStr;
cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT)
.And(CSelector([](const Bonus *b)->bool
.And(CSelector([](const Bonus * b)->bool
{
return b->type != Bonus::NONE;
}));
@ -256,7 +568,7 @@ std::vector<si32> CStack::activeSpells() const
TBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
for(const std::shared_ptr<Bonus> it : *spellEffects)
{
if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
if(!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
ret.push_back(it->sid);
}
@ -273,22 +585,17 @@ const CGHeroInstance * CStack::getMyHero() const
if(base)
return dynamic_cast<const CGHeroInstance *>(base->armyObj);
else //we are attached directly?
for(const CBonusSystemNode *n : getParentNodes())
for(const CBonusSystemNode * n : getParentNodes())
if(n->getNodeType() == HERO)
return dynamic_cast<const CGHeroInstance *>(n);
return nullptr;
}
ui32 CStack::totalHealth() const
{
return ((count > 0) ? MaxHealth() * (count-1) : 0) + firstHPleft;//do not hide possible invalid firstHPleft for dead stack
}
std::string CStack::nodeName() const
{
std::ostringstream oss;
oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
oss << "Battle stack [" << ID << "]: " << health.getCount() << " creatures of ";
if(type)
oss << type->namePl;
else
@ -300,65 +607,79 @@ std::string CStack::nodeName() const
return oss.str();
}
std::pair<int,int> CStack::countKilledByAttack(int damageReceived) const
CHealth CStack::healthAfterAttacked(int32_t & damage) const
{
int newRemainingHP = 0;
int killedCount = damageReceived / MaxHealth();
unsigned damageFirst = damageReceived % MaxHealth();
if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
{
killedCount = count;
}
else
{
if( firstHPleft <= damageFirst )
{
killedCount++;
newRemainingHP = firstHPleft + MaxHealth() - damageFirst;
}
else
{
newRemainingHP = firstHPleft - damageFirst;
}
}
if(killedCount == count)
newRemainingHP = 0;
return std::make_pair(killedCount, newRemainingHP);
return healthAfterAttacked(damage, health);
}
void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount /*= boost::none*/) const
CHealth CStack::healthAfterAttacked(int32_t & damage, const CHealth & customHealth) const
{
auto afterAttack = countKilledByAttack(bsa.damageAmount);
CHealth res = customHealth;
bsa.killedAmount = afterAttack.first;
bsa.newHP = afterAttack.second;
if(isClone())
{
// block ability should not kill clone (0 damage)
if(damage > 0)
{
damage = 1;//??? what should be actual damage against clone?
res.reset();
}
}
else
{
res.damage(damage);
}
return res;
}
if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
CHealth CStack::healthAfterHealed(int32_t & toHeal, EHealLevel level, EHealPower power) const
{
CHealth res = health;
if(level == EHealLevel::HEAL && power == EHealPower::ONE_BATTLE)
logGlobal->error("Heal for one battle does not make sense", nodeName(), toHeal);
else if(isClone())
logGlobal->error("Attempt to heal clone: %s for %d HP", nodeName(), toHeal);
else
res.heal(toHeal, level, power);
return res;
}
void CStack::prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand) const
{
prepareAttacked(bsa, rand, health);
}
void CStack::prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand, const CHealth & customHealth) const
{
CHealth afterAttack = healthAfterAttacked(bsa.damageAmount, customHealth);
bsa.killedAmount = customHealth.getCount() - afterAttack.getCount();
afterAttack.toInfo(bsa.newHealth);
bsa.newHealth.stackId = ID;
bsa.newHealth.delta = -bsa.damageAmount;
if(afterAttack.available() <= 0 && isClone())
{
bsa.flags |= BattleStackAttacked::CLONE_KILLED;
return; // no rebirth I believe
}
const int countToUse = customCount ? *customCount : count;
if(countToUse <= bsa.killedAmount) //stack killed
if(afterAttack.available() <= 0) //stack killed
{
bsa.newAmount = 0;
bsa.flags |= BattleStackAttacked::KILLED;
bsa.killedAmount = countToUse; //we cannot kill more creatures than we have
int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
if(resurrectFactor > 0 && casts) //there must be casts left
if(resurrectFactor > 0 && canCast()) //there must be casts left
{
int resurrectedStackCount = base->count * resurrectFactor / 100;
int resurrectedStackCount = baseAmount * resurrectFactor / 100;
// last stack has proportional chance to rebirth
auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount;
if (diff > rand.nextDouble(0, 0.99))
//FIXME: diff is always 0
auto diff = baseAmount * resurrectFactor / 100.0 - resurrectedStackCount;
if(diff > rand.nextDouble(0, 0.99))
{
resurrectedStackCount += 1;
}
@ -372,64 +693,45 @@ void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand,
if(resurrectedStackCount > 0)
{
bsa.flags |= BattleStackAttacked::REBIRTH;
bsa.newAmount = resurrectedStackCount; //risky?
bsa.newHP = MaxHealth(); //resore full health
//TODO: use StackHealedOrResurrected
bsa.newHealth.firstHPleft = MaxHealth();
bsa.newHealth.fullUnits = resurrectedStackCount - 1;
bsa.newHealth.resurrected = 0; //TODO: add one-battle rebirth?
}
}
}
else
{
bsa.newAmount = countToUse - bsa.killedAmount;
}
}
bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
{
if (!attackerPos.isValid())
{
if(!attackerPos.isValid())
attackerPos = attacker->position;
}
if (!defenderPos.isValid())
{
if(!defenderPos.isValid())
defenderPos = defender->position;
}
return
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
|| (attacker->doubleWide() //back <=> front
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0)//front <=> front
|| (attacker->doubleWide()//back <=> front
&& BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos) >= 0)
|| (defender->doubleWide() //front <=> back
|| (defender->doubleWide()//front <=> back
&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0)
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
&& BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0);
}
bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
bool CStack::ableToRetaliate() const
{
return alive()
&& (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
&& (counterAttacks.canUse() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
&& !hasBonusOfType(Bonus::HYPNOTIZED)
&& !hasBonusOfType(Bonus::NO_RETALIATION);
}
ui8 CStack::counterAttacksTotal() const
{
//after dispell bonus should remain during current round
ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
vstd::amax(counterAttacksTotalCache, val);
return counterAttacksTotalCache;
}
si8 CStack::counterAttacksRemaining() const
{
return counterAttacksTotal() - counterAttacksPerformed;
}
std::string CStack::getName() const
{
return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
return (health.getCount() == 1) ? type->nameSing : type->namePl; //War machines can't use base
}
bool CStack::isValidTarget(bool allowDead/* = false*/) const
@ -442,9 +744,14 @@ bool CStack::isDead() const
return !alive() && !isGhost();
}
bool CStack::isClone() const
{
return vstd::contains(state, EBattleStackState::CLONED);
}
bool CStack::isGhost() const
{
return vstd::contains(state,EBattleStackState::GHOST);
return vstd::contains(state, EBattleStackState::GHOST);
}
bool CStack::isTurret() const
@ -454,7 +761,7 @@ bool CStack::isTurret() const
bool CStack::canBeHealed() const
{
return firstHPleft < MaxHealth()
return getFirstHPleft() < MaxHealth()
&& isValidTarget()
&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
}
@ -467,26 +774,13 @@ void CStack::makeGhost()
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));
return vstd::contains(state, EBattleStackState::ALIVE);
}
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;
}
@ -503,37 +797,91 @@ int CStack::getEffectLevel(const CSpell * spell) const
int CStack::getEffectPower(const CSpell * spell) const
{
return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * count / 100;
return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * health.getCount() / 100;
}
int CStack::getEnchantPower(const CSpell * spell) const
{
int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
if(res<=0)
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;
return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * health.getCount();
}
const PlayerColor CStack::getOwner() const
{
return owner;
return battle->battleGetOwner(this);
}
void CStack::getCasterName(MetaString & text) const
{
//always plural name in case of spell cast.
text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
addNameReplacement(text, true);
}
void CStack::getCastDescription(const CSpell * spell, const std::vector<const CStack*> & attacked, MetaString & text) const
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());
}
int32_t CStack::unitMaxHealth() const
{
return MaxHealth();
}
int32_t CStack::unitBaseAmount() const
{
return baseAmount;
}
void CStack::addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural) const
{
if(boost::logic::indeterminate(plural))
serial = VLC->generaltexth->pluralText(serial, health.getCount());
else if(plural)
serial = VLC->generaltexth->pluralText(serial, 2);
else
serial = VLC->generaltexth->pluralText(serial, 1);
text.addTxt(type, serial);
}
void CStack::addNameReplacement(MetaString & text, const boost::logic::tribool & plural) const
{
if(boost::logic::indeterminate(plural))
text.addCreReplacement(type->idNumber, health.getCount());
else if(plural)
text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
else
text.addReplacement(MetaString::CRE_SING_NAMES, type->idNumber.num);
}
std::string CStack::formatGeneralMessage(const int32_t baseTextId) const
{
const int32_t textId = VLC->generaltexth->pluralText(baseTextId, health.getCount());
MetaString text;
text.addTxt(MetaString::GENERAL_TXT, textId);
text.addCreReplacement(type->idNumber, health.getCount());
return text.toString();
}
void CStack::setHealth(const CHealthInfo & value)
{
health.reset();
health.fromInfo(value);
}
void CStack::setHealth(const CHealth & value)
{
health = value;
}

View File

@ -7,64 +7,186 @@
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "battle/BattleHex.h"
#include "CCreatureHandler.h"
#include "mapObjects/CGHeroInstance.h" // for commander serialization
struct BattleStackAttacked;
struct BattleInfo;
class CStack;
class CHealthInfo;
class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor, public ISpellCaster
template <typename Quantity>
class DLL_LINKAGE CStackResource
{
public:
const CStackInstance *base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
CStackResource(const CStack * Owner):
owner(Owner)
{
reset();
}
virtual void reset()
{
used = 0;
};
protected:
const CStack * owner;
Quantity used;
};
class DLL_LINKAGE CAmmo : public CStackResource<int32_t>
{
public:
CAmmo(const CStack * Owner, CSelector totalSelector);
int32_t available() const;
bool canUse(int32_t amount = 1) const;
virtual void reset() override;
virtual int32_t total() const;
virtual void use(int32_t amount = 1);
template <typename Handler> void serialize(Handler & h, const int version)
{
if(!h.saving)
reset();
h & used;
}
protected:
CBonusProxy totalProxy;
};
class DLL_LINKAGE CShots : public CAmmo
{
public:
CShots(const CStack * Owner);
void use(int32_t amount = 1) override;
};
class DLL_LINKAGE CCasts : public CAmmo
{
public:
CCasts(const CStack * Owner);
};
class DLL_LINKAGE CRetaliations : public CAmmo
{
public:
CRetaliations(const CStack * Owner);
int32_t total() const override;
void reset() override;
private:
mutable int32_t totalCache;
};
class DLL_LINKAGE IUnitHealthInfo
{
public:
virtual int32_t unitMaxHealth() const = 0;
virtual int32_t unitBaseAmount() const = 0;
};
class DLL_LINKAGE CHealth
{
public:
CHealth(const IUnitHealthInfo * Owner);
CHealth(const CHealth & other);
void init();
void reset();
void damage(int32_t & amount);
void heal(int32_t & amount, EHealLevel level, EHealPower power);
int32_t getCount() const;
int32_t getFirstHPleft() const;
int32_t getResurrected() const;
int64_t available() const;
int64_t total() const;
void toInfo(CHealthInfo & info) const;
void fromInfo(const CHealthInfo & info);
void takeResurrected();
template <typename Handler> void serialize(Handler & h, const int version)
{
if(!h.saving)
reset();
h & firstHPleft & fullUnits & resurrected;
}
private:
void addResurrected(int32_t amount);
void setFromTotal(const int64_t totalHealth);
const IUnitHealthInfo * owner;
int32_t firstHPleft;
int32_t fullUnits;
int32_t resurrected;
};
class DLL_LINKAGE CStack : public CBonusSystemNode, public ISpellCaster, public IUnitHealthInfo
{
public:
const CStackInstance * base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
ui32 ID; //unique ID of stack
ui32 baseAmount;
ui32 firstHPleft; //HP of first creature in stack
PlayerColor owner; //owner - player colour (255 for neutrals)
const CCreature * type;
PlayerColor owner; //owner - player color (255 for neutrals)
SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
ui8 side;
BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
///how many times this stack has been counterattacked this round
ui8 counterAttacksPerformed;
///cached total count of counterattacks; should be cleared each round;do not serialize
mutable ui8 counterAttacksTotalCache;
si16 shots; //how many shots left
ui8 casts; //how many casts left
TQuantity resurrected; // these units will be taken back after battle is over
CRetaliations counterAttacks;
CShots shots;
CCasts casts;
CHealth health;
///id of alive clone of this stack clone if any
si32 cloneID;
std::set<EBattleStackState::EBattleStackState> state;
//overrides
const CCreature* getCreature() const {return type;}
CStack(const CStackInstance *base, PlayerColor O, int I, ui8 Side, SlotID S); //c-tor
CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, ui8 Side, SlotID S = SlotID(255)); //c-tor
CStack(const CStackInstance * base, PlayerColor O, int I, ui8 Side, SlotID S); //c-tor
CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S = SlotID(255)); //c-tor
CStack(); //c-tor
~CStack();
int32_t getKilled() const;
int32_t getCount() const;
int32_t getFirstHPleft() const;
const CCreature * getCreature() const;
std::string nodeName() const override;
void init(); //set initial (invalid) values
void postInit(); //used to finish initialization when inheriting creature parameters is working
void localInit(BattleInfo * battleInfo);
std::string getName() const; //plural or singular
bool willMove(int turn = 0) const; //if stack has remaining move this turn
bool ableToRetaliate() const; //if stack can retaliate after attacked
///how many times this stack can counterattack in one round
ui8 counterAttacksTotal() const;
///how many times this stack can counterattack in one round more
si8 counterAttacksRemaining() const;
bool moved(int turn = 0) const; //if stack was already moved this turn
bool waited(int turn = 0) const;
bool canCast() const;
bool isCaster() const;
bool canMove(int turn = 0) const; //if stack can move
bool canShoot() const;
bool isShooter() const;
bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
///returns actual heal value based on internal state
ui32 calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const;
ui32 level() const;
si32 magicResistance() const override; //include aura of resistance
std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
ui32 totalHealth() const; // total health for all creatures in stack;
const CGHeroInstance * getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
@ -79,11 +201,17 @@ public:
BattleHex::EDir destShiftDir() const;
std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
CHealth healthAfterAttacked(int32_t & damage) const;
CHealth healthAfterAttacked(int32_t & damage, const CHealth & customHealth) const;
CHealth healthAfterHealed(int32_t & toHeal, EHealLevel level, EHealPower power) const;
void prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand) const; //requires bsa.damageAmout filled
void prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand, const CHealth & customHealth) const; //requires bsa.damageAmout filled
///ISpellCaster
ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
ui8 getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool = nullptr) const override;
ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
///default spell school level for effect calculation
@ -99,23 +227,36 @@ public:
int getEffectValue(const CSpell * spell) const override;
const PlayerColor getOwner() const override;
void getCasterName(MetaString & text) const override;
void getCastDescription(const CSpell * spell, const std::vector<const CStack *> & attacked, MetaString & text) const override;
///IUnitHealthInfo
int32_t unitMaxHealth() const override;
int32_t unitBaseAmount() const override;
///MetaStrings
void addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural = boost::logic::indeterminate) const;
void addNameReplacement(MetaString & text, const boost::logic::tribool & plural = boost::logic::indeterminate) const;
std::string formatGeneralMessage(const int32_t baseTextId) const;
///Non const API for NetPacks
///stack will be ghost in next battle state update
void makeGhost();
void setHealth(const CHealthInfo & value);
void setHealth(const CHealth & value);
template <typename Handler> void serialize(Handler &h, const int version)
template <typename Handler> void serialize(Handler & h, const int version)
{
assert(isIndependentNode());
h & static_cast<CBonusSystemNode&>(*this);
h & static_cast<CStackBasicDescriptor&>(*this);
h & ID & baseAmount & firstHPleft & owner & slot & side & position & state & counterAttacksPerformed
& shots & casts & count & resurrected;
h & static_cast<CBonusSystemNode &>(*this);
h & type;
h & ID & baseAmount & owner & slot & side & position & state;
h & shots & casts & counterAttacks & health;
const CArmedInstance *army = (base ? base->armyObj : nullptr);
const CArmedInstance * army = (base ? base->armyObj : nullptr);
SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
if(h.saving)
@ -128,7 +269,7 @@ public:
if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
{
auto hero = dynamic_cast<const CGHeroInstance *>(army);
assert (hero);
assert(hero);
base = hero->commander;
}
else if(slot == SlotID::SUMMONED_SLOT_PLACEHOLDER || slot == SlotID::ARROW_TOWERS_SLOT || slot == SlotID::WAR_MACHINES_SLOT)
@ -150,8 +291,13 @@ public:
}
bool alive() const;
bool isClone() const;
bool isDead() const;
bool isGhost() const; //determines if stack was removed
bool isValidTarget(bool allowDead = false) const; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
bool isTurret() const;
friend class CShots; //for BattleInfo access
private:
const BattleInfo * battle; //do not serialize
};

View File

@ -1089,6 +1089,19 @@ enum class EMetaclass: ui8
RESOURCE
};
enum class EHealLevel: ui8
{
HEAL,
RESURRECT,
OVERHEAL
};
enum class EHealPower : ui8
{
ONE_BATTLE,
PERMANENT
};
// Typedef declarations
typedef ui8 TFaction;
typedef si64 TExpType;

View File

@ -79,6 +79,29 @@ const std::map<std::string, TPropagatorPtr> bonusPropagatorMap =
{"GLOBAL_EFFECT", std::make_shared<CPropagatorNodeType>(CBonusSystemNode::GLOBAL_EFFECTS)}
}; //untested
///CBonusProxy
CBonusProxy::CBonusProxy(const IBonusBearer * Target, CSelector Selector):
cachedLast(0), target(Target), selector(Selector), data()
{
}
TBonusListPtr CBonusProxy::get() const
{
if(CBonusSystemNode::treeChanged != cachedLast || !data)
{
//TODO: support limiters
data = target->getAllBonuses(selector, nullptr);
data->eliminateDuplicates();
cachedLast = CBonusSystemNode::treeChanged;
}
return data;
}
const BonusList * CBonusProxy::operator->() const
{
return get().get();
}
#define BONUS_LOG_LINE(x) logBonus->traceStream() << x

View File

@ -13,6 +13,7 @@
class CCreature;
struct Bonus;
class IBonusBearer;
class CBonusSystemNode;
class ILimiter;
class IPropagator;
@ -63,7 +64,20 @@ public:
}
};
class DLL_LINKAGE CBonusProxy : public boost::noncopyable
{
public:
CBonusProxy(const IBonusBearer * Target, CSelector Selector);
TBonusListPtr get() const;
const BonusList * operator->() const;
private:
mutable int cachedLast;
const IBonusBearer * target;
CSelector selector;
mutable TBonusListPtr data;
};
#define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving && h.smartPointerSerialization) deserializationFix();
@ -684,6 +698,8 @@ public:
BONUS_TREE_DESERIALIZATION_FIX
//h & parents & children;
}
friend class CBonusProxy;
};
namespace NBonus

View File

@ -1315,34 +1315,22 @@ struct BattleStackMoved : public CPackForClient
struct StacksHealedOrResurrected : public CPackForClient
{
StacksHealedOrResurrected()
:lifeDrain(false), tentHealing(false), drainedFrom(0), cure(false), canOverheal(false)
:lifeDrain(false), tentHealing(false), drainedFrom(0), cure(false)
{}
DLL_LINKAGE void applyGs(CGameState *gs);
void applyCl(CClient *cl);
struct HealInfo
{
ui32 stackID;
ui32 healedHP;
bool lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED //TODO: replace with separate counter
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackID & healedHP & lowLevelResurrection;
}
};
std::vector<HealInfo> healedStacks;
std::vector<CHealthInfo> healedStacks;
bool lifeDrain; //if true, this heal is an effect of life drain or soul steal
bool tentHealing; //if true, than it's healing via First Aid Tent
si32 drainedFrom; //if life drain or soul steal - then stack life was drain from, if tentHealing - stack that is a healer
bool cure; //archangel cast also remove negative effects
bool canOverheal; //to allow healing over initial stack amount
template <typename Handler> void serialize(Handler &h, const int version)
{
h & healedStacks & lifeDrain & tentHealing & drainedFrom;
h & cure & canOverheal;
h & cure;
}
};
@ -1350,7 +1338,8 @@ struct BattleStackAttacked : public CPackForClient
{
BattleStackAttacked():
stackAttacked(0), attackerID(0),
newAmount(0), newHP(0), killedAmount(0), damageAmount(0),
killedAmount(0), damageAmount(0),
newHealth(),
flags(0), effect(0), spellID(SpellID::NONE)
{};
void applyFirstCl(CClient * cl);
@ -1358,7 +1347,9 @@ struct BattleStackAttacked : public CPackForClient
DLL_LINKAGE void applyGs(CGameState *gs);
ui32 stackAttacked, attackerID;
ui32 newAmount, newHP, killedAmount, damageAmount;
ui32 killedAmount;
si32 damageAmount;
CHealthInfo newHealth;
enum EFlags {KILLED = 1, EFFECT = 2/*deprecated */, SECONDARY = 4, REBIRTH = 8, CLONE_KILLED = 16, SPELL_EFFECT = 32 /*, BONUS_EFFECT = 64 */};
ui32 flags; //uses EFlags (above)
ui32 effect; //set only if flag EFFECT is set
@ -1396,7 +1387,7 @@ struct BattleStackAttacked : public CPackForClient
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect
h & stackAttacked & attackerID & newHealth & flags & killedAmount & damageAmount & effect
& healedStacks;
h & spellID;
}
@ -1540,10 +1531,12 @@ struct SetStackEffect : public CPackForClient
std::vector<Bonus> cumulativeEffects; //bonuses to apply
std::vector<std::pair<ui32, Bonus> > cumulativeUniqueBonuses; //bonuses per single stack
std::vector<MetaString> battleLog;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stacks & effect & uniqueBonuses;
h & cumulativeEffects & cumulativeUniqueBonuses;
h & battleLog;
}
};

View File

@ -188,3 +188,22 @@ struct ArtifactLocation
h & artHolder & slot;
}
};
class CHealthInfo
{
public:
CHealthInfo():
stackId(0), delta(0), firstHPleft(0), fullUnits(0), resurrected(0)
{
}
uint32_t stackId;
int32_t delta;
int32_t firstHPleft;
int32_t fullUnits;
int32_t resurrected;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & stackId & delta & firstHPleft & fullUnits & resurrected;
}
};

View File

@ -1247,12 +1247,11 @@ DLL_LINKAGE void BattleNextRound::applyGs(CGameState *gs)
s->state -= EBattleStackState::HAD_MORALE;
s->state -= EBattleStackState::FEAR;
s->state -= EBattleStackState::DRAINED_MANA;
s->counterAttacksPerformed = 0;
s->counterAttacksTotalCache = 0;
s->counterAttacks.reset();
// new turn effects
s->updateBonuses(Bonus::NTurns);
if(s->alive() && vstd::contains(s->state, EBattleStackState::CLONED))
if(s->alive() && s->isClone())
{
//cloned stack has special lifetime marker
//check it after bonuses updated in battleTurnPassed()
@ -1280,13 +1279,17 @@ DLL_LINKAGE void BattleSetActiveStack::applyGs(CGameState *gs)
DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs)
{
CStack *st = gs->curB->getStack(stackID);
switch (effect)
CStack * st = gs->curB->getStack(stackID);
assert(st);
switch(effect)
{
case Bonus::HP_REGENERATION:
st->firstHPleft += val;
vstd::amin (st->firstHPleft, (ui32)st->MaxHealth());
{
int32_t toHeal = val;
CHealth health = st->healthAfterHealed(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
st->setHealth(health);
break;
}
case Bonus::MANA_DRAIN:
{
CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
@ -1392,11 +1395,14 @@ void BattleStackMoved::applyGs(CGameState *gs)
DLL_LINKAGE void BattleStackAttacked::applyGs(CGameState *gs)
{
CStack *at = gs->curB->getStack(stackAttacked);
CStack * at = gs->curB->getStack(stackAttacked);
assert(at);
at->popBonuses(Bonus::UntilBeingAttacked);
at->count = newAmount;
at->firstHPleft = newHP;
if(willRebirth())
at->health.reset();//kill stack first
else
at->setHealth(newHealth);
if(killed())
{
@ -1413,16 +1419,29 @@ DLL_LINKAGE void BattleStackAttacked::applyGs(CGameState *gs)
}
}
//life drain handling
for (auto & elem : healedStacks)
{
for(auto & elem : healedStacks)
elem.applyGs(gs);
}
if (willRebirth())
if(willRebirth())
{
at->casts--;
at->state.insert(EBattleStackState::ALIVE); //hmm?
//TODO: handle rebirth with StacksHealedOrResurrected
at->casts.use();
at->state.insert(EBattleStackState::ALIVE);
at->setHealth(newHealth);
//removing all spells effects
auto selector = [](const Bonus * b)
{
//Special case: DISRUPTING_RAY is "immune" to dispell
//Other even PERMANENT effects can be removed
if(b->source == Bonus::SPELL_EFFECT)
return b->sid != SpellID::DISRUPTING_RAY;
else
return false;
};
at->popBonuses(selector);
}
if (cloneKilled())
if(cloneKilled())
{
//"hide" killed creatures instead so we keep info about it
at->makeGhost();
@ -1436,35 +1455,20 @@ DLL_LINKAGE void BattleStackAttacked::applyGs(CGameState *gs)
//killed summoned creature should be removed like clone
if(killed() && vstd::contains(at->state, EBattleStackState::SUMMONED))
{
at->makeGhost();
}
}
DLL_LINKAGE void BattleAttack::applyGs(CGameState *gs)
DLL_LINKAGE void BattleAttack::applyGs(CGameState * gs)
{
CStack *attacker = gs->curB->getStack(stackAttacking);
CStack * attacker = gs->curB->getStack(stackAttacking);
assert(attacker);
if(counter())
attacker->counterAttacksPerformed++;
attacker->counterAttacks.use();
if(shot())
{
//don't remove ammo if we have a working ammo cart
bool hasAmmoCart = false;
for(const CStack * st : gs->curB->stacks)
{
if(st->owner == attacker->owner && st->getCreature()->idNumber == CreatureID::AMMO_CART && st->alive())
{
hasAmmoCart = true;
break;
}
}
attacker->shots.use();
if (!hasAmmoCart)
{
attacker->shots--;
}
}
for(BattleStackAttacked & stackAttacked : bsa)
stackAttacked.applyGs(gs);
@ -1619,7 +1623,8 @@ DLL_LINKAGE void StacksHealedOrResurrected::applyGs(CGameState *gs)
{
for(auto & elem : healedStacks)
{
CStack * changedStack = gs->curB->getStack(elem.stackID, false);
CStack * changedStack = gs->curB->getStack(elem.stackId, false);
assert(changedStack);
//checking if we resurrect a stack that is under a living stack
auto accessibility = gs->curB->getAccesibility();
@ -1634,29 +1639,14 @@ DLL_LINKAGE void StacksHealedOrResurrected::applyGs(CGameState *gs)
bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed
if(resurrected)
{
if(changedStack->count > 0 || changedStack->firstHPleft > 0)
logGlobal->warn("Dead stack %s with positive total HP %d", changedStack->nodeName(), changedStack->totalHealth());
if(auto totalHealth = changedStack->health.available())
logGlobal->warn("Dead stack %s with positive total HP %d", changedStack->nodeName(), totalHealth);
changedStack->state.insert(EBattleStackState::ALIVE);
}
int res;
if(canOverheal) //for example WoG ghost soul steal ability allows getting more units than before battle
res = elem.healedHP / changedStack->MaxHealth();
else
res = std::min(elem.healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count);
changedStack->count += res;
if(elem.lowLevelResurrection)
changedStack->resurrected += res;
changedStack->firstHPleft += elem.healedHP - res * changedStack->MaxHealth();
if(changedStack->firstHPleft > changedStack->MaxHealth())
{
changedStack->firstHPleft -= changedStack->MaxHealth();
if(changedStack->baseAmount > changedStack->count)
{
changedStack->count += 1;
}
}
vstd::amin(changedStack->firstHPleft, changedStack->MaxHealth());
changedStack->setHealth(elem);
if(resurrected)
{
//removing all spells effects
@ -1674,7 +1664,7 @@ DLL_LINKAGE void StacksHealedOrResurrected::applyGs(CGameState *gs)
else if(cure)
{
//removing all effects from negative spells
auto selector = [](const Bonus* b)
auto selector = [](const Bonus * b)
{
//Special case: DISRUPTING_RAY is "immune" to dispell
//Other even PERMANENT effects can be removed
@ -1795,7 +1785,7 @@ DLL_LINKAGE void BattleStacksRemoved::applyGs(CGameState *gs)
DLL_LINKAGE void BattleStackAdded::applyGs(CGameState *gs)
{
newStackID = 0;
if (!BattleHex(pos).isValid())
if(!BattleHex(pos).isValid())
{
logNetwork->warnStream() << "No place found for new stack!";
return;
@ -1803,33 +1793,32 @@ DLL_LINKAGE void BattleStackAdded::applyGs(CGameState *gs)
CStackBasicDescriptor csbd(creID, amount);
CStack * addedStack = gs->curB->generateNewStack(csbd, side, SlotID::SUMMONED_SLOT_PLACEHOLDER, pos); //TODO: netpacks?
if (summoned)
if(summoned)
addedStack->state.insert(EBattleStackState::SUMMONED);
gs->curB->localInitStack(addedStack);
gs->curB->stacks.push_back(addedStack); //the stack is not "SUMMONED", it is permanent
addedStack->localInit(gs->curB.get());
gs->curB->stacks.push_back(addedStack);
newStackID = addedStack->ID;
}
DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState *gs)
DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState * gs)
{
CStack * stack = gs->curB->getStack(stackID);
switch (which)
switch(which)
{
case CASTS:
{
if (absolute)
stack->casts = val;
if(absolute)
logNetwork->error("Can not change casts in absolute mode");
else
stack->casts += val;
vstd::amax(stack->casts, 0);
stack->casts.use(-val);
break;
}
case ENCHANTER_COUNTER:
{
auto & counter = gs->curB->sides[gs->curB->whatSide(stack->owner)].enchanterCounter;
if (absolute)
if(absolute)
counter = val;
else
counter += val;

View File

@ -9,10 +9,10 @@
*/
#include "StdInc.h"
#include "BattleAttackInfo.h"
#include "../CStack.h"
BattleAttackInfo::BattleAttackInfo(const CStack * Attacker, const CStack * Defender, bool Shooting)
BattleAttackInfo::BattleAttackInfo(const CStack * Attacker, const CStack * Defender, bool Shooting):
attackerHealth(Attacker->health), defenderHealth(Defender->health)
{
attacker = Attacker;
defender = Defender;
@ -23,9 +23,6 @@ BattleAttackInfo::BattleAttackInfo(const CStack * Attacker, const CStack * Defen
attackerPosition = Attacker->position;
defenderPosition = Defender->position;
attackerCount = Attacker->count;
defenderCount = Defender->count;
shooting = Shooting;
chargedFields = 0;
@ -41,7 +38,7 @@ BattleAttackInfo BattleAttackInfo::reverse() const
std::swap(ret.attacker, ret.defender);
std::swap(ret.attackerBonuses, ret.defenderBonuses);
std::swap(ret.attackerPosition, ret.defenderPosition);
std::swap(ret.attackerCount, ret.defenderCount);
std::swap(ret.attackerHealth, ret.defenderHealth);
ret.shooting = false;
ret.chargedFields = 0;

View File

@ -9,8 +9,8 @@
*/
#pragma once
#include "BattleHex.h"
#include "../CStack.h"
class CStack;
class IBonusBearer;
struct DLL_LINKAGE BattleAttackInfo
@ -19,7 +19,8 @@ struct DLL_LINKAGE BattleAttackInfo
const CStack *attacker, *defender;
BattleHex attackerPosition, defenderPosition;
int attackerCount, defenderCount;
CHealth attackerHealth, defenderHealth;
bool shooting;
int chargedFields;

View File

@ -78,15 +78,22 @@ std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, Ba
return std::make_pair(path, reachability.distances[dest]);
}
ui32 BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender,
ui32 BattleInfo::calculateDmg(const CStack * attacker, const CStack * defender,
bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand)
{
TDmgRange range = calculateDmgRange(attacker, defender, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);
BattleAttackInfo bai(attacker, defender, shooting);
bai.chargedFields = charge;
bai.luckyHit = lucky;
bai.unluckyHit = unlucky;
bai.deathBlow = deathBlow;
bai.ballistaDoubleDamage = ballistaDoubleDmg;
TDmgRange range = calculateDmgRange(bai);
if(range.first != range.second)
{
ui32 sum = 0;
ui32 howManyToAv = std::min<ui32>(10, attacker->count);
ui32 howManyToAv = std::min<ui32>(10, attacker->getCount());
for(int g=0; g<howManyToAv; ++g)
sum += (ui32)rand.nextInt(range.first, range.second);
@ -101,9 +108,8 @@ void BattleInfo::calculateCasualties(std::map<ui32,si32> * casualties) const
for(auto & elem : stacks)//setting casualties
{
const CStack * const st = elem;
si32 killed = (st->alive() ? (st->baseAmount - st->count + st->resurrected) : st->baseAmount);
vstd::amax(killed, 0);
if(killed)
si32 killed = st->getKilled();
if(killed > 0)
casualties[st->side][st->getCreature()->idNumber] += killed;
}
}
@ -140,29 +146,12 @@ void BattleInfo::localInit()
armyObj->attachTo(this);
}
for(CStack *s : stacks)
localInitStack(s);
for(CStack * s : stacks)
s->localInit(this);
exportBonuses();
}
void BattleInfo::localInitStack(CStack * s)
{
s->exportBonuses();
if(s->base) //stack originating from "real" stack in garrison -> attach to it
{
s->attachTo(const_cast<CStackInstance*>(s->base));
}
else //attach directly to obj to which stack belongs and creature type
{
CArmedInstance *army = battleGetArmyObject(s->side);
s->attachTo(army);
assert(s->type);
s->attachTo(const_cast<CCreature*>(s->type));
}
s->postInit();
}
namespace CGH
{
static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)

View File

@ -72,7 +72,6 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
void localInit();
void localInitStack(CStack * s);
static BattleInfo * setupBattle(int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town);
//bool hasNativeStack(ui8 side) const;

View File

@ -529,22 +529,14 @@ bool CBattleInfoCallback::battleCanShoot(const CStack * stack, BattleHex dest) c
if(stack->getCreature()->idNumber == CreatureID::CATAPULT && dst) //catapult cannot attack creatures
return false;
if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
if(stack->canShoot()
&& battleMatchOwner(stack, dst)
&& dst->alive()
&& (!battleIsStackBlocked(stack) || stack->hasBonusOfType(Bonus::FREE_SHOOTING))
&& stack->shots
)
&& (!battleIsStackBlocked(stack) || stack->hasBonusOfType(Bonus::FREE_SHOOTING)))
return true;
return false;
}
TDmgRange CBattleInfoCallback::calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting,
ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const
{
return calculateDmgRange(attacker, defender, attacker->count, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);
}
TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
{
auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
@ -559,8 +551,8 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info)
};
double additiveBonus = 1.0, multBonus = 1.0,
minDmg = info.attackerBonuses->getMinDamage() * info.attackerCount,//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerCount;
minDmg = info.attackerBonuses->getMinDamage() * info.attackerHealth.getCount(),//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerHealth.getCount();
const CCreature *attackerType = info.attacker->getCreature(),
*defenderType = info.defender->getCreature();
@ -774,19 +766,6 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info)
return returnedVal;
}
TDmgRange CBattleInfoCallback::calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount,
bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const
{
BattleAttackInfo bai(attacker, defender, shooting);
bai.attackerCount = attackerCount;
bai.chargedFields = charge;
bai.luckyHit = lucky;
bai.unluckyHit = unlucky;
bai.deathBlow = deathBlow;
bai.ballistaDoubleDamage = ballistaDoubleDmg;
return calculateDmgRange(bai);
}
TDmgRange CBattleInfoCallback::battleEstimateDamage(CRandomGenerator & rand, const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg) const
{
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
@ -816,10 +795,10 @@ std::pair<ui32, ui32> CBattleInfoCallback::battleEstimateDamage(CRandomGenerator
{
BattleStackAttacked bsa;
bsa.damageAmount = ret.*pairElems[i];
bai.defender->prepareAttacked(bsa, rand, bai.defenderCount);
bai.defender->prepareAttacked(bsa, rand, bai.defenderHealth);
auto retaliationAttack = bai.reverse();
retaliationAttack.attackerCount = bsa.newAmount;
retaliationAttack.attackerHealth = retaliationAttack.attacker->healthAfterAttacked(bsa.damageAmount);
retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
}
}
@ -1494,7 +1473,7 @@ SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, c
{
auto walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
{
return !stack->shots;
return !stack->canShoot();
});
if (!walker)
@ -1505,7 +1484,7 @@ SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, c
{
auto shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
{
return stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots;
return stack->canShoot();
});
if (!shooter)
continue;
@ -1527,19 +1506,19 @@ SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, c
case SpellID::CURE: //only damaged units
{
//do not cast on affected by debuffs
if (subject->firstHPleft >= subject->MaxHealth())
if(!subject->canBeHealed())
continue;
}
break;
case SpellID::BLOODLUST:
{
if (subject->shots) //if can shoot - only if enemy uits are adjacent
if(subject->canShoot()) //TODO: if can shoot - only if enemy units are adjacent
continue;
}
break;
case SpellID::PRECISION:
{
if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))
if(!subject->canShoot())
continue;
}
break;
@ -1611,7 +1590,7 @@ int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
double discount = 0;
for(const CStack * s : battleAliveStacks(side.get()))
if(s->base) //we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
ret += s->getCreature()->cost[Res::GOLD] * s->count;
ret += s->getCreature()->cost[Res::GOLD] * s->getCount(); //todo: extract CStack method
if(const CGHeroInstance * h = battleGetFightingHero(side.get()))
discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);

View File

@ -59,8 +59,6 @@ public:
std::set<const CStack*> batteAdjacentCreatures (const CStack * stack) const;
TDmgRange calculateDmgRange(const BattleAttackInfo & info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
//hextowallpart //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
std::pair<ui32, ui32> battleEstimateDamage(CRandomGenerator & rand, const BattleAttackInfo & bai, std::pair<ui32, ui32> * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>

View File

@ -360,8 +360,17 @@ bool CBattleInfoEssentials::battleMatchOwner(const CStack * attacker, const CSta
return true;
else if(attacker == defender)
return positivness;
else
return battleMatchOwner(battleGetOwner(attacker), defender, positivness);
}
bool CBattleInfoEssentials::battleMatchOwner(const PlayerColor & attacker, const CStack * defender, const boost::logic::tribool positivness /* = false*/) const
{
RETURN_IF_NOT_BATTLE(false);
if(boost::logic::indeterminate(positivness))
return true;
else if(defender->owner != battleGetOwner(defender))
return true; //mind controlled unit is attackable for both sides
else
return (battleGetOwner(attacker) == battleGetOwner(defender)) == positivness;
return (attacker == battleGetOwner(defender)) == positivness;
}

View File

@ -101,4 +101,5 @@ public:
///check that stacks are controlled by same|other player(s) depending on positiveness
///mind control included
bool battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness = false) const;
bool battleMatchOwner(const PlayerColor & attacker, const CStack * defender, const boost::logic::tribool positivness = false) const;
};

View File

@ -366,7 +366,6 @@ void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor *dst /*=
if(dst != this)
continue;
int slot = -1;
ArtifactID aid = creature->warMachine;
const CArtifact * art = aid.toArtifact();
@ -1080,7 +1079,7 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
const CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);
const ui32 raisedUnitHP = raisedUnitType->MaxHealth();
//calculate creatures raised from each defeated stack
for (auto & casualtie : casualties)
@ -1088,7 +1087,7 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
// Get lost enemy hit points convertible to units.
CCreature * c = VLC->creh->creatures[casualtie.first];
const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * casualtie.second * necromancySkill;
const ui32 raisedHP = c->MaxHealth() * casualtie.second * necromancySkill;
raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
}

View File

@ -1941,7 +1941,7 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
if(drown)
{
cb->changeStackCount(StackLocation(h, i->first), -drown);
xp += drown * i->second->type->valOfBonuses(Bonus::STACK_HEALTH);
xp += drown * i->second->type->MaxHealth();
}
}

View File

@ -12,7 +12,7 @@
#include "../ConstTransitivePtr.h"
#include "../GameConstants.h"
const ui32 SERIALIZATION_VERSION = 774;
const ui32 SERIALIZATION_VERSION = 775;
const ui32 MINIMAL_SERIALIZATION_VERSION = 753;
const std::string SAVEGAME_MAGIC = "VCMISVG";

View File

@ -26,21 +26,25 @@ HealingSpellMechanics::HealingSpellMechanics(const CSpell * s):
void HealingSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
EHealLevel healLevel = getHealLevel(parameters.effectLevel);
EHealPower healPower = getHealPower(parameters.effectLevel);
int hpGained = calculateHealedHP(env, parameters, ctx);
StacksHealedOrResurrected shr;
shr.lifeDrain = false;
shr.tentHealing = false;
//special case for Archangel
shr.cure = parameters.mode == ECastingMode::CREATURE_ACTIVE_CASTING && owner->id == SpellID::RESURRECTION;
const bool resurrect = (healLevel != EHealLevel::HEAL);
for(auto & attackedCre : ctx.attackedCres)
{
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = (attackedCre)->ID;
int stackHPgained = parameters.caster->getSpellBonus(owner, hpGained, attackedCre);
hi.healedHP = attackedCre->calculateHealedHealthPoints(stackHPgained, resurrect);
hi.lowLevelResurrection = (healLevel == EHealLevel::RESURRECT);
int32_t stackHPgained = parameters.caster->getSpellBonus(owner, hpGained, attackedCre);
CHealth health = attackedCre->healthAfterHealed(stackHPgained, healLevel, healPower);
CHealthInfo hi;
health.toInfo(hi);
hi.stackId = attackedCre->ID;
hi.delta = stackHPgained;
shr.healedStacks.push_back(hi);
}
if(!shr.healedStacks.empty())
@ -147,7 +151,7 @@ void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, const
bsa.side = parameters.casterSide;
bsa.summoned = true;
bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, parameters.casterSide);
bsa.amount = clonedStack->count;
bsa.amount = clonedStack->getCount();
env->sendAndApply(&bsa);
BattleSetStackProperty ssp;
@ -174,19 +178,16 @@ void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, const
ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
//can't clone already cloned creature
if(vstd::contains(obj->state, EBattleStackState::CLONED))
if(obj->isClone())
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
//can`t clone if old clone still alive
if(obj->cloneID != -1)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
ui8 schoolLevel;
if(caster)
{
schoolLevel = caster->getEffectLevel(owner);
}
else
{
schoolLevel = 3;//todo: remove
}
if(schoolLevel < 3)
{
@ -211,11 +212,16 @@ void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * pac
doDispell(battle, packet, dispellSelector);
}
HealingSpellMechanics::EHealLevel CureMechanics::getHealLevel(int effectLevel) const
EHealLevel CureMechanics::getHealLevel(int effectLevel) const
{
return EHealLevel::HEAL;
}
EHealPower CureMechanics::getHealPower(int effectLevel) const
{
return EHealPower::PERMANENT;
}
bool CureMechanics::dispellSelector(const Bonus * b)
{
if(b->source == Bonus::SPELL_EFFECT)
@ -436,10 +442,10 @@ ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const I
if(nullptr != caster)
{
//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
ui32 subjectHealth = obj->totalHealth();
int64_t subjectHealth = obj->health.available();
//apply 'damage' bonus for hypnotize, including hero specialty
ui32 maxHealth = caster->getSpellBonus(owner, owner->calculateRawEffectValue(caster->getEffectLevel(owner), caster->getEffectPower(owner)), obj);
if (subjectHealth > maxHealth)
int64_t maxHealth = caster->getSpellBonus(owner, owner->calculateRawEffectValue(caster->getEffectLevel(owner), caster->getEffectPower(owner)), obj);
if(subjectHealth > maxHealth)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return DefaultSpellMechanics::isImmuneByStack(caster, obj);
@ -798,13 +804,18 @@ RisingSpellMechanics::RisingSpellMechanics(const CSpell * s):
{
}
HealingSpellMechanics::EHealLevel RisingSpellMechanics::getHealLevel(int effectLevel) const
EHealLevel RisingSpellMechanics::getHealLevel(int effectLevel) const
{
return EHealLevel::RESURRECT;
}
EHealPower RisingSpellMechanics::getHealPower(int effectLevel) const
{
//this may be even distinct class
if((effectLevel <= 1) && (owner->id == SpellID::RESURRECTION))
return EHealLevel::RESURRECT;
return EHealLevel::TRUE_RESURRECT;
return EHealPower::ONE_BATTLE;
else
return EHealPower::PERMANENT;
}
///SacrificeMechanics
@ -889,7 +900,7 @@ int SacrificeMechanics::calculateHealedHP(const SpellCastEnvironment* env, const
return 0;
}
return (parameters.effectPower + victim->MaxHealth() + owner->getPower(parameters.effectLevel)) * victim->count;
return (parameters.effectPower + victim->MaxHealth() + owner->getPower(parameters.effectLevel)) * victim->getCount();
}
bool SacrificeMechanics::requiresCreatureTarget() const
@ -905,22 +916,23 @@ SpecialRisingSpellMechanics::SpecialRisingSpellMechanics(const CSpell * s):
ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::canBeCast(const CBattleInfoCallback * cb, const SpellTargetingContext & ctx) const
{
//find alive possible target
const CStack * stackToHeal = cb->getStackIf([ctx, this](const CStack * s)
auto mainFilter = [cb, ctx, this](const CStack * s) -> bool
{
const bool ownerMatches = !ctx.ti.smart || s->owner == ctx.caster->getOwner();
return ownerMatches && s->isValidTarget(false) && s->coversPos(ctx.destination) && ESpellCastProblem::OK == owner->isImmuneByStack(ctx.caster, s);
const bool ownerMatches = !ctx.ti.smart || cb->battleMatchOwner(ctx.caster->getOwner(), s, owner->getPositiveness());
return ownerMatches && s->coversPos(ctx.destination) && ESpellCastProblem::OK == owner->isImmuneByStack(ctx.caster, s);
};
//find alive possible target
const CStack * stackToHeal = cb->getStackIf([mainFilter](const CStack * s)
{
return s->isValidTarget(false) && mainFilter(s);
});
if(nullptr == stackToHeal)
{
//find dead possible target if there is no alive target
stackToHeal = cb->getStackIf([ctx, this](const CStack * s)
stackToHeal = cb->getStackIf([mainFilter](const CStack * s)
{
const bool ownerMatches = !ctx.ti.smart || s->owner == ctx.caster->getOwner();
return ownerMatches && s->isValidTarget(true) && s->coversPos(ctx.destination) && ESpellCastProblem::OK == owner->isImmuneByStack(ctx.caster, s);
return s->isValidTarget(true) && mainFilter(s);
});
//we have found dead target
@ -930,7 +942,7 @@ ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::canBeCast(cons
{
const CStack * other = cb->getStackIf([hex, stackToHeal](const CStack * s)
{
return s->isValidTarget(false) && s->coversPos(hex) && s != stackToHeal;
return s->isValidTarget(true) && s->coversPos(hex) && s != stackToHeal;
});
if(nullptr != other)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;//alive stack blocks resurrection
@ -949,16 +961,22 @@ ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStac
// following does apply to resurrect and animate dead(?) only
// for sacrifice health calculation and health limit check don't matter
if(obj->count >= obj->baseAmount)
if(obj->getCount() >= obj->baseAmount)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
//FIXME: Archangels can cast immune stack and this should be applied for them and not hero
// if(caster)
// {
// auto maxHealth = calculateHealedHP(caster, obj, nullptr);
// if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
// return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
// }
//FIXME: code duplication with BattleSpellCastParameters
auto getEffectValue = [&]() -> si32
{
si32 effectValue = caster->getEffectValue(owner);
return (effectValue == 0) ? owner->calculateRawEffectValue(caster->getEffectLevel(owner), caster->getEffectPower(owner)) : effectValue;
};
if(caster)
{
auto maxHealth = getEffectValue();
if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
}
@ -983,7 +1001,7 @@ ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCast(const CBattleInf
{
return (st->owner == caster->getOwner())
&& (vstd::contains(st->state, EBattleStackState::SUMMONED))
&& (!vstd::contains(st->state, EBattleStackState::CLONED))
&& (!st->isClone())
&& (st->getCreature()->idNumber != creatureToSummon);
});

View File

@ -18,18 +18,12 @@ class SpellCreatedObstacle;
class DLL_LINKAGE HealingSpellMechanics : public DefaultSpellMechanics
{
public:
enum class EHealLevel
{
HEAL,
RESURRECT,
TRUE_RESURRECT
};
HealingSpellMechanics(const CSpell * s);
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
virtual int calculateHealedHP(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const;
virtual EHealLevel getHealLevel(int effectLevel) const = 0;
virtual EHealPower getHealPower(int effectLevel) const = 0;
};
class DLL_LINKAGE AntimagicMechanics : public DefaultSpellMechanics
@ -63,6 +57,7 @@ public:
void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
EHealLevel getHealLevel(int effectLevel) const override final;
EHealPower getHealPower(int effectLevel) const override final;
private:
static bool dispellSelector(const Bonus * b);
};
@ -177,7 +172,8 @@ class DLL_LINKAGE RisingSpellMechanics : public HealingSpellMechanics
{
public:
RisingSpellMechanics(const CSpell * s);
EHealLevel getHealLevel(int effectLevel) const override;
EHealLevel getHealLevel(int effectLevel) const override final;
EHealPower getHealPower(int effectLevel) const override final;
};
class DLL_LINKAGE SacrificeMechanics : public RisingSpellMechanics

View File

@ -346,24 +346,11 @@ void DefaultSpellMechanics::battleLog(std::vector<MetaString> & logLines, const
auto attackedStack = attacked.at(0);
auto getPluralFormat = [attackedStack](const int baseTextID) -> si32
{
return attackedStack->count > 1 ? baseTextID + 1 : baseTextID;
};
auto logSimple = [attackedStack, &logLines, getPluralFormat](const int baseTextID)
auto addLogLine = [attackedStack, &logLines](const int baseTextID, const boost::logic::tribool & plural)
{
MetaString line;
line.addTxt(MetaString::GENERAL_TXT, getPluralFormat(baseTextID));
line.addReplacement(*attackedStack);
logLines.push_back(line);
};
auto logPlural = [attackedStack, &logLines, getPluralFormat](const int baseTextID)
{
MetaString line;
line.addTxt(MetaString::GENERAL_TXT, baseTextID);
line.addReplacement(MetaString::CRE_PL_NAMES, attackedStack->getCreature()->idNumber.num);
attackedStack->addText(line, MetaString::GENERAL_TXT, baseTextID, plural);
attackedStack->addNameReplacement(line, plural);
logLines.push_back(line);
};
@ -372,26 +359,26 @@ void DefaultSpellMechanics::battleLog(std::vector<MetaString> & logLines, const
switch(owner->id)
{
case SpellID::STONE_GAZE:
logSimple(558);
addLogLine(558, boost::logic::indeterminate);
break;
case SpellID::POISON:
logSimple(561);
addLogLine(561, boost::logic::indeterminate);
break;
case SpellID::BIND:
logPlural(560);//Roots and vines bind the %s to the ground!
addLogLine(-560, true);//"Roots and vines bind the %s to the ground!"
break;
case SpellID::DISEASE:
logSimple(553);
addLogLine(553, boost::logic::indeterminate);
break;
case SpellID::PARALYZE:
logSimple(563);
addLogLine(563, boost::logic::indeterminate);
break;
case SpellID::AGE:
{
//The %s shrivel with age, and lose %d hit points."
//"The %s shrivel with age, and lose %d hit points."
MetaString line;
line.addTxt(MetaString::GENERAL_TXT, getPluralFormat(551));
line.addReplacement(MetaString::CRE_PL_NAMES, attackedStack->getCreature()->idNumber.num);
attackedStack->addText(line, MetaString::GENERAL_TXT, 551);
attackedStack->addNameReplacement(line);
//todo: display effect from only this cast
TBonusListPtr bl = attackedStack->getBonuses(Selector::type(Bonus::STACK_HEALTH));
@ -403,7 +390,7 @@ void DefaultSpellMechanics::battleLog(std::vector<MetaString> & logLines, const
break;
case SpellID::THUNDERBOLT:
{
logPlural(367);
addLogLine(-367, true);
MetaString line;
//todo: handle newlines in metastring
std::string text = VLC->generaltexth->allTexts[343].substr(1, VLC->generaltexth->allTexts[343].size() - 1); //Does %d points of damage.
@ -413,22 +400,22 @@ void DefaultSpellMechanics::battleLog(std::vector<MetaString> & logLines, const
}
break;
case SpellID::DISPEL_HELPFUL_SPELLS:
logPlural(555);
addLogLine(-555, true);
break;
case SpellID::DEATH_STARE:
if (damageToDisplay > 0)
if(damageToDisplay > 0)
{
MetaString line;
if (damageToDisplay > 1)
if(damageToDisplay > 1)
{
line.addTxt(MetaString::GENERAL_TXT, 119); //%d %s die under the terrible gaze of the %s.
line.addReplacement(damageToDisplay);
line.addReplacement(MetaString::CRE_PL_NAMES, attackedStack->getCreature()->idNumber.num);
attackedStack->addNameReplacement(line, true);
}
else
{
line.addTxt(MetaString::GENERAL_TXT, 118); //One %s dies under the terrible gaze of the %s.
line.addReplacement(MetaString::CRE_SING_NAMES, attackedStack->getCreature()->idNumber.num);
attackedStack->addNameReplacement(line, false);
}
parameters.caster->getCasterName(line);
logLines.push_back(line);
@ -650,9 +637,9 @@ std::vector<const CStack *> DefaultSpellMechanics::getAffectedStacks(const CBatt
return attackedCres;
}
std::vector<const CStack *> DefaultSpellMechanics::calculateAffectedStacks(const CBattleInfoCallback* cb, const SpellTargetingContext& ctx) const
std::vector<const CStack *> DefaultSpellMechanics::calculateAffectedStacks(const CBattleInfoCallback * cb, const SpellTargetingContext & ctx) const
{
std::set<const CStack* > attackedCres;//std::set to exclude multiple occurrences of two hex creatures
std::set<const CStack *> attackedCres;//std::set to exclude multiple occurrences of two hex creatures
const auto side = cb->playerToSide(ctx.caster->getOwner());
if(!side)
@ -665,10 +652,9 @@ std::vector<const CStack *> DefaultSpellMechanics::calculateAffectedStacks(const
auto mainFilter = [=](const CStack * s)
{
const bool positiveToAlly = owner->isPositive() && s->owner == ctx.caster->getOwner();
const bool negativeToEnemy = owner->isNegative() && s->owner != ctx.caster->getOwner();
const bool ownerMatches = cb->battleMatchOwner(ctx.caster->getOwner(), s, owner->getPositiveness());
const bool validTarget = s->isValidTarget(!ctx.ti.onlyAlive); //todo: this should be handled by spell class
const bool positivenessFlag = !ctx.ti.smart || owner->isNeutral() || positiveToAlly || negativeToEnemy;
const bool positivenessFlag = !ctx.ti.smart || ownerMatches;
return positivenessFlag && validTarget;
};
@ -701,7 +687,7 @@ std::vector<const CStack *> DefaultSpellMechanics::calculateAffectedStacks(const
else if(ctx.ti.massive)
{
TStacks stacks = cb->battleGetStacksIf(mainFilter);
for (auto stack : stacks)
for(auto stack : stacks)
attackedCres.insert(stack);
}
else //custom range from attackedHexes
@ -732,28 +718,12 @@ ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::canBeCast(const CBat
{
std::vector<const CStack *> affected = getAffectedStacks(cb, ctx);
//allow to cast spell if affects is at least one smart target
//allow to cast spell if it affects at least one smart target
bool targetExists = false;
for(const CStack * stack : affected)
{
bool casterStack = stack->owner == ctx.caster->getOwner();
switch (owner->positiveness)
{
case CSpell::POSITIVE:
if(casterStack)
targetExists = true;
break;
case CSpell::NEUTRAL:
targetExists = true;
break;
case CSpell::NEGATIVE:
if(!casterStack)
targetExists = true;
break;
}
targetExists = cb->battleMatchOwner(ctx.caster->getOwner(), stack, owner->getPositiveness());
if(targetExists)
break;
}

View File

@ -219,26 +219,9 @@ ESpellCastProblem::ESpellCastProblem CSpell::canBeCast(const CBattleInfoCallback
for(const CStack * stack : cb->battleGetAllStacks())
{
bool immune = !(stack->isValidTarget(!tinfo.onlyAlive) && ESpellCastProblem::OK == isImmuneByStack(caster, stack));
bool casterStack = stack->owner == caster->getOwner();
if(!immune)
{
switch (positiveness)
{
case CSpell::POSITIVE:
if(casterStack)
targetExists = true;
break;
case CSpell::NEUTRAL:
targetExists = true;
break;
case CSpell::NEGATIVE:
if(!casterStack)
targetExists = true;
break;
}
}
const bool immune = !(stack->isValidTarget(!tinfo.onlyAlive) && ESpellCastProblem::OK == isImmuneByStack(caster, stack));
const bool ownerMatches = cb->battleMatchOwner(caster->getOwner(), stack, getPositiveness());
targetExists = !immune && ownerMatches;
if(targetExists)
break;
}

View File

@ -72,7 +72,7 @@ void DeathStareMechanics::applyBattleEffects(const SpellCastEnvironment * env, c
si32 damageToDisplay = parameters.effectPower;
if(!ctx.attackedCres.empty())
vstd::amin(damageToDisplay, (*ctx.attackedCres.begin())->count); //stack is already reduced after attack
vstd::amin(damageToDisplay, (*ctx.attackedCres.begin())->getCount()); //stack is already reduced after attack
ctx.setDamageToDisplay(damageToDisplay);
@ -81,7 +81,7 @@ void DeathStareMechanics::applyBattleEffects(const SpellCastEnvironment * env, c
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = owner->id;
bsa.damageAmount = parameters.effectPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);//todo: move here all DeathStare calculation
bsa.damageAmount = parameters.effectPower * (attackedCre)->MaxHealth();//todo: move here all DeathStare calculation
bsa.stackAttacked = (attackedCre)->ID;
bsa.attackerID = -1;
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());

View File

@ -950,7 +950,7 @@ void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, cons
def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
//life drain handling
if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
if(att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
{
StacksHealedOrResurrected shi;
shi.lifeDrain = true;
@ -958,48 +958,49 @@ void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, cons
shi.cure = false;
shi.drainedFrom = def->ID;
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = att->ID;
hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
hi.lowLevelResurrection = false;
int32_t toHeal = bsa.damageAmount * att->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
CHealth health = att->healthAfterHealed(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
CHealthInfo hi;
health.toInfo(hi);
hi.stackId = att->ID;
hi.delta = toHeal;
shi.healedStacks.push_back(hi);
if (hi.healedHP > 0)
{
if(hi.delta > 0)
bsa.healedStacks.push_back(shi);
}
}
//soul steal handling
if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
if(att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
{
StacksHealedOrResurrected shi;
shi.lifeDrain = true;
shi.tentHealing = false;
shi.cure = false;
shi.canOverheal = true;
shi.drainedFrom = def->ID;
for (int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
for(int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
{
if (att->hasBonusOfType(Bonus::SOUL_STEAL, i))
if(att->hasBonusOfType(Bonus::SOUL_STEAL, i))
{
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = att->ID;
hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
hi.lowLevelResurrection = (bool)i;
int32_t toHeal = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
CHealth health = att->healthAfterHealed(toHeal, EHealLevel::OVERHEAL, ((i == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
CHealthInfo hi;
health.toInfo(hi);
hi.stackId = att->ID;
hi.delta = toHeal;
if(hi.delta > 0)
shi.healedStacks.push_back(hi);
}
}
if (std::any_of(shi.healedStacks.begin(), shi.healedStacks.end(), [](StacksHealedOrResurrected::HealInfo healInfo) { return healInfo.healedHP > 0; }))
{
if(!shi.healedStacks.empty())
bsa.healedStacks.push_back(shi);
}
}
bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
//fire shield handling
if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
if(!bat.shot() && !def->isClone() &&
def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
{
// TODO: Fire shield damage should be calculated separately after BattleAttack applied.
@ -1011,7 +1012,7 @@ void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, cons
bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
bsa2.effect = 11;
bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
bsa2.damageAmount = (std::min<int64_t>(def->health.available(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
att->prepareAttacked(bsa2, getRandomGenerator());
bat.bsa.push_back(bsa2);
}
@ -3830,11 +3831,29 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
}
case Battle::DEFEND:
{
//defensive stance //TODO: remove this bonus when stack becomes active
//defensive stance
SetStackEffect sse;
sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL));
sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
-1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
Bonus bonus1(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
-1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
int oldDefenceValue = defence.totalValue();
defence.push_back(std::make_shared<Bonus>(bonus1));
defence.push_back(std::make_shared<Bonus>(bonus2));
int difference = defence.totalValue() - oldDefenceValue;
MetaString text;
stack->addText(text, MetaString::GENERAL_TXT, 120);
stack->addNameReplacement(text);
text.addReplacement(difference);
sse.battleLog.push_back(text);
sse.effect.push_back(bonus1);
sse.effect.push_back(bonus2);
sse.stacks.push_back(ba.stackNumber);
sendAndApply(&sse);
@ -4005,12 +4024,12 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
(Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
for (int i = 0; i < additionalAttacks; ++i)
for(int i = 0; i < additionalAttacks; ++i)
{
if (
stack->alive()
&& destinationStack->alive()
&& stack->shots
&& stack->shots.canUse()
)
{
BattleAttack bat;
@ -4177,21 +4196,21 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
ui32 healed = 0;
if (healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
{
complain("There is either no healer, no destination, or healer cannot heal :P");
}
else
{
ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
}
int32_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
if (healed == 0)
//TODO: allow resurrection for mods
CHealth health = destStack->healthAfterHealed(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
if(toHeal == 0)
{
//nothing to heal.. should we complain?
logGlobal->warn("Nothing to heal");
}
else
{
@ -4201,14 +4220,14 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
shr.cure = false;
shr.drainedFrom = ba.stackNumber;
StacksHealedOrResurrected::HealInfo hi;
hi.healedHP = healed;
hi.lowLevelResurrection = false;
hi.stackID = destStack->ID;
CHealthInfo hi;
health.toInfo(hi);
hi.stackId = destStack->ID;
hi.delta = toHeal;
shr.healedStacks.push_back(hi);
sendAndApply(&shr);
}
}
break;
}
case Battle::DAEMON_SUMMONING:
@ -4223,7 +4242,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
bsa.side = summoner->side;
bsa.creID = summonedType;
ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
ui64 canRiseHp = std::min(targetHealth, risedHp);
@ -4489,12 +4508,12 @@ void CGameHandler::stackTurnTrigger(const CStack *st)
if (st->hasBonusOfType(Bonus::HP_REGENERATION))
{
bte.effect = Bonus::HP_REGENERATION;
bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
}
if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
{
bte.effect = Bonus::HP_REGENERATION;
bte.val = st->MaxHealth() - st->firstHPleft;
bte.val = st->MaxHealth() - st->getFirstHPleft();
}
if (bte.val) //anything to heal
sendAndApply(&bte);
@ -4551,7 +4570,7 @@ void CGameHandler::stackTurnTrigger(const CStack *st)
}
BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
int side = gs->curB->whatSide(st->owner);
if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
if(st->canCast() && !gs->curB->sides.at(side).enchanterCounter)
{
bool cast = false;
while (!bl.empty() && !cast)
@ -5216,7 +5235,7 @@ void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType atta
const CStack * oneOfAttacked = nullptr;
for (auto & elem : bat.bsa)
{
if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
if ((elem.newHealth.fullUnits > 0 || elem.newHealth.firstHPleft > 0) && !elem.isSecondary()) //apply effects only to first target stack if it's alive
{
oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
break;
@ -5282,7 +5301,10 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
if (!attacker || bat.bsa.empty()) // can be already dead
return;
const CStack *defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
const CStack * defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
if(!defender)
return;//already dead
auto cast = [=](SpellID spellID, int power)
{
@ -5291,7 +5313,7 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
BattleSpellCastParameters parameters(gs->curB, attacker, spell);
parameters.spellLvl = 0;
parameters.effectLevel = 0;
parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
parameters.aimToStack(defender);
parameters.effectPower = power;
parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
parameters.cast(spellEnv);
@ -5299,13 +5321,13 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
if (bat.bsa.at(0).newAmount <= 0)
if(!defender->alive())
{
//don't try death stare or acid breath on dead stack (crash!)
return;
}
if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
{
// mechanics of Death Stare as in H3:
// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
@ -5314,45 +5336,50 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
vstd::amin(chanceToKill, 1); //cap at 100%
std::binomial_distribution<> distribution(attacker->count, chanceToKill);
std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count
vstd::amin(staredCreatures, maxToKill);
staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
if (staredCreatures)
staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
if(staredCreatures)
{
if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
//TODO: death stare was not originally available for multiple-hex attacks, but...
cast(SpellID::DEATH_STARE, staredCreatures);
}
}
if(!defender->alive())
return;
int acidDamage = 0;
TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
for (const std::shared_ptr<Bonus> b : *acidBreath)
for(const std::shared_ptr<Bonus> b : *acidBreath)
{
if (b->additionalInfo > getRandomGenerator().nextInt(99))
if(b->additionalInfo > getRandomGenerator().nextInt(99))
acidDamage += b->val;
}
if (acidDamage)
{
cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
}
if (attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
if(acidDamage)
cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->getCount());
if(!defender->alive())
return;
if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
{
double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
vstd::amin(chanceToTrigger, 1); //cap at 100%
if (getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
return;
int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
if (defender->getCreature()->idNumber == bonusAdditionalInfo ||
if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
(bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
return;
@ -5360,17 +5387,15 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
resurrectInfo.pos = defender->position;
resurrectInfo.side = defender->side;
if (bonusAdditionalInfo != -1)
if(bonusAdditionalInfo != -1)
resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
else
resurrectInfo.creID = attacker->getCreature()->idNumber;
if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
{
resurrectInfo.amount = std::max((defender->count * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
}
if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
resurrectInfo.amount = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
resurrectInfo.amount = defender->count;
resurrectInfo.amount = defender->getCount();
else
return; //wrong subtype
@ -5647,7 +5672,7 @@ void CGameHandler::runBattle()
if (accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
{
BattleStackAdded newStack;
newStack.amount = std::max(1, (int)(stack->count * 0.01 * summonInfo->val));
newStack.amount = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
newStack.creID = creatureData.num;
newStack.side = stack->side;
newStack.summoned = true;
@ -6308,36 +6333,34 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
heroWithDeadCommander = ObjectInstanceID();
PlayerColor color = army->tempOwner;
if (color == PlayerColor::UNFLAGGABLE)
if(color == PlayerColor::UNFLAGGABLE)
color = PlayerColor::NEUTRAL;
for (CStack *st : bat->stacks)
for(CStack * st : bat->stacks)
{
if (vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
continue;
if (st->owner != color) //remove only our stacks
if(st->owner != color) //remove only our stacks
continue;
logGlobal->debug("Calculating casualties for %s", st->nodeName());
//FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
st->count = std::max (0, st->count - st->resurrected);
st->health.takeResurrected();
if (st->slot == SlotID::ARROW_TOWERS_SLOT)
if(st->slot == SlotID::ARROW_TOWERS_SLOT)
{
//do nothing
logGlobal->debug("Ignored arrow towers stack.");
}
else if (st->slot == SlotID::WAR_MACHINES_SLOT)
else if(st->slot == SlotID::WAR_MACHINES_SLOT)
{
auto warMachine = st->type->warMachine;
if (warMachine == ArtifactID::NONE)
if(warMachine == ArtifactID::NONE)
{
logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
}
//catapult artifact remain even if "creature" killed in siege
else if (warMachine != ArtifactID::CATAPULT && !st->count)
else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
{
logGlobal->debug("War machine has been destroyed");
auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
@ -6347,16 +6370,16 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
logGlobal->error("War machine in army without hero");
}
}
else if (st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
{
if (st->alive() && st->count > 0)
if(st->alive() && st->getCount() > 0)
{
logGlobal->debug("Permanently summoned %d units.", st->count);
logGlobal->debug("Permanently summoned %d units.", st->getCount());
const CreatureID summonedType = st->type->idNumber;
summoned[summonedType] += st->count;
summoned[summonedType] += st->getCount();
}
}
else if (st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
{
if (nullptr == st->base)
{
@ -6365,10 +6388,10 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
else
{
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
if (c)
if(c)
{
auto h = dynamic_cast <const CGHeroInstance *>(army);
if (h && h->commander == c && (st->count == 0 || !st->alive()))
if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
{
logGlobal->debug("Commander is dead.");
heroWithDeadCommander = army->id; //TODO: unify commander handling
@ -6378,25 +6401,26 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
}
}
else if (st->base && !army->slotEmpty(st->slot))
else if(st->base && !army->slotEmpty(st->slot))
{
if (st->count == 0 || !st->alive())
logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
if(st->getCount() == 0 || !st->alive())
{
logGlobal->debug("Stack has been destroyed.");
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
}
else if (st->count < army->getStackCount(st->slot))
else if(st->getCount() < army->getStackCount(st->slot))
{
logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
}
else if (st->count > army->getStackCount(st->slot))
else if(st->getCount() > army->getStackCount(st->slot))
{
logGlobal->debug("Stack gained %d units.", st->count - army->getStackCount(st->slot));
logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
}
}
else

View File

@ -13,6 +13,7 @@ set(test_SRCS
CMemoryBufferTest.cpp
CVcmiTestConfig.cpp
MapComparer.cpp
battle/CHealthTest.cpp
)
set(test_HEADERS

View File

@ -76,6 +76,7 @@
<Option compile="1" />
<Option weight="0" />
</Unit>
<Unit filename="battle/CHealthTest.cpp" />
<Extensions>
<code_completion />
<envvars />

223
test/battle/CHealthTest.cpp Normal file
View File

@ -0,0 +1,223 @@
/*
* CHealthTest.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include <boost/test/unit_test.hpp>
#include "../../lib/CStack.h"
static const int32_t UNIT_HEALTH = 123;
static const int32_t UNIT_AMOUNT = 300;
class CUnitHealthInfoMock : public IUnitHealthInfo
{
public:
CUnitHealthInfoMock():
maxHealth(UNIT_HEALTH),
baseAmount(UNIT_AMOUNT),
health(this)
{
health.init();
}
int32_t maxHealth;
int32_t baseAmount;
CHealth health;
int32_t unitMaxHealth() const override
{
return maxHealth;
};
int32_t unitBaseAmount() const override
{
return baseAmount;
};
};
static void checkTotal(const CHealth & health, const CUnitHealthInfoMock & mock)
{
BOOST_CHECK_EQUAL(health.total(), mock.maxHealth * mock.baseAmount);
}
static void checkEmptyHealth(const CHealth & health, const CUnitHealthInfoMock & mock)
{
checkTotal(health, mock);
BOOST_CHECK_EQUAL(health.getCount(), 0);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), 0);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
BOOST_CHECK_EQUAL(health.available(), 0);
}
static void checkFullHealth(const CHealth & health, const CUnitHealthInfoMock & mock)
{
checkTotal(health, mock);
BOOST_CHECK_EQUAL(health.getCount(), mock.baseAmount);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), mock.maxHealth);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
BOOST_CHECK_EQUAL(health.available(), mock.maxHealth * mock.baseAmount);
}
static void checkDamage(CHealth & health, const int32_t initialDamage, const int32_t expectedDamage)
{
int32_t damage = initialDamage;
health.damage(damage);
BOOST_CHECK_EQUAL(damage, expectedDamage);
}
static void checkNormalDamage(CHealth & health, const int32_t initialDamage)
{
checkDamage(health, initialDamage, initialDamage);
}
static void checkNoDamage(CHealth & health, const int32_t initialDamage)
{
checkDamage(health, initialDamage, 0);
}
static void checkHeal(CHealth & health, EHealLevel level, EHealPower power, const int32_t initialHeal, const int32_t expectedHeal)
{
int32_t heal = initialHeal;
health.heal(heal, level, power);
BOOST_CHECK_EQUAL(heal, expectedHeal);
}
BOOST_AUTO_TEST_SUITE(CHealthTest_Suite)
BOOST_AUTO_TEST_CASE(empty)
{
CUnitHealthInfoMock uhi;
CHealth health(&uhi);
checkEmptyHealth(health, uhi);
health.init();
checkFullHealth(health, uhi);
health.reset();
checkEmptyHealth(health, uhi);
}
BOOST_FIXTURE_TEST_CASE(damage, CUnitHealthInfoMock)
{
checkNormalDamage(health, 0);
checkFullHealth(health, *this);
checkNormalDamage(health, maxHealth - 1);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), 1);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
checkNormalDamage(health, 1);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT - 1);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
checkNormalDamage(health, UNIT_HEALTH * (UNIT_AMOUNT - 1));
checkEmptyHealth(health, *this);
checkNoDamage(health, 1337);
checkEmptyHealth(health, *this);
}
BOOST_FIXTURE_TEST_CASE(heal, CUnitHealthInfoMock)
{
checkNormalDamage(health, 99);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH-99);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
checkHeal(health, EHealLevel::HEAL, EHealPower::PERMANENT, 9, 9);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH-90);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
checkHeal(health, EHealLevel::RESURRECT, EHealPower::ONE_BATTLE, 40, 40);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH-50);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
checkHeal(health, EHealLevel::OVERHEAL, EHealPower::PERMANENT, 50, 50);
checkFullHealth(health, *this);
}
BOOST_FIXTURE_TEST_CASE(resurrectOneBattle, CUnitHealthInfoMock)
{
checkNormalDamage(health, UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT - 1);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
checkHeal(health, EHealLevel::RESURRECT, EHealPower::ONE_BATTLE, UNIT_HEALTH, UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getResurrected(), 1);
checkNormalDamage(health, UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT - 1);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
health.init();
checkNormalDamage(health, UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT - 1);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
health.takeResurrected();
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT - 1);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
health.init();
checkNormalDamage(health, UNIT_HEALTH * UNIT_AMOUNT);
checkEmptyHealth(health, *this);
checkHeal(health, EHealLevel::RESURRECT, EHealPower::ONE_BATTLE, UNIT_HEALTH * UNIT_AMOUNT, UNIT_HEALTH * UNIT_AMOUNT);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getResurrected(), UNIT_AMOUNT);
health.takeResurrected();
checkEmptyHealth(health, *this);
}
BOOST_FIXTURE_TEST_CASE(resurrectPermanent, CUnitHealthInfoMock)
{
checkNormalDamage(health, UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT - 1);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
checkHeal(health, EHealLevel::RESURRECT, EHealPower::PERMANENT, UNIT_HEALTH, UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
checkNormalDamage(health, UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getCount(), UNIT_AMOUNT - 1);
BOOST_CHECK_EQUAL(health.getFirstHPleft(), UNIT_HEALTH);
BOOST_CHECK_EQUAL(health.getResurrected(), 0);
health.init();
checkNormalDamage(health, UNIT_HEALTH * UNIT_AMOUNT);
checkEmptyHealth(health, *this);
checkHeal(health, EHealLevel::RESURRECT, EHealPower::PERMANENT, UNIT_HEALTH * UNIT_AMOUNT, UNIT_HEALTH * UNIT_AMOUNT);
checkFullHealth(health, *this);
health.takeResurrected();
checkFullHealth(health, *this);
}
BOOST_AUTO_TEST_SUITE_END()