/* * BattleSpellMechanics.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 "BattleSpellMechanics.h" #include "../NetPacks.h" #include "../BattleState.h" ///HealingSpellMechanics void HealingSpellMechanics::applyBattleEffects(const SpellCastEnvironment* env, BattleSpellCastParameters& parameters, SpellCastContext& ctx) const { int effectLevel = calculateEffectLevel(parameters); int hpGained = 0; if(owner->id == SpellID::SACRIFICE) { if(nullptr == parameters.selectedStack) env->complain("No stack to sacrifice."); else hpGained = (parameters.usedSpellPower + parameters.selectedStack->MaxHealth() + owner->getPower(effectLevel)) * parameters.selectedStack->count; } else if(parameters.casterStack) { int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum()); if(unitSpellPower) hpGained = parameters.casterStack->count * unitSpellPower; //Archangel else //Faerie Dragon-like effect - commanders(?) { parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100; hpGained = parameters.usedSpellPower * owner->power + owner->getPower(effectLevel); } } else { hpGained = parameters.usedSpellPower * owner->power + owner->getPower(effectLevel); //??? } StacksHealedOrResurrected shr; shr.lifeDrain = false; shr.tentHealing = false; const bool resurrect = owner->isRisingSpell(); for(auto & attackedCre : ctx.attackedCres) { StacksHealedOrResurrected::HealInfo hi; hi.stackID = (attackedCre)->ID; if (parameters.casterStack) //casted by creature { hi.healedHP = attackedCre->calculateHealedHealthPoints(hpGained, resurrect); } else { int stackHPgained = parameters.casterHero->getSpellBonus(owner, hpGained, attackedCre); hi.healedHP = attackedCre->calculateHealedHealthPoints(stackHPgained, resurrect); } hi.lowLevelResurrection = (effectLevel <= 1) && (owner->id == SpellID::RESURRECTION); shr.healedStacks.push_back(hi); } if(!shr.healedStacks.empty()) env->sendAndApply(&shr); } ///AntimagicMechanics void AntimagicMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const { DefaultSpellMechanics::applyBattle(battle, packet); doDispell(battle, packet, [this](const Bonus * b) -> bool { if(b->source == Bonus::SPELL_EFFECT) { return b->sid != owner->id; //effect from this spell } return false; //not a spell effect }); } ///ChainLightningMechanics std::set ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const { std::set attackedCres; std::set possibleHexes; for(auto stack : ctx.cb->battleGetAllStacks()) { if(stack->isValidTarget()) { for(auto hex : stack->getHexes()) { possibleHexes.insert (hex); } } } int targetsOnLevel[4] = {4, 4, 5, 5}; BattleHex lightningHex = ctx.destination; for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i) { auto stack = ctx.cb->battleGetStackByPos(lightningHex, true); if(!stack) break; attackedCres.insert (stack); for(auto hex : stack->getHexes()) { possibleHexes.erase(hex); //can't hit same place twice } if(possibleHexes.empty()) //not enough targets break; lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes); } return attackedCres; } ///CloneMechanics void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { const CStack * clonedStack = nullptr; if(ctx.attackedCres.size()) clonedStack = *ctx.attackedCres.begin(); if(!clonedStack) { env->complain ("No target stack to clone!"); return; } const int attacker = !(bool)parameters.casterSide; BattleStackAdded bsa; bsa.creID = clonedStack->type->idNumber; bsa.attacker = attacker; bsa.summoned = true; bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it bsa.amount = clonedStack->count; env->sendAndApply(&bsa); BattleSetStackProperty ssp; ssp.stackID = bsa.newStackID;//we know stack ID after apply ssp.which = BattleSetStackProperty::CLONED; ssp.val = 0; ssp.absolute = 1; env->sendAndApply(&ssp); ssp.stackID = clonedStack->ID; ssp.which = BattleSetStackProperty::HAS_CLONE; ssp.val = bsa.newStackID; ssp.absolute = 1; env->sendAndApply(&ssp); } ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const { //can't clone already cloned creature if(vstd::contains(obj->state, EBattleStackState::CLONED)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; if(obj->cloneID != -1) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //TODO: how about stacks casting Clone? //currently Clone casted by stack is assumed Expert level ui8 schoolLevel; if(caster) { schoolLevel = caster->getSpellSchoolLevel(owner); } else { schoolLevel = 3; } if(schoolLevel < 3) { int maxLevel = (std::max(schoolLevel, (ui8)1) + 4); int creLevel = obj->getCreature()->level; if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } //use default algorithm only if there is no mechanics-related problem return DefaultSpellMechanics::isImmuneByStack(caster, obj); } ///CureMechanics void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const { DefaultSpellMechanics::applyBattle(battle, packet); doDispell(battle, packet, [](const Bonus * b) -> bool { if(b->source == Bonus::SPELL_EFFECT) { CSpell * sp = SpellID(b->sid).toSpell(); return sp->isNegative(); } return false; //not a spell effect }); } ///DispellMechanics void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const { DefaultSpellMechanics::applyBattle(battle, packet); doDispell(battle, packet, Selector::sourceType(Bonus::SPELL_EFFECT)); } ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const { //DISPELL ignores all immunities, so do not call default std::stringstream cachingStr; cachingStr << "source_" << Bonus::SPELL_EFFECT; if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str())) { return ESpellCastProblem::OK; } return ESpellCastProblem::WRONG_SPELL_TARGET; } void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx); if(parameters.spellLvl > 2) { //expert DISPELL also removes spell-created obstacles ObstaclesRemoved packet; for(const auto obstacle : parameters.cb->obstacles) { if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL || obstacle->obstacleType == CObstacleInstance::FORCE_FIELD || obstacle->obstacleType == CObstacleInstance::LAND_MINE) packet.obstacles.insert(obstacle->uniqueID); } if(!packet.obstacles.empty()) env->sendAndApply(&packet); } } ///EarthquakeMechanics void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { if(nullptr == parameters.cb->town) { env->complain("EarthquakeMechanics: not town siege"); return; } if(CGTownInstance::NONE == parameters.cb->town->fortLevel()) { env->complain("EarthquakeMechanics: town has no fort"); return; } //start with all destructible parts std::set possibleTargets = { EWallPart::KEEP, EWallPart::BOTTOM_TOWER, EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL, EWallPart::UPPER_TOWER, EWallPart::GATE }; assert(possibleTargets.size() == EWallPart::PARTS_COUNT); const int targetsToAttack = 2 + std::max(parameters.spellLvl - 1, 0); CatapultAttack ca; ca.attacker = -1; for(int i = 0; i < targetsToAttack; i++) { //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator()); auto & currentHP = parameters.cb->si.wallState; if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE) continue; CatapultAttack::AttackInfo attackInfo; attackInfo.damageDealt = 1; attackInfo.attackedPart = target; attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target); ca.attackedParts.push_back(attackInfo); //removing creatures in turrets / keep if one is destroyed BattleHex posRemove; switch(target) { case EWallPart::KEEP: posRemove = -2; break; case EWallPart::BOTTOM_TOWER: posRemove = -3; break; case EWallPart::UPPER_TOWER: posRemove = -4; break; } if(posRemove != BattleHex::INVALID) { BattleStacksRemoved bsr; for(auto & elem : parameters.cb->stacks) { if(elem->position == posRemove) { bsr.stackIDs.insert(elem->ID); break; } } if(bsr.stackIDs.size() > 0) env->sendAndApply(&bsr); } }; env->sendAndApply(&ca); } ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const { if(nullptr == cb->battleGetDefendedTown()) { return ESpellCastProblem::NO_APPROPRIATE_TARGET; } if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel()) { return ESpellCastProblem::NO_APPROPRIATE_TARGET; } if(owner->getTargetInfo(0).smart) //TODO: use real spell level { //if spell targeting is smart, then only attacker can use it if(cb->playerToSide(player) != 0) return ESpellCastProblem::NO_APPROPRIATE_TARGET; } return ESpellCastProblem::OK; } ///HypnotizeMechanics ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const { if(nullptr != caster) //do not resist hypnotize casted after attack, for example { //TODO: what with other creatures casting hypnotize, Faerie Dragons style? ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft; //apply 'damage' bonus for hypnotize, including hero specialty ui64 maxHealth = caster->getSpellBonus(owner, caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), obj); if (subjectHealth > maxHealth) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } return DefaultSpellMechanics::isImmuneByStack(caster, obj); } ///ObstacleMechanics void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { auto placeObstacle = [&, this](BattleHex pos) { static int obstacleIdToGive = parameters.cb->obstacles.size() ? (parameters.cb->obstacles.back()->uniqueID+1) : 0; auto obstacle = make_shared(); switch(owner->id) // :/ { case SpellID::QUICKSAND: obstacle->obstacleType = CObstacleInstance::QUICKSAND; obstacle->turnsRemaining = -1; obstacle->visibleForAnotherSide = false; break; case SpellID::LAND_MINE: obstacle->obstacleType = CObstacleInstance::LAND_MINE; obstacle->turnsRemaining = -1; obstacle->visibleForAnotherSide = false; break; case SpellID::FIRE_WALL: obstacle->obstacleType = CObstacleInstance::FIRE_WALL; obstacle->turnsRemaining = 2; obstacle->visibleForAnotherSide = true; break; case SpellID::FORCE_FIELD: obstacle->obstacleType = CObstacleInstance::FORCE_FIELD; obstacle->turnsRemaining = 2; obstacle->visibleForAnotherSide = true; break; default: //this function cannot be used with spells that do not create obstacles assert(0); } obstacle->pos = pos; obstacle->casterSide = parameters.casterSide; obstacle->ID = owner->id; obstacle->spellLevel = parameters.spellLvl; obstacle->casterSpellPower = parameters.usedSpellPower; obstacle->uniqueID = obstacleIdToGive++; BattleObstaclePlaced bop; bop.obstacle = obstacle; env->sendAndApply(&bop); }; switch(owner->id) { case SpellID::QUICKSAND: case SpellID::LAND_MINE: { std::vector availableTiles; for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1) { BattleHex hex = i; if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false))) availableTiles.push_back(hex); } boost::range::random_shuffle(availableTiles); const int patchesForSkill[] = {4, 4, 6, 8}; const int patchesToPut = std::min(patchesForSkill[parameters.spellLvl], availableTiles.size()); //land mines or quicksand patches are handled as spell created obstacles for (int i = 0; i < patchesToPut; i++) placeObstacle(availableTiles.at(i)); } break; case SpellID::FORCE_FIELD: placeObstacle(parameters.destination); break; case SpellID::FIRE_WALL: { //fire wall is build from multiple obstacles - one fire piece for each affected hex auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide); for(BattleHex hex : affectedHexes) placeObstacle(hex); } break; default: assert(0); } } ///WallMechanics std::vector WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const { std::vector ret; //Special case - shape of obstacle depends on caster's side //TODO make it possible through spell config BattleHex::EDir firstStep, secondStep; if(side) { firstStep = BattleHex::TOP_LEFT; secondStep = BattleHex::TOP_RIGHT; } else { firstStep = BattleHex::TOP_RIGHT; secondStep = BattleHex::TOP_LEFT; } //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given. auto addIfValid = [&](BattleHex hex) { if(hex.isValid()) ret.push_back(hex); else if(outDroppedHexes) *outDroppedHexes = true; }; ret.push_back(centralHex); addIfValid(centralHex.moveInDir(firstStep, false)); if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex return ret; } ///RemoveObstacleMechanics void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false)) { ObstaclesRemoved obr; obr.obstacles.insert(obstacleToRemove->uniqueID); env->sendAndApply(&obr); } else env->complain("There's no obstacle to remove!"); } ///SpecialRisingSpellMechanics ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const { // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy) bool targetExists = false; bool targetToSacrificeExists = false; for(const CStack * stack : cb->battleGetAllStacks()) { //using isImmuneBy directly as this mechanics does not have overridden immunity check //therefore we do not need to check caster and casting mode //TODO: check that we really should check immunity for both stacks ESpellCastProblem::ESpellCastProblem res = owner->isImmuneBy(stack); const bool immune = ESpellCastProblem::OK != res && ESpellCastProblem::NOT_DECIDED != res; const bool casterStack = stack->owner == player; if(!immune && casterStack) { if(stack->alive()) targetToSacrificeExists = true; else targetExists = true; if(targetExists && targetToSacrificeExists) break; } } if(targetExists && targetToSacrificeExists) return ESpellCastProblem::OK; else return ESpellCastProblem::NO_APPROPRIATE_TARGET; } void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { RisingSpellMechanics::applyBattleEffects(env, parameters, ctx); if(parameters.selectedStack == parameters.cb->battleActiveStack()) //set another active stack than the one removed, or bad things will happen //TODO: make that part of BattleStacksRemoved? what about client update? { //makeStackDoNothing(gs->curB->getStack (selectedStack)); BattleSetActiveStack sas; //std::vector hlp; //battleGetStackQueue(hlp, 1, selectedStack); //next after this one //if(hlp.size()) //{ // sas.stack = hlp[0]->ID; //} //else // complain ("No new stack to activate!"); sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current? env->sendAndApply(&sas); } BattleStacksRemoved bsr; bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport? env->sendAndApply(&bsr); } ///SpecialRisingSpellMechanics ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const { // 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) 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; // } return DefaultSpellMechanics::isImmuneByStack(caster,obj); } ///SummonMechanics ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const { const ui8 side = cb->playerToSide(player); //check if there are summoned elementals of other type auto otherSummoned = cb->battleGetStacksIf([side, this](const CStack * st) { return (st->attackerOwned == !side) && (vstd::contains(st->state, EBattleStackState::SUMMONED)) && (st->getCreature()->idNumber != creatureToSummon); }); if(!otherSummoned.empty()) return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED; return ESpellCastProblem::OK; } void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { BattleStackAdded bsa; bsa.creID = creatureToSummon; bsa.attacker = !(bool)parameters.casterSide; bsa.summoned = true; bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, !(bool)parameters.casterSide); //TODO: unify it //TODO stack casting -> probably power will be zero; set the proper number of creatures manually int percentBonus = parameters.casterHero ? parameters.casterHero->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0; bsa.amount = parameters.usedSpellPower * owner->getPower(parameters.spellLvl) * (100 + percentBonus) / 100.0; //new feature - percentage bonus if(bsa.amount) env->sendAndApply(&bsa); else env->complain("Summoning didn't summon any!"); } ///TeleportMechanics void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { BattleStackMoved bsm; bsm.distance = -1; bsm.stack = parameters.selectedStack->ID; std::vector tiles; tiles.push_back(parameters.destination); bsm.tilesToMove = tiles; bsm.teleporting = true; env->sendAndApply(&bsm); }