/* * SpellMechanics.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 "SpellMechanics.h" #include "mapObjects/CGHeroInstance.h" #include "BattleState.h" #include "NetPacks.h" namespace SRSLPraserHelpers { static int XYToHex(int x, int y) { return x + GameConstants::BFIELD_WIDTH * y; } static int XYToHex(std::pair xy) { return XYToHex(xy.first, xy.second); } static int hexToY(int battleFieldPosition) { return battleFieldPosition/GameConstants::BFIELD_WIDTH; } static int hexToX(int battleFieldPosition) { int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH; return pos; } static std::pair hexToPair(int battleFieldPosition) { return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition)); } //moves hex by one hex in given direction //0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left static std::pair gotoDir(int x, int y, int direction) { switch(direction) { case 0: //top left return std::make_pair((y%2) ? x-1 : x, y-1); case 1: //top right return std::make_pair((y%2) ? x : x+1, y-1); case 2: //right return std::make_pair(x+1, y); case 3: //right bottom return std::make_pair((y%2) ? x : x+1, y+1); case 4: //left bottom return std::make_pair((y%2) ? x-1 : x, y+1); case 5: //left return std::make_pair(x-1, y); default: throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n"); } } static std::pair gotoDir(std::pair xy, int direction) { return gotoDir(xy.first, xy.second, direction); } static bool isGoodHex(std::pair xy) { return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT; } //helper function for rangeInHexes static std::set getInRange(unsigned int center, int low, int high) { std::set ret; if(low == 0) { ret.insert(center); } std::pair mainPointForLayer[6]; //A, B, C, D, E, F points for(auto & elem : mainPointForLayer) elem = hexToPair(center); for(int it=1; it<=high; ++it) //it - distance to the center { for(int b=0; b<6; ++b) mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b); if(it>=low) { std::pair curHex; //adding lines (A-b, B-c, C-d, etc) for(int v=0; v<6; ++v) { curHex = mainPointForLayer[v]; for(int h=0; h=low) } return ret; } } ///ISpellMechanics ISpellMechanics::ISpellMechanics(CSpell * s): owner(s) { } ///DefaultSpellMechanics bool DefaultSpellMechanics::adventureCast(SpellCastContext& context) const { return false; //there is no general algorithm for castind adventure spells } bool DefaultSpellMechanics::battleCast(SpellCastContext& context) const { return false; //todo; DefaultSpellMechanics::battleCast } std::vector DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const { using namespace SRSLPraserHelpers; std::vector ret; std::string rng = owner->getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling if(rng.size() >= 2 && rng[0] != 'X') //there is at lest one hex in range (+artificial comma) { std::string number1, number2; int beg, end; bool readingFirst = true; for(auto & elem : rng) { if(std::isdigit(elem) ) //reading number { if(readingFirst) number1 += elem; else number2 += elem; } else if(elem == ',') //comma { //calculating variables if(readingFirst) { beg = atoi(number1.c_str()); number1 = ""; } else { end = atoi(number2.c_str()); number2 = ""; } //obtaining new hexes std::set curLayer; if(readingFirst) { curLayer = getInRange(centralHex, beg, beg); } else { curLayer = getInRange(centralHex, beg, end); readingFirst = true; } //adding abtained hexes for(auto & curLayer_it : curLayer) { ret.push_back(curLayer_it); } } else if(elem == '-') //dash { beg = atoi(number1.c_str()); number1 = ""; readingFirst = false; } } } //remove duplicates (TODO check if actually needed) range::unique(ret); return ret; } std::set DefaultSpellMechanics::getAffectedStacks(SpellTargetingContext & ctx) const { } ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const { //by default use general algorithm return owner->isImmuneBy(obj); } std::vector WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool* outDroppedHexes) const { using namespace SRSLPraserHelpers; std::vector ret; //Special case - shape of obstacle depends on caster's side //TODO make it possible through spell_info 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; } ///CloneMechanics 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; //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); } ///DispellHelpfulMechanics ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const { TBonusListPtr spellBon = obj->getSpellBonuses(); bool hasPositiveSpell = false; for(const Bonus * b : *spellBon) { if(SpellID(b->sid).toSpell()->isPositive()) { hasPositiveSpell = true; break; } } if(!hasPositiveSpell) { return ESpellCastProblem::NO_SPELLS_TO_DISPEL; } //use default algorithm only if there is no mechanics-related problem return DefaultSpellMechanics::isImmuneByStack(caster,obj); } ///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 = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj); if (subjectHealth > maxHealth) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } return DefaultSpellMechanics::isImmuneByStack(caster,obj); } ///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; if (caster) //FIXME: Archangels can cast immune stack { auto maxHealth = owner->calculateHealedHP (caster, obj); 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); }