/* * ISpellMechanics.h, 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 * */ #pragma once #include #include #include "../battle/Destination.h" #include "../int3.h" #include "../GameConstants.h" #include "../HeroBonus.h" struct Query; class IBattleState; class CRandomGenerator; class CMap; class CGameInfoCallback; class CBattleInfoCallback; class IGameInfoCallback; class JsonNode; class CStack; class CGObjectInstance; class CGHeroInstance; namespace vstd { class RNG; } namespace scripting { class Service; } ///callback to be provided by server class DLL_LINKAGE SpellCastEnvironment : public ServerCallback { public: virtual ~SpellCastEnvironment(){}; virtual const CMap * getMap() const = 0; virtual const CGameInfoCallback * getCb() const = 0; virtual bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) = 0; //TODO: remove virtual void genericQuery(Query * request, PlayerColor color, std::function callback) = 0;//TODO: type safety on query, use generic query packet when implemented }; namespace spells { class DLL_LINKAGE IBattleCast { public: using Value = int32_t; using Value64 = int64_t; using OptionalValue = boost::optional; using OptionalValue64 = boost::optional; virtual const CSpell * getSpell() const = 0; virtual Mode getMode() const = 0; virtual const Caster * getCaster() const = 0; virtual const CBattleInfoCallback * getBattle() const = 0; virtual const IGameInfoCallback * getGame() const = 0; virtual OptionalValue getSpellLevel() const = 0; virtual OptionalValue getEffectPower() const = 0; virtual OptionalValue getEffectDuration() const = 0; virtual OptionalValue64 getEffectValue() const = 0; virtual boost::logic::tribool isSmart() const = 0; virtual boost::logic::tribool isMassive() const = 0; }; ///all parameters of particular cast event class DLL_LINKAGE BattleCast : public IBattleCast { public: boost::logic::tribool smart; boost::logic::tribool massive; //normal constructor BattleCast(const CBattleInfoCallback * cb_, const Caster * caster_, const Mode mode_, const CSpell * spell_); //magic mirror constructor BattleCast(const BattleCast & orig, const Caster * caster_); virtual ~BattleCast(); ///IBattleCast const CSpell * getSpell() const override; Mode getMode() const override; const Caster * getCaster() const override; const CBattleInfoCallback * getBattle() const override; const IGameInfoCallback * getGame() const override; OptionalValue getSpellLevel() const override; OptionalValue getEffectPower() const override; OptionalValue getEffectDuration() const override; OptionalValue64 getEffectValue() const override; boost::logic::tribool isSmart() const override; boost::logic::tribool isMassive() const override; void setSpellLevel(Value value); void setEffectPower(Value value); void setEffectDuration(Value value); void setEffectValue(Value64 value); ///only apply effects to specified targets void applyEffects(ServerCallback * server, Target target, bool indirect = false, bool ignoreImmunity = false) const; ///normal cast void cast(ServerCallback * server, Target target); ///cast evaluation void castEval(ServerCallback * server, Target target); ///cast with silent check for permitted cast bool castIfPossible(ServerCallback * server, Target target); std::vector findPotentialTargets() const; private: ///spell school level OptionalValue magicSkillLevel; ///actual spell-power affecting effect values OptionalValue effectPower; ///actual spell-power affecting effect duration OptionalValue effectDuration; ///for Archangel-like casting OptionalValue64 effectValue; Mode mode; const CSpell * spell; const CBattleInfoCallback * cb; const IGameInfoCallback * gameCb; const Caster * caster; }; class DLL_LINKAGE ISpellMechanicsFactory { public: virtual ~ISpellMechanicsFactory(); virtual std::unique_ptr create(const IBattleCast * event) const = 0; static std::unique_ptr get(const CSpell * s); protected: const CSpell * spell; ISpellMechanicsFactory(const CSpell * s); }; class DLL_LINKAGE Mechanics { public: virtual ~Mechanics(); virtual bool adaptProblem(ESpellCastProblem::ESpellCastProblem source, Problem & target) const = 0; virtual bool adaptGenericProblem(Problem & target) const = 0; virtual std::vector rangeInHexes(BattleHex centralHex, bool * outDroppedHexes = nullptr) const = 0; virtual std::vector getAffectedStacks(const Target & target) const = 0; virtual bool canBeCast(Problem & problem) const = 0; virtual bool canBeCastAt(const Target & target, Problem & problem) const = 0; virtual void applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const = 0; virtual void cast(ServerCallback * server, const Target & target) = 0; virtual void castEval(ServerCallback * server, const Target & target) = 0; virtual bool isReceptive(const battle::Unit * target) const = 0; virtual std::vector getTargetTypes() const = 0; virtual std::vector getPossibleDestinations(size_t index, AimType aimType, const Target & current) const = 0; virtual const Spell * getSpell() const = 0; //Cast event facade virtual IBattleCast::Value getEffectLevel() const = 0; virtual IBattleCast::Value getRangeLevel() const = 0; virtual IBattleCast::Value getEffectPower() const = 0; virtual IBattleCast::Value getEffectDuration() const = 0; virtual IBattleCast::Value64 getEffectValue() const = 0; virtual PlayerColor getCasterColor() const = 0; //Spell facade virtual int32_t getSpellIndex() const = 0; virtual SpellID getSpellId() const = 0; virtual std::string getSpellName() const = 0; virtual int32_t getSpellLevel() const = 0; virtual bool isSmart() const = 0; virtual bool isMassive() const = 0; virtual bool alwaysHitFirstTarget() const = 0; virtual bool requiresClearTiles() const = 0; virtual bool isNegativeSpell() const = 0; virtual bool isPositiveSpell() const = 0; virtual int64_t adjustEffectValue(const battle::Unit * target) const = 0; virtual int64_t applySpellBonus(int64_t value, const battle::Unit * target) const = 0; virtual int64_t applySpecificSpellBonus(int64_t value) const = 0; virtual int64_t calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const = 0; virtual std::vector getElementalImmunity() const = 0; //Battle facade virtual bool ownerMatches(const battle::Unit * unit) const = 0; virtual bool ownerMatches(const battle::Unit * unit, const boost::logic::tribool positivness) const = 0; //Global environment facade virtual const CreatureService * creatures() const = 0; virtual const scripting::Service * scripts() const = 0; virtual const Service * spells() const = 0; virtual const IGameInfoCallback * game() const = 0; virtual const CBattleInfoCallback * battle() const = 0; const Caster * caster; ui8 casterSide; protected: Mechanics(); }; class DLL_LINKAGE BaseMechanics : public Mechanics { public: virtual ~BaseMechanics(); bool adaptProblem(ESpellCastProblem::ESpellCastProblem source, Problem & target) const override; bool adaptGenericProblem(Problem & target) const override; int32_t getSpellIndex() const override; SpellID getSpellId() const override; std::string getSpellName() const override; int32_t getSpellLevel() const override; IBattleCast::Value getEffectLevel() const override; IBattleCast::Value getRangeLevel() const override; IBattleCast::Value getEffectPower() const override; IBattleCast::Value getEffectDuration() const override; IBattleCast::Value64 getEffectValue() const override; PlayerColor getCasterColor() const override; bool isSmart() const override; bool isMassive() const override; bool requiresClearTiles() const override; bool alwaysHitFirstTarget() const override; bool isNegativeSpell() const override; bool isPositiveSpell() const override; int64_t adjustEffectValue(const battle::Unit * target) const override; int64_t applySpellBonus(int64_t value, const battle::Unit * target) const override; int64_t applySpecificSpellBonus(int64_t value) const override; int64_t calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const override; std::vector getElementalImmunity() const override; bool ownerMatches(const battle::Unit * unit) const override; bool ownerMatches(const battle::Unit * unit, const boost::logic::tribool positivness) const override; std::vector getTargetTypes() const override; const CreatureService * creatures() const override; const scripting::Service * scripts() const override; const Service * spells() const override; const IGameInfoCallback * game() const override; const CBattleInfoCallback * battle() const override; protected: const CSpell * owner; Mode mode; BaseMechanics(const IBattleCast * event); private: IBattleCast::Value rangeLevel; IBattleCast::Value effectLevel; ///actual spell-power affecting effect values IBattleCast::Value effectPower; ///actual spell-power affecting effect duration IBattleCast::Value effectDuration; ///raw damage/heal amount IBattleCast::Value64 effectValue; boost::logic::tribool smart; boost::logic::tribool massive; const IGameInfoCallback * gameCb; const CBattleInfoCallback * cb; }; class DLL_LINKAGE IReceptiveCheck { public: virtual ~IReceptiveCheck() = default; virtual bool isReceptive(const Mechanics * m, const battle::Unit * target) const = 0; }; }// namespace spells class DLL_LINKAGE AdventureSpellCastParameters { public: const CGHeroInstance * caster; int3 pos; }; class DLL_LINKAGE IAdventureSpellMechanics { public: IAdventureSpellMechanics(const CSpell * s); virtual ~IAdventureSpellMechanics() = default; virtual bool adventureCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const = 0; static std::unique_ptr createMechanics(const CSpell * s); protected: const CSpell * owner; };