/* * Catapult.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 "Catapult.h" #include "Registry.h" #include "../ISpellMechanics.h" #include "../../NetPacks.h" #include "../../battle/IBattleState.h" #include "../../battle/CBattleInfoCallback.h" #include "../../battle/Unit.h" #include "../../mapObjects/CGTownInstance.h" #include "../../serializer/JsonSerializeFormat.h" VCMI_LIB_NAMESPACE_BEGIN static const std::string EFFECT_NAME = "core:catapult"; namespace spells { namespace effects { VCMI_REGISTER_SPELL_EFFECT(Catapult, EFFECT_NAME); bool Catapult::applicable(Problem & problem, const Mechanics * m) const { const auto *town = m->battle()->battleGetDefendedTown(); if(nullptr == town) { return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem); } if(CGTownInstance::NONE == town->fortLevel()) { return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem); } if(m->isSmart() && m->casterSide != BattleSide::ATTACKER) { //if spell targeting is smart, then only attacker can use it return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem); } const auto attackableBattleHexes = m->battle()->getAttackableBattleHexes(); return !attackableBattleHexes.empty() || m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem); } void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & eTarget) const { if(m->isMassive()) applyMassive(server, m); // Like earthquake else applyTargeted(server, m, eTarget); // Like catapult shots } void Catapult::applyMassive(ServerCallback * server, const Mechanics * m) const { //start with all destructible parts std::vector allowedTargets = getPotentialTargets(m, true, true); assert(!allowedTargets.empty()); if (allowedTargets.empty()) return; CatapultAttack ca; ca.attacker = m->caster->getCasterUnitId(); for(int i = 0; i < targetsToAttack; i++) { // Hit on any existing, not destroyed targets are allowed // Multiple hit on same target are allowed. // Potential overshots (more hits on same targets than remaining HP) are allowed EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG()); auto attackInfo = ca.attackedParts.begin(); for ( ; attackInfo != ca.attackedParts.end(); ++attackInfo) if ( attackInfo->attackedPart == target ) break; if (attackInfo == ca.attackedParts.end()) // new part { CatapultAttack::AttackInfo newInfo; newInfo.damageDealt = getRandomDamage(server); newInfo.attackedPart = target; newInfo.destinationTile = m->battle()->wallPartToBattleHex(target); ca.attackedParts.push_back(newInfo); attackInfo = ca.attackedParts.end() - 1; } else // already damaged before, update damage { attackInfo->damageDealt += getRandomDamage(server); } } server->apply(&ca); removeTowerShooters(server, m); } void Catapult::applyTargeted(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const { assert(!target.empty()); auto destination = target.at(0).hexValue; auto desiredTarget = m->battle()->battleHexToWallPart(destination); for(int i = 0; i < targetsToAttack; i++) { auto actualTarget = EWallPart::INVALID; if ( m->battle()->isWallPartAttackable(desiredTarget) && server->getRNG()->getInt64Range(0, 99)() < getCatapultHitChance(desiredTarget)) { actualTarget = desiredTarget; } else { std::vector potentialTargets = getPotentialTargets(m, false, false); if (potentialTargets.empty()) break; // everything is gone, can't attack anymore actualTarget = *RandomGeneratorUtil::nextItem(potentialTargets, *server->getRNG()); } assert(actualTarget != EWallPart::INVALID); CatapultAttack::AttackInfo attack; attack.attackedPart = actualTarget; attack.destinationTile = m->battle()->wallPartToBattleHex(actualTarget); attack.damageDealt = getRandomDamage(server); CatapultAttack ca; //package for clients ca.attacker = m->caster->getCasterUnitId(); ca.attackedParts.push_back(attack); server->apply(&ca); removeTowerShooters(server, m); } } int Catapult::getCatapultHitChance(EWallPart part) const { switch(part) { case EWallPart::GATE: return gate; case EWallPart::KEEP: return keep; case EWallPart::BOTTOM_TOWER: case EWallPart::UPPER_TOWER: return tower; case EWallPart::BOTTOM_WALL: case EWallPart::BELOW_GATE: case EWallPart::OVER_GATE: case EWallPart::UPPER_WALL: return wall; default: return 0; } } int Catapult::getRandomDamage (ServerCallback * server) const { std::array damageChances = { noDmg, hit, crit }; //dmgChance[i] - chance for doing i dmg when hit is successful int totalChance = std::accumulate(damageChances.begin(), damageChances.end(), 0); int damageRandom = server->getRNG()->getInt64Range(0, totalChance - 1)(); int dealtDamage = 0; //calculating dealt damage for (int damage = 0; damage < damageChances.size(); ++damage) { if (damageRandom <= damageChances[damage]) { dealtDamage = damage; break; } damageRandom -= damageChances[damage]; } return dealtDamage; } void Catapult::removeTowerShooters(ServerCallback * server, const Mechanics * m) const { BattleUnitsChanged removeUnits; for (auto const wallPart : { EWallPart::KEEP, EWallPart::BOTTOM_TOWER, EWallPart::UPPER_TOWER }) { //removing creatures in turrets / keep if one is destroyed BattleHex posRemove; auto state = m->battle()->battleGetWallState(wallPart); switch(wallPart) { case EWallPart::KEEP: posRemove = BattleHex::CASTLE_CENTRAL_TOWER; break; case EWallPart::BOTTOM_TOWER: posRemove = BattleHex::CASTLE_BOTTOM_TOWER; break; case EWallPart::UPPER_TOWER: posRemove = BattleHex::CASTLE_UPPER_TOWER; break; } if(state == EWallState::DESTROYED) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage { auto all = m->battle()->battleGetUnitsIf([=](const battle::Unit * unit) { return !unit->isGhost() && unit->getPosition() == posRemove; }); assert(all.size() == 0 || all.size() == 1); for(auto & elem : all) removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE); } } if(!removeUnits.changedStacks.empty()) server->apply(&removeUnits); } std::vector Catapult::getPotentialTargets(const Mechanics * m, bool bypassGateCheck, bool bypassTowerCheck) const { std::vector potentialTargets; constexpr std::array walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL }; constexpr std::array towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER }; constexpr EWallPart gates = EWallPart::GATE; // in H3, catapult under automatic control will attack objects in following order: // walls, gates, towers for (auto & part : walls) if (m->battle()->isWallPartAttackable(part)) potentialTargets.push_back(part); if ((potentialTargets.empty() || bypassGateCheck) && (m->battle()->isWallPartAttackable(gates))) potentialTargets.push_back(gates); if (potentialTargets.empty() || bypassTowerCheck) for (auto & part : towers) if (m->battle()->isWallPartAttackable(part)) potentialTargets.push_back(part); return potentialTargets; } void Catapult::adjustHitChance() { vstd::abetween(keep, 0, 100); vstd::abetween(tower, 0, 100); vstd::abetween(gate, 0, 100); vstd::abetween(wall, 0, 100); vstd::abetween(crit, 0, 100); vstd::abetween(hit, 0, 100 - crit); vstd::amin(noDmg, 100 - hit - crit); } void Catapult::serializeJsonEffect(JsonSerializeFormat & handler) { handler.serializeInt("targetsToAttack", targetsToAttack); handler.serializeInt("chanceToHitKeep", keep); handler.serializeInt("chanceToHitGate", gate); handler.serializeInt("chanceToHitTower", tower); handler.serializeInt("chanceToHitWall", wall); handler.serializeInt("chanceToNormalHit", hit); handler.serializeInt("chanceToCrit", crit); adjustHitChance(); } } } VCMI_LIB_NAMESPACE_END