/* * 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" #include "../mapObjects/CGHeroInstance.h" #include "../mapObjects/CGTownInstance.h" ///HealingSpellMechanics void HealingSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { EHealLevel healLevel = getHealLevel(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); shr.healedStacks.push_back(hi); } if(!shr.healedStacks.empty()) env->sendAndApply(&shr); } int HealingSpellMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const { return parameters.getEffectValue(); } ///AntimagicMechanics void AntimagicMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const { DefaultSpellMechanics::applyBattle(battle, packet); doDispell(battle, packet, [this](const Bonus *b) -> bool { const CSpell * sourceSpell = b->sourceSpell(); if(sourceSpell != nullptr) { //keep positive effects if(sourceSpell->isPositive()) return false; //keep own effects if(sourceSpell == owner) return false; //remove all others return true; } return false; //not a spell effect }); } ///ChainLightningMechanics std::vector ChainLightningMechanics::calculateAffectedStacks(const CBattleInfoCallback * cb, const SpellTargetingContext & ctx) const { std::vector res; std::set possibleHexes; for(auto stack : 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 = cb->battleGetStackByPos(lightningHex, true); if(!stack) break; res.push_back(stack); for(auto hex : stack->getHexes()) { possibleHexes.erase(hex); //can't hit same stack twice } if(possibleHexes.empty()) //not enough targets break; lightningHex = BattleHex::getClosestTile(stack->attackerOwned, lightningHex, possibleHexes); } return res; } ///CloneMechanics void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, const 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); SetStackEffect sse; sse.stacks.push_back(bsa.newStackID); Bonus lifeTimeMarker(Bonus::N_TURNS, Bonus::NONE, Bonus::SPELL_EFFECT, 0, owner->id.num); lifeTimeMarker.turnsRemain = parameters.enchantPower; sse.effect.push_back(lifeTimeMarker); env->sendAndApply(&sse); } ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const ISpellCaster * 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; ui8 schoolLevel; if(caster) { schoolLevel = caster->getEffectLevel(owner); } else { schoolLevel = 3;//todo: remove } 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, dispellSelector); } HealingSpellMechanics::EHealLevel CureMechanics::getHealLevel(int effectLevel) const { return EHealLevel::HEAL; } bool CureMechanics::dispellSelector(const Bonus * b) { if(b->source == Bonus::SPELL_EFFECT) { CSpell * sp = SpellID(b->sid).toSpell(); return sp->isNegative(); } return false; //not a spell effect } ESpellCastProblem::ESpellCastProblem CureMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const { //Selector method name is ok as cashing string. --AVS if(!obj->canBeHealed() && !obj->hasBonus(CSelector(DefaultSpellMechanics::dispellSelector).And(CSelector(CureMechanics::dispellSelector)), "CureMechanics::dispellSelector")) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; return DefaultSpellMechanics::isImmuneByStack(caster, obj); } ///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 ISpellCaster * caster, const CStack * obj) const { //just in case if(!obj->alive()) return ESpellCastProblem::WRONG_SPELL_TARGET; //DISPELL ignores all immunities, except specific absolute immunity { //SPELL_IMMUNITY absolute case std::stringstream cachingStr; cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << owner->id.toEnum() << "addInfo_1"; if(obj->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, owner->id.toEnum(), 1), cachingStr.str())) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } if(obj->hasBonus(CSelector(DefaultSpellMechanics::dispellSelector), "DefaultSpellMechanics::dispellSelector")) return ESpellCastProblem::OK; else return ESpellCastProblem::WRONG_SPELL_TARGET; //any other immunities are ignored - do not execute default algorithm } void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { 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, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { if(nullptr == parameters.cb->battleGetDefendedTown()) { env->complain("EarthquakeMechanics: not town siege"); return; } if(CGTownInstance::NONE == parameters.cb->battleGetDefendedTown()->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::canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const { if(mode == ECastingMode::AFTER_ATTACK_CASTING || mode == ECastingMode::SPELL_LIKE_ATTACK || mode == ECastingMode::MAGIC_MIRROR) { logGlobal->warn("Invalid spell cast attempt: spell %s, mode %d", owner->name, mode); //should not even try to do it return ESpellCastProblem::INVALID; } if(nullptr == cb->battleGetDefendedTown()) { return ESpellCastProblem::NO_APPROPRIATE_TARGET; } if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel()) { return ESpellCastProblem::NO_APPROPRIATE_TARGET; } CSpell::TargetInfo ti(owner, caster->getSpellSchoolLevel(owner)); if(ti.smart) { //if spell targeting is smart, then only attacker can use it if(cb->playerToSide(caster->getOwner()) != 0) return ESpellCastProblem::NO_APPROPRIATE_TARGET; } const auto attackableBattleHexes = cb->getAttackableBattleHexes(); if(attackableBattleHexes.empty()) return ESpellCastProblem::NO_APPROPRIATE_TARGET; return ESpellCastProblem::OK; } bool EarthquakeMechanics::requiresCreatureTarget() const { return false; } ///HypnotizeMechanics ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const { //todo: maybe do not resist on passive cast if(nullptr != caster) { //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, owner->calculateRawEffectValue(caster->getEffectLevel(owner), caster->getEffectPower(owner)), obj); if (subjectHealth > maxHealth) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } return DefaultSpellMechanics::isImmuneByStack(caster, obj); } ///ObstacleMechanics ESpellCastProblem::ESpellCastProblem ObstacleMechanics::canBeCast(const CBattleInfoCallback * cb, const SpellTargetingContext & ctx) const { ui8 side = cb->playerToSide(ctx.caster->getOwner()); bool hexesOutsideBattlefield = false; auto tilesThatMustBeClear = owner->rangeInHexes(ctx.destination, ctx.schoolLvl, side, &hexesOutsideBattlefield); for(const BattleHex & hex : tilesThatMustBeClear) if(!isHexAviable(cb, hex, ctx.ti.clearAffected)) return ESpellCastProblem::NO_APPROPRIATE_TARGET; if(hexesOutsideBattlefield) return ESpellCastProblem::NO_APPROPRIATE_TARGET; return ESpellCastProblem::OK; } bool ObstacleMechanics::isHexAviable(const CBattleInfoCallback * cb, const BattleHex & hex, const bool mustBeClear) { if(!hex.isAvailable()) return false; if(!mustBeClear) return true; if(cb->battleGetStackByPos(hex, true)) return false; auto obst = cb->battleGetObstacleOnPos(hex, false); if(obst /*&& obst->type != CObstacleInstance::MOAT*/)//todo: issue 2366, uncomment once obstacle tile sharing implemented return false; if(nullptr != cb->battleGetDefendedTown() && CGTownInstance::NONE != cb->battleGetDefendedTown()->fortLevel()) { EWallPart::EWallPart part = cb->battleHexToWallPart(hex); if(part == EWallPart::INVALID) return true;//no fortification here else if(static_cast(part) < 0) return false;//indestuctible part (cant be checked by battleGetWallState) else if(part == EWallPart::BOTTOM_TOWER || part == EWallPart::UPPER_TOWER) return false;//destructible, but should not be available else if(cb->battleGetWallState(part) != EWallState::DESTROYED && cb->battleGetWallState(part) != EWallState::NONE) return false; } return true; } void ObstacleMechanics::placeObstacle(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, const BattleHex & pos) const { const int obstacleIdToGive = parameters.cb->obstacles.size()+1; auto obstacle = std::make_shared(); setupObstacle(obstacle.get()); obstacle->pos = pos; obstacle->casterSide = parameters.casterSide; obstacle->ID = owner->id; obstacle->spellLevel = parameters.effectLevel; obstacle->casterSpellPower = parameters.effectPower; obstacle->uniqueID = obstacleIdToGive; BattleObstaclePlaced bop; bop.obstacle = obstacle; env->sendAndApply(&bop); } ///PatchObstacleMechanics void PatchObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { std::vector availableTiles; for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1) { BattleHex hex = i; if(isHexAviable(parameters.cb, hex, true)) availableTiles.push_back(hex); } RandomGeneratorUtil::randomShuffle(availableTiles, env->getRandomGenerator()); 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(env, parameters, availableTiles.at(i)); } ESpellCastProblem::ESpellCastProblem PatchObstacleMechanics::canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const { //Quicksand|LandMine are useless if enemy has native stack, check for LandMine damage immunity is done in general way by CSpell const ui8 otherSide = !cb->playerToSide(caster->getOwner()); if(cb->battleHasNativeStack(otherSide)) return ESpellCastProblem::NO_APPROPRIATE_TARGET; return DefaultSpellMechanics::canBeCast(cb, mode, caster); } ///LandMineMechanics bool LandMineMechanics::requiresCreatureTarget() const { return true; } void LandMineMechanics::setupObstacle(SpellCreatedObstacle * obstacle) const { obstacle->obstacleType = CObstacleInstance::LAND_MINE; obstacle->turnsRemaining = -1; obstacle->visibleForAnotherSide = false; } ///QuicksandMechanics bool QuicksandMechanics::requiresCreatureTarget() const { return false; } void QuicksandMechanics::setupObstacle(SpellCreatedObstacle * obstacle) const { obstacle->obstacleType = CObstacleInstance::QUICKSAND; obstacle->turnsRemaining = -1; obstacle->visibleForAnotherSide = false; } ///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; } ///FireWallMechanics bool FireWallMechanics::requiresCreatureTarget() const { return true; } void FireWallMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { const BattleHex destination = parameters.getFirstDestinationHex(); if(!destination.isValid()) { env->complain("Invalid destination for FIRE_WALL"); return; } //firewall is build from multiple obstacles - one fire piece for each affected hex auto affectedHexes = owner->rangeInHexes(destination, parameters.spellLvl, parameters.casterSide); for(BattleHex hex : affectedHexes) placeObstacle(env, parameters, hex); } void FireWallMechanics::setupObstacle(SpellCreatedObstacle * obstacle) const { obstacle->obstacleType = CObstacleInstance::FIRE_WALL; obstacle->turnsRemaining = 2; obstacle->visibleForAnotherSide = true; } ///ForceFieldMechanics bool ForceFieldMechanics::requiresCreatureTarget() const { return false; } void ForceFieldMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { const BattleHex destination = parameters.getFirstDestinationHex(); if(!destination.isValid()) { env->complain("Invalid destination for FORCE_FIELD"); return; } placeObstacle(env, parameters, destination); } void ForceFieldMechanics::setupObstacle(SpellCreatedObstacle * obstacle) const { obstacle->obstacleType = CObstacleInstance::FORCE_FIELD; obstacle->turnsRemaining = 2; obstacle->visibleForAnotherSide = true; } ///RemoveObstacleMechanics void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.getFirstDestinationHex(), false)) { if(canRemove(obstacleToRemove.get(), parameters.spellLvl)) { ObstaclesRemoved obr; obr.obstacles.insert(obstacleToRemove->uniqueID); env->sendAndApply(&obr); } else { env->complain("Cant remove this obstacle!"); } } else env->complain("There's no obstacle to remove!"); } ESpellCastProblem::ESpellCastProblem RemoveObstacleMechanics::canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const { if(mode == ECastingMode::AFTER_ATTACK_CASTING || mode == ECastingMode::SPELL_LIKE_ATTACK || mode == ECastingMode::MAGIC_MIRROR) { logGlobal->warn("Invalid spell cast attempt: spell %s, mode %d", owner->name, mode); //should not even try to do it return ESpellCastProblem::INVALID; } const int spellLevel = caster->getSpellSchoolLevel(owner); for(auto obstacle : cb->battleGetAllObstacles()) if(canRemove(obstacle.get(), spellLevel)) return ESpellCastProblem::OK; return ESpellCastProblem::NO_APPROPRIATE_TARGET; } ESpellCastProblem::ESpellCastProblem RemoveObstacleMechanics::canBeCast(const CBattleInfoCallback * cb, const SpellTargetingContext & ctx) const { if(auto obstacle = cb->battleGetObstacleOnPos(ctx.destination, false)) if(canRemove(obstacle.get(), ctx.schoolLvl)) return ESpellCastProblem::OK; return ESpellCastProblem::NO_APPROPRIATE_TARGET; } bool RemoveObstacleMechanics::canRemove(const CObstacleInstance * obstacle, const int spellLevel) const { switch (obstacle->obstacleType) { case CObstacleInstance::ABSOLUTE_OBSTACLE: //cliff-like obstacles can't be removed case CObstacleInstance::MOAT: return false; case CObstacleInstance::USUAL: return true; case CObstacleInstance::FIRE_WALL: if(spellLevel >= 2) return true; break; case CObstacleInstance::QUICKSAND: case CObstacleInstance::LAND_MINE: case CObstacleInstance::FORCE_FIELD: if(spellLevel >= 3) return true; break; default: break; } return false; } bool RemoveObstacleMechanics::requiresCreatureTarget() const { return false; } ///RisingSpellMechanics HealingSpellMechanics::EHealLevel RisingSpellMechanics::getHealLevel(int effectLevel) const { //this may be even distinct class if((effectLevel <= 1) && (owner->id == SpellID::RESURRECTION)) return EHealLevel::RESURRECT; return EHealLevel::TRUE_RESURRECT; } ///SacrificeMechanics ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const { if(mode == ECastingMode::AFTER_ATTACK_CASTING || mode == ECastingMode::SPELL_LIKE_ATTACK || mode == ECastingMode::MAGIC_MIRROR) { logGlobal->warn("Invalid spell cast attempt: spell %s, mode %d", owner->name, mode); //should not even try to do it return ESpellCastProblem::INVALID; } // 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->internalIsImmune(caster, stack); const bool immune = ESpellCastProblem::OK != res && ESpellCastProblem::NOT_DECIDED != res; const bool casterStack = stack->owner == caster->getOwner(); 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, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { const CStack * victim = nullptr; if(parameters.destinations.size() == 2) { victim = parameters.destinations[1].stackValue; } if(nullptr == victim) { env->complain("SacrificeMechanics: No stack to sacrifice"); return; } //resurrect target after basic checks RisingSpellMechanics::applyBattleEffects(env, parameters, ctx); //it is safe to remove even active stack BattleStacksRemoved bsr; bsr.stackIDs.insert(victim->ID); env->sendAndApply(&bsr); } int SacrificeMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const { const CStack * victim = nullptr; if(parameters.destinations.size() == 2) { victim = parameters.destinations[1].stackValue; } if(nullptr == victim) { env->complain("SacrificeMechanics: No stack to sacrifice"); return 0; } return (parameters.effectPower + victim->MaxHealth() + owner->getPower(parameters.effectLevel)) * victim->count; } bool SacrificeMechanics::requiresCreatureTarget() const { return false;//canBeCast do all target existence checks } ///SpecialRisingSpellMechanics 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) { 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); }); if(nullptr == stackToHeal) { //find dead possible target if there is no alive target stackToHeal = cb->getStackIf([ctx, this](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); }); //we have found dead target if(nullptr != stackToHeal) { for(const BattleHex & hex : stackToHeal->getHexes()) { const CStack * other = cb->getStackIf([hex, stackToHeal](const CStack * s) { return s->isValidTarget(false) && s->coversPos(hex) && s != stackToHeal; }); if(nullptr != other) return ESpellCastProblem::NO_APPROPRIATE_TARGET;//alive stack blocks resurrection } } } if(nullptr == stackToHeal) return ESpellCastProblem::NO_APPROPRIATE_TARGET; return ESpellCastProblem::OK; } ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const ISpellCaster * 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::canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const { if(mode == ECastingMode::AFTER_ATTACK_CASTING || mode == ECastingMode::SPELL_LIKE_ATTACK || mode == ECastingMode::MAGIC_MIRROR) { logGlobal->warn("Invalid spell cast attempt: spell %s, mode %d", owner->name, mode); //should not even try to do it return ESpellCastProblem::INVALID; } //check if there are summoned elementals of other type auto otherSummoned = cb->battleGetStacksIf([caster, this](const CStack * st) { return (st->owner == caster->getOwner()) && (vstd::contains(st->state, EBattleStackState::SUMMONED)) && (!vstd::contains(st->state, EBattleStackState::CLONED)) && (st->getCreature()->idNumber != creatureToSummon); }); if(!otherSummoned.empty()) return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED; return ESpellCastProblem::OK; } void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, const 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.effectPower * 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!"); } bool SummonMechanics::requiresCreatureTarget() const { return false; } ///TeleportMechanics void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const { if(parameters.destinations.size() == 2) { //first destination hex to move to const BattleHex destination = parameters.destinations[0].hexValue; if(!destination.isValid()) { env->complain("TeleportMechanics: invalid teleport destination"); return; } //second destination creature to move const CStack * target = parameters.destinations[1].stackValue; if(nullptr == target) { env->complain("TeleportMechanics: no stack to teleport"); return; } if(!parameters.cb->battleCanTeleportTo(target, destination, parameters.effectLevel)) { env->complain("TeleportMechanics: forbidden teleport"); return; } BattleStackMoved bsm; bsm.distance = -1; bsm.stack = target->ID; std::vector tiles; tiles.push_back(destination); bsm.tilesToMove = tiles; bsm.teleporting = true; env->sendAndApply(&bsm); } else { env->complain("TeleportMechanics: 2 destinations required."); return; } } ESpellCastProblem::ESpellCastProblem TeleportMechanics::canBeCast(const CBattleInfoCallback* cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const { if(mode == ECastingMode::AFTER_ATTACK_CASTING || mode == ECastingMode::SPELL_LIKE_ATTACK || mode == ECastingMode::MAGIC_MIRROR) { logGlobal->warn("Invalid spell cast attempt: spell %s, mode %d", owner->name, mode); //should not even try to do it return ESpellCastProblem::INVALID; } return DefaultSpellMechanics::canBeCast(cb, mode, caster); }