/* * CStack.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 "CStack.h" #include "CGeneralTextHandler.h" #include "battle/BattleInfo.h" #include "spells/CSpellHandler.h" #include "CRandomGenerator.h" #include "NetPacks.h" ///CAmmo CAmmo::CAmmo(const CStack * Owner, CSelector totalSelector): CStackResource(Owner), totalProxy(Owner, totalSelector) { } int32_t CAmmo::available() const { return total() - used; } bool CAmmo::canUse(int32_t amount) const { return available() - amount >= 0; } void CAmmo::reset() { used = 0; } int32_t CAmmo::total() const { return totalProxy->totalValue(); } void CAmmo::use(int32_t amount) { if(available() - amount < 0) { logGlobal->error("Stack ammo overuse"); used += available(); } else used += amount; } ///CShots CShots::CShots(const CStack * Owner): CAmmo(Owner, Selector::type(Bonus::SHOTS)) { } void CShots::use(int32_t amount) { //don't remove ammo if we control a working ammo cart bool hasAmmoCart = false; for(const CStack * st : owner->battle->stacks) { if(owner->battle->battleMatchOwner(st, owner, true) && st->getCreature()->idNumber == CreatureID::AMMO_CART && st->alive()) { hasAmmoCart = true; break; } } if(!hasAmmoCart) CAmmo::use(amount); } ///CCasts CCasts::CCasts(const CStack * Owner): CAmmo(Owner, Selector::type(Bonus::CASTS)) { } ///CRetaliations CRetaliations::CRetaliations(const CStack * Owner): CAmmo(Owner, Selector::type(Bonus::ADDITIONAL_RETALIATION)), totalCache(0) { } int32_t CRetaliations::total() const { //after dispell bonus should remain during current round int32_t val = 1 + totalProxy->totalValue(); vstd::amax(totalCache, val); return totalCache; } void CRetaliations::reset() { CAmmo::reset(); totalCache = 0; } ///CHealth CHealth::CHealth(const IUnitHealthInfo * Owner): owner(Owner) { reset(); } CHealth::CHealth(const CHealth & other): owner(other.owner), firstHPleft(other.firstHPleft), fullUnits(other.fullUnits), resurrected(other.resurrected) { } void CHealth::init() { reset(); fullUnits = owner->unitBaseAmount() > 1 ? owner->unitBaseAmount() - 1 : 0; firstHPleft = owner->unitBaseAmount() > 0 ? owner->unitMaxHealth() : 0; } void CHealth::addResurrected(int32_t amount) { resurrected += amount; vstd::amax(resurrected, 0); } int64_t CHealth::available() const { return static_cast(firstHPleft) + owner->unitMaxHealth() * fullUnits; } int64_t CHealth::total() const { return static_cast(owner->unitMaxHealth()) * owner->unitBaseAmount(); } void CHealth::damage(int32_t & amount) { const int32_t oldCount = getCount(); const bool withKills = amount >= firstHPleft; if(withKills) { int64_t totalHealth = available(); if(amount > totalHealth) amount = totalHealth; totalHealth -= amount; if(totalHealth <= 0) { fullUnits = 0; firstHPleft = 0; } else { setFromTotal(totalHealth); } } else { firstHPleft -= amount; } addResurrected(getCount() - oldCount); } void CHealth::heal(int32_t & amount, EHealLevel level, EHealPower power) { const int32_t unitHealth = owner->unitMaxHealth(); const int32_t oldCount = getCount(); int32_t maxHeal = std::numeric_limits::max(); switch(level) { case EHealLevel::HEAL: maxHeal = std::max(0, unitHealth - firstHPleft); break; case EHealLevel::RESURRECT: maxHeal = total() - available(); break; default: assert(level == EHealLevel::OVERHEAL); break; } vstd::amax(maxHeal, 0); vstd::abetween(amount, 0, maxHeal); if(amount == 0) return; int64_t availableHealth = available(); availableHealth += amount; setFromTotal(availableHealth); if(power == EHealPower::ONE_BATTLE) addResurrected(getCount() - oldCount); else assert(power == EHealPower::PERMANENT); } void CHealth::setFromTotal(const int64_t totalHealth) { const int32_t unitHealth = owner->unitMaxHealth(); firstHPleft = totalHealth % unitHealth; fullUnits = totalHealth / unitHealth; if(firstHPleft == 0 && fullUnits >= 1) { firstHPleft = unitHealth; fullUnits -= 1; } } void CHealth::reset() { fullUnits = 0; firstHPleft = 0; resurrected = 0; } int32_t CHealth::getCount() const { return fullUnits + (firstHPleft > 0 ? 1 : 0); } int32_t CHealth::getFirstHPleft() const { return firstHPleft; } int32_t CHealth::getResurrected() const { return resurrected; } void CHealth::fromInfo(const CHealthInfo & info) { firstHPleft = info.firstHPleft; fullUnits = info.fullUnits; resurrected = info.resurrected; } void CHealth::toInfo(CHealthInfo & info) const { info.firstHPleft = firstHPleft; info.fullUnits = fullUnits; info.resurrected = resurrected; } void CHealth::takeResurrected() { if(resurrected != 0) { int64_t totalHealth = available(); totalHealth -= resurrected * owner->unitMaxHealth(); vstd::amax(totalHealth, 0); setFromTotal(totalHealth); resurrected = 0; } } ///CStack CStack::CStack(const CStackInstance * Base, PlayerColor O, int I, ui8 Side, SlotID S): base(Base), ID(I), owner(O), slot(S), side(Side), counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1), position() { assert(base); type = base->type; baseAmount = base->count; health.init(); //??? setNodeType(STACK_BATTLE); } CStack::CStack(): counterAttacks(this), shots(this), casts(this), health(this) { init(); setNodeType(STACK_BATTLE); } CStack::CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S): base(nullptr), ID(I), owner(O), slot(S), side(Side), counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1), position() { type = stack->type; baseAmount = stack->count; health.init(); //??? setNodeType(STACK_BATTLE); } int32_t CStack::getKilled() const { int32_t res = baseAmount - health.getCount() + health.getResurrected(); vstd::amax(res, 0); return res; } int32_t CStack::getCount() const { return health.getCount(); } int32_t CStack::getFirstHPleft() const { return health.getFirstHPleft(); } const CCreature * CStack::getCreature() const { return type; } void CStack::init() { base = nullptr; type = nullptr; ID = -1; baseAmount = -1; owner = PlayerColor::NEUTRAL; slot = SlotID(255); side = 1; position = BattleHex(); cloneID = -1; } void CStack::localInit(BattleInfo * battleInfo) { battle = battleInfo; cloneID = -1; assert(type); exportBonuses(); if(base) //stack originating from "real" stack in garrison -> attach to it { attachTo(const_cast(base)); } else //attach directly to obj to which stack belongs and creature type { CArmedInstance * army = battle->battleGetArmyObject(side); attachTo(army); attachTo(const_cast(type)); } shots.reset(); counterAttacks.reset(); casts.reset(); health.init(); } ui32 CStack::level() const { if(base) return base->getLevel(); //creatture or commander else return std::max(1, (int)getCreature()->level); //war machine, clone etc } si32 CStack::magicResistance() const { si32 magicResistance; if(base) //TODO: make war machines receive aura of magic resistance { magicResistance = base->magicResistance(); int auraBonus = 0; for(const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this)) { if(stack->owner == owner) { vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value } } magicResistance += auraBonus; vstd::amin(magicResistance, 100); } else magicResistance = type->magicResistance(); return magicResistance; } bool CStack::willMove(int turn) const { return (turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING)) && !moved(turn) && canMove(turn); } bool CStack::canMove(int turn) const { return alive() && !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature } bool CStack::canCast() const { return casts.canUse(1);//do not check specific cast abilities here } bool CStack::isCaster() const { return casts.total() > 0;//do not check specific cast abilities here } bool CStack::canShoot() const { return shots.canUse(1) && hasBonusOfType(Bonus::SHOOTER); } bool CStack::isShooter() const { return shots.total() > 0 && hasBonusOfType(Bonus::SHOOTER); } bool CStack::moved(int turn) const { if(!turn) return vstd::contains(state, EBattleStackState::MOVED); else return false; } bool CStack::waited(int turn) const { if(!turn) return vstd::contains(state, EBattleStackState::WAITING); else return false; } bool CStack::doubleWide() const { return getCreature()->doubleWide; } BattleHex CStack::occupiedHex() const { return occupiedHex(position); } BattleHex CStack::occupiedHex(BattleHex assumedPos) const { if(doubleWide()) { if(side == BattleSide::ATTACKER) return assumedPos - 1; else return assumedPos + 1; } else { return BattleHex::INVALID; } } std::vector CStack::getHexes() const { return getHexes(position); } std::vector CStack::getHexes(BattleHex assumedPos) const { return getHexes(assumedPos, doubleWide(), side); } std::vector CStack::getHexes(BattleHex assumedPos, bool twoHex, ui8 side) { std::vector hexes; hexes.push_back(assumedPos); if(twoHex) { if(side == BattleSide::ATTACKER) hexes.push_back(assumedPos - 1); else hexes.push_back(assumedPos + 1); } return hexes; } bool CStack::coversPos(BattleHex pos) const { return vstd::contains(getHexes(), pos); } std::vector CStack::getSurroundingHexes(BattleHex attackerPos) const { BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position std::vector hexes; if(doubleWide()) { const int WN = GameConstants::BFIELD_WIDTH; if(side == BattleSide::ATTACKER) { //position is equal to front hex BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 2 : WN + 1), hexes); BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 1 : WN), hexes); BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN : WN - 1), hexes); BattleHex::checkAndPush(hex - 2, hexes); BattleHex::checkAndPush(hex + 1, hexes); BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 2 : WN - 1), hexes); BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 1 : WN), hexes); BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN : WN + 1), hexes); } else { BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 1 : WN), hexes); BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN : WN - 1), hexes); BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN - 1 : WN - 2), hexes); BattleHex::checkAndPush(hex + 2, hexes); BattleHex::checkAndPush(hex - 1, hexes); BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 1 : WN), hexes); BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN : WN + 1), hexes); BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN + 1 : WN + 2), hexes); } return hexes; } else { return hex.neighbouringTiles(); } } BattleHex::EDir CStack::destShiftDir() const { if(doubleWide()) { if(side == BattleSide::ATTACKER) return BattleHex::EDir::RIGHT; else return BattleHex::EDir::LEFT; } else { return BattleHex::EDir::NONE; } } std::vector CStack::activeSpells() const { std::vector ret; std::stringstream cachingStr; cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT; CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT) .And(CSelector([](const Bonus * b)->bool { return b->type != Bonus::NONE; })); TBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str()); for(const std::shared_ptr it : *spellEffects) { if(!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects ret.push_back(it->sid); } return ret; } CStack::~CStack() { detachFromAll(); } const CGHeroInstance * CStack::getMyHero() const { if(base) return dynamic_cast(base->armyObj); else //we are attached directly? for(const CBonusSystemNode * n : getParentNodes()) if(n->getNodeType() == HERO) return dynamic_cast(n); return nullptr; } std::string CStack::nodeName() const { std::ostringstream oss; oss << "Battle stack [" << ID << "]: " << health.getCount() << " creatures of "; if(type) oss << type->namePl; else oss << "[UNDEFINED TYPE]"; oss << " from slot " << slot; if(base && base->armyObj) oss << " of armyobj=" << base->armyObj->id.getNum(); return oss.str(); } CHealth CStack::healthAfterAttacked(int32_t & damage) const { return healthAfterAttacked(damage, health); } CHealth CStack::healthAfterAttacked(int32_t & damage, const CHealth & customHealth) const { CHealth res = customHealth; if(isClone()) { // block ability should not kill clone (0 damage) if(damage > 0) { damage = 1;//??? what should be actual damage against clone? res.reset(); } } else { res.damage(damage); } return res; } CHealth CStack::healthAfterHealed(int32_t & toHeal, EHealLevel level, EHealPower power) const { CHealth res = health; if(level == EHealLevel::HEAL && power == EHealPower::ONE_BATTLE) logGlobal->error("Heal for one battle does not make sense", nodeName(), toHeal); else if(isClone()) logGlobal->error("Attempt to heal clone: %s for %d HP", nodeName(), toHeal); else res.heal(toHeal, level, power); return res; } void CStack::prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand) const { prepareAttacked(bsa, rand, health); } void CStack::prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand, const CHealth & customHealth) const { CHealth afterAttack = healthAfterAttacked(bsa.damageAmount, customHealth); bsa.killedAmount = customHealth.getCount() - afterAttack.getCount(); afterAttack.toInfo(bsa.newHealth); bsa.newHealth.stackId = ID; bsa.newHealth.delta = -bsa.damageAmount; if(afterAttack.available() <= 0 && isClone()) { bsa.flags |= BattleStackAttacked::CLONE_KILLED; return; // no rebirth I believe } if(afterAttack.available() <= 0) //stack killed { bsa.flags |= BattleStackAttacked::KILLED; int resurrectFactor = valOfBonuses(Bonus::REBIRTH); if(resurrectFactor > 0 && canCast()) //there must be casts left { int resurrectedStackCount = baseAmount * resurrectFactor / 100; // last stack has proportional chance to rebirth //FIXME: diff is always 0 auto diff = baseAmount * resurrectFactor / 100.0 - resurrectedStackCount; if(diff > rand.nextDouble(0, 0.99)) { resurrectedStackCount += 1; } if(hasBonusOfType(Bonus::REBIRTH, 1)) { // resurrect at least one Sacred Phoenix vstd::amax(resurrectedStackCount, 1); } if(resurrectedStackCount > 0) { bsa.flags |= BattleStackAttacked::REBIRTH; //TODO: use StackHealedOrResurrected bsa.newHealth.firstHPleft = MaxHealth(); bsa.newHealth.fullUnits = resurrectedStackCount - 1; bsa.newHealth.resurrected = 0; //TODO: add one-battle rebirth? } } } } bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos, BattleHex defenderPos) { if(!attackerPos.isValid()) attackerPos = attacker->position; if(!defenderPos.isValid()) defenderPos = defender->position; return (BattleHex::mutualPosition(attackerPos, defenderPos) >= 0)//front <=> front || (attacker->doubleWide()//back <=> front && BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos) >= 0) || (defender->doubleWide()//front <=> back && BattleHex::mutualPosition(attackerPos, defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0) || (defender->doubleWide() && attacker->doubleWide()//back <=> back && BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0); } bool CStack::ableToRetaliate() const { return alive() && (counterAttacks.canUse() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS)) && !hasBonusOfType(Bonus::SIEGE_WEAPON) && !hasBonusOfType(Bonus::HYPNOTIZED) && !hasBonusOfType(Bonus::NO_RETALIATION); } std::string CStack::getName() const { return (health.getCount() == 1) ? type->nameSing : type->namePl; //War machines can't use base } bool CStack::isValidTarget(bool allowDead) const { return (alive() || (allowDead && isDead())) && position.isValid() && !isTurret(); } bool CStack::isDead() const { return !alive() && !isGhost(); } bool CStack::isClone() const { return vstd::contains(state, EBattleStackState::CLONED); } bool CStack::isGhost() const { return vstd::contains(state, EBattleStackState::GHOST); } bool CStack::isTurret() const { return type->idNumber == CreatureID::ARROW_TOWERS; } bool CStack::canBeHealed() const { return getFirstHPleft() < MaxHealth() && isValidTarget() && !hasBonusOfType(Bonus::SIEGE_WEAPON); } void CStack::makeGhost() { state.erase(EBattleStackState::ALIVE); state.insert(EBattleStackState::GHOST_PENDING); } bool CStack::alive() const //determines if stack is alive { return vstd::contains(state, EBattleStackState::ALIVE); } ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const { int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id)); vstd::abetween(skill, 0, 3); return skill; } ui32 CStack::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const { //stacks does not have sorcery-like bonuses (yet?) return base; } int CStack::getEffectLevel(const CSpell * spell) const { return getSpellSchoolLevel(spell); } int CStack::getEffectPower(const CSpell * spell) const { return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * health.getCount() / 100; } int CStack::getEnchantPower(const CSpell * spell) const { int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER); if(res <= 0) res = 3;//default for creatures return res; } int CStack::getEffectValue(const CSpell * spell) const { return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * health.getCount(); } const PlayerColor CStack::getOwner() const { return battle->battleGetOwner(this); } void CStack::getCasterName(MetaString & text) const { //always plural name in case of spell cast. addNameReplacement(text, true); } void CStack::getCastDescription(const CSpell * spell, const std::vector & attacked, MetaString & text) const { text.addTxt(MetaString::GENERAL_TXT, 565);//The %s casts %s //todo: use text 566 for single creature getCasterName(text); text.addReplacement(MetaString::SPELL_NAME, spell->id.toEnum()); } int32_t CStack::unitMaxHealth() const { return MaxHealth(); } int32_t CStack::unitBaseAmount() const { return baseAmount; } void CStack::addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural) const { if(boost::logic::indeterminate(plural)) serial = VLC->generaltexth->pluralText(serial, health.getCount()); else if(plural) serial = VLC->generaltexth->pluralText(serial, 2); else serial = VLC->generaltexth->pluralText(serial, 1); text.addTxt(type, serial); } void CStack::addNameReplacement(MetaString & text, const boost::logic::tribool & plural) const { if(boost::logic::indeterminate(plural)) text.addCreReplacement(type->idNumber, health.getCount()); else if(plural) text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num); else text.addReplacement(MetaString::CRE_SING_NAMES, type->idNumber.num); } std::string CStack::formatGeneralMessage(const int32_t baseTextId) const { const int32_t textId = VLC->generaltexth->pluralText(baseTextId, health.getCount()); MetaString text; text.addTxt(MetaString::GENERAL_TXT, textId); text.addCreReplacement(type->idNumber, health.getCount()); return text.toString(); } void CStack::setHealth(const CHealthInfo & value) { health.reset(); health.fromInfo(value); } void CStack::setHealth(const CHealth & value) { health = value; }