/* * 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 "Problem.h" #include "CSpellHandler.h" #include "../battle/IBattleState.h" #include "../battle/CBattleInfoCallback.h" #include "../networkPacks/PacksForClientBattle.h" #include "../networkPacks/SetStackEffect.h" #include "../CStack.h" #include VCMI_LIB_NAMESPACE_BEGIN namespace spells { 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; } } BattleSpellMechanics::BattleSpellMechanics(const IBattleCast * event, std::shared_ptr effects_, std::shared_ptr targetCondition_): BaseMechanics(event), effects(std::move(effects_)), targetCondition(std::move(targetCondition_)) {} BattleSpellMechanics::~BattleSpellMechanics() = default; void BattleSpellMechanics::applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const { auto callback = [&](const effects::Effect * effect, bool & stop) { if(indirect == effect->indirect) { if(ignoreImmunity) { effect->apply(server, this, targets); } else { EffectTarget filtered = effect->filterTarget(this, targets); effect->apply(server, this, filtered); } } }; effects->forEachEffect(getEffectLevel(), callback); } bool BattleSpellMechanics::canBeCast(Problem & problem) const { auto genProblem = battle()->battleCanCastSpell(caster, mode); if(genProblem != ESpellCastProblem::OK) return adaptProblem(genProblem, problem); switch(mode) { case Mode::HERO: { const auto * castingHero = dynamic_cast(caster); //todo: unify hero|creature spell cost if(!castingHero) { logGlobal->debug("CSpell::canBeCast: invalid caster"); genProblem = ESpellCastProblem::NO_HERO_TO_CAST_SPELL; } else if(!castingHero->getArt(ArtifactPosition::SPELLBOOK)) genProblem = ESpellCastProblem::NO_SPELLBOOK; else if(!castingHero->canCastThisSpell(owner)) genProblem = ESpellCastProblem::HERO_DOESNT_KNOW_SPELL; else if(castingHero->mana < battle()->battleGetSpellCost(owner, castingHero)) //not enough mana genProblem = ESpellCastProblem::NOT_ENOUGH_MANA; } break; } if(genProblem != ESpellCastProblem::OK) return adaptProblem(genProblem, problem); if(!owner->isCombat()) return adaptProblem(ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, problem); const PlayerColor player = caster->getCasterOwner(); const BattleSide side = battle()->playerToSide(player); if(side == BattleSide::NONE) return adaptProblem(ESpellCastProblem::INVALID, problem); //effect like Recanter's Cloak. Blocks also passive casting. //TODO: check creature abilities to block //TODO: check any possible caster if(battle()->battleMaxSpellLevel(side) < getSpellLevel() || battle()->battleMinSpellLevel(side) > getSpellLevel()) return adaptProblem(ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED, problem); return effects->applicable(problem, this); } bool BattleSpellMechanics::canBeCastAt(const Target & target, Problem & problem) const { if(!canBeCast(problem)) return false; Target spellTarget = transformSpellTarget(target); const battle::Unit * mainTarget = nullptr; if (!getSpell()->canCastOnSelf()) { if(spellTarget.front().unitValue) { mainTarget = target.front().unitValue; } else if(spellTarget.front().hexValue.isValid()) { mainTarget = battle()->battleGetUnitByPos(target.front().hexValue, true); } if (mainTarget && mainTarget == caster) return false; // can't cast on self } return effects->applicable(problem, this, target, spellTarget); } std::vector BattleSpellMechanics::getAffectedStacks(const Target & target) const { Target spellTarget = transformSpellTarget(target); EffectTarget all; effects->forEachEffect(getEffectLevel(), [&all, &target, &spellTarget, this](const effects::Effect * e, bool & stop) { EffectTarget one = e->transformTarget(this, target, spellTarget); vstd::concatenate(all, one); }); std::set stacks; for(const Destination & dest : all) { if(dest.unitValue) { //FIXME: remove and return battle::Unit stacks.insert(battle()->battleGetStackByID(dest.unitValue->unitId(), false)); } } std::vector res; std::copy(stacks.begin(), stacks.end(), std::back_inserter(res)); return res; } void BattleSpellMechanics::cast(ServerCallback * server, const Target & target) { BattleSpellCast sc; int spellCost = 0; sc.side = casterSide; sc.spellID = getSpellId(); sc.battleID = battle()->getBattle()->getBattleID(); sc.tile = target.at(0).hexValue; sc.castByHero = mode == Mode::HERO; sc.casterStack = caster->getCasterUnitId(); sc.manaGained = 0; sc.activeCast = false; affectedUnits.clear(); const CGHeroInstance * otherHero = nullptr; { //check it there is opponent hero const BattleSide otherSide = battle()->otherSide(casterSide); if(battle()->battleHasHero(otherSide)) otherHero = battle()->battleGetFightingHero(otherSide); } //calculate spell cost if(mode == Mode::HERO) { const auto * casterHero = dynamic_cast(caster); spellCost = battle()->battleGetSpellCost(owner, casterHero); if(nullptr != otherHero) //handle mana channel { int manaChannel = 0; for(const auto * stack : battle()->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow? { if(stack->unitOwner() == otherHero->tempOwner) { vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING)); } } sc.manaGained = (manaChannel * spellCost) / 100; } sc.activeCast = true; } else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER) { spellCost = 1; sc.activeCast = true; } beforeCast(sc, *server->getRNG(), target); BattleLogMessage castDescription; castDescription.battleID = battle()->getBattle()->getBattleID(); switch (mode) { case Mode::CREATURE_ACTIVE: case Mode::ENCHANTER: case Mode::HERO: case Mode::PASSIVE: { MetaString line; caster->getCastDescription(owner, affectedUnits, line); if(!line.empty()) castDescription.lines.push_back(line); } break; default: break; } doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1)); for(auto & unit : affectedUnits) sc.affectedCres.insert(unit->unitId()); if(!castDescription.lines.empty()) server->apply(&castDescription); server->apply(&sc); for(auto & p : effectsToApply) p.first->apply(server, this, p.second); if(sc.activeCast) { caster->spendMana(server, spellCost); if(sc.manaGained > 0) { assert(otherHero); otherHero->spendMana(server, -sc.manaGained); } } // send empty event to client // temporary(?) workaround to force animations to trigger StacksInjured fakeEvent; fakeEvent.battleID = battle()->getBattle()->getBattleID(); server->apply(&fakeEvent); } void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target) { affectedUnits.clear(); Target spellTarget = transformSpellTarget(target); std::vector resisted; auto filterResisted = [&, this](const battle::Unit * unit) -> bool { if(isNegativeSpell() && isMagicalEffect()) { //magic resistance const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in % if(rng.nextInt(0, 99) < prob) return true; } return false; }; auto filterUnit = [&](const battle::Unit * unit) { if(filterResisted(unit)) resisted.push_back(unit); else affectedUnits.push_back(unit); }; //prepare targets effectsToApply = effects->prepare(this, target, spellTarget); std::set unitTargets = collectTargets(); //process them for(const auto * unit : unitTargets) filterUnit(unit); //and update targets for(auto & p : effectsToApply) { vstd::erase_if(p.second, [&](const Destination & d) { if(!d.unitValue) return false; return vstd::contains(resisted, d.unitValue); }); } if(mode == Mode::MAGIC_MIRROR) { if(caster->getHeroCaster() == nullptr) { sc.reflectedCres.insert(caster->getCasterUnitId()); } } for(const auto * unit : resisted) sc.resistedCres.insert(unit->unitId()); } void BattleSpellMechanics::castEval(ServerCallback * server, const Target & target) { affectedUnits.clear(); //TODO: evaluate caster updates (mana usage etc.) //TODO: evaluate random values Target spellTarget = transformSpellTarget(target); effectsToApply = effects->prepare(this, target, spellTarget); std::set unitTargets = collectTargets(); auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1); std::copy(std::begin(unitTargets), std::end(unitTargets), std::back_inserter(affectedUnits)); doRemoveEffects(server, affectedUnits, selector); for(auto & p : effectsToApply) p.first->apply(server, this, p.second); } std::set BattleSpellMechanics::collectTargets() const { std::set result; for(const auto & p : effectsToApply) { for(const Destination & d : p.second) if(d.unitValue) result.insert(d.unitValue); } return result; } void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const std::vector & targets, const CSelector & selector) { SetStackEffect sse; sse.battleID = battle()->getBattle()->getBattleID(); for(const auto * unit : targets) { std::vector buffer; auto bl = unit->getBonuses(selector); for(const auto & item : *bl) buffer.emplace_back(*item); if(!buffer.empty()) sse.toRemove.emplace_back(unit->unitId(), buffer); } if(!sse.toRemove.empty()) server->apply(&sse); } bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const { if(bonus->source != BonusSource::SPELL_EFFECT) return false; for(const SpellID & id : owner->counteredSpells) { if(bonus->sid.as() == id) return true; } return false; } std::set BattleSpellMechanics::spellRangeInHexes(BattleHex centralHex) const { using namespace SRSLPraserHelpers; std::set ret; std::vector rng = owner->getLevelInfo(getRangeLevel()).range; for(auto & elem : rng) { std::set curLayer = getInRange(centralHex, elem, elem); //adding obtained hexes for(const auto & curLayer_it : curLayer) ret.insert(curLayer_it); } return ret; } Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const { Target spellTarget; if(aimPoint.empty()) { logGlobal->error("Aimed spell cast with no destination."); } else { const Destination & primary = aimPoint.at(0); BattleHex aimPointHex = primary.hexValue; //transform primary spell target with spell range (if it`s valid), leave anything else to effects if(aimPointHex.isValid()) { auto spellRange = spellRangeInHexes(aimPointHex); for(const auto & hex : spellRange) spellTarget.push_back(Destination(hex)); } } if(spellTarget.empty()) spellTarget.push_back(Destination(BattleHex::INVALID)); return spellTarget; } std::vector BattleSpellMechanics::getTargetTypes() const { auto ret = BaseMechanics::getTargetTypes(); if(!ret.empty()) { effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop) { e->adjustTargetTypes(ret); stop = ret.empty(); }); } return ret; } std::vector BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const { //TODO: BattleSpellMechanics::getPossibleDestinations if(index != 0) return std::vector(); std::vector ret; switch(aimType) { case AimType::CREATURE: { auto stacks = battle()->battleGetAllStacks(); for(auto stack : stacks) { Target tmp = current; tmp.emplace_back(stack->getPosition()); detail::ProblemImpl ignored; if(canBeCastAt(tmp, ignored)) ret.emplace_back(stack->getPosition()); } break; } case AimType::LOCATION: if(fast) { auto stacks = battle()->battleGetAllStacks(); std::set hexesToCheck; for(auto stack : stacks) { hexesToCheck.insert(stack->getPosition()); for(auto adjacent : stack->getPosition().neighbouringTiles()) hexesToCheck.insert(adjacent); } for(auto hex : hexesToCheck) { if(hex.isAvailable()) { Target tmp = current; tmp.emplace_back(hex); detail::ProblemImpl ignored; if(canBeCastAt(tmp, ignored)) ret.emplace_back(hex); } } } else { for(int i = 0; i < GameConstants::BFIELD_SIZE; i++) { BattleHex dest(i); if(dest.isAvailable()) { Target tmp = current; tmp.emplace_back(dest); detail::ProblemImpl ignored; if(canBeCastAt(tmp, ignored)) ret.emplace_back(dest); } } } break; case AimType::NO_TARGET: ret.emplace_back(); break; default: break; } return ret; } bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const { return targetCondition->isReceptive(this, target); } std::vector BattleSpellMechanics::rangeInHexes(BattleHex centralHex) const { if(isMassive() || !centralHex.isValid()) return std::vector(1, BattleHex::INVALID); Target aimPoint; aimPoint.push_back(Destination(centralHex)); Target spellTarget = transformSpellTarget(aimPoint); std::set effectRange; effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop) { if(!effect->indirect) { effect->adjustAffectedHexes(effectRange, this, spellTarget); } }); std::vector ret; ret.reserve(effectRange.size()); std::copy(effectRange.begin(), effectRange.end(), std::back_inserter(ret)); return ret; } const Spell * BattleSpellMechanics::getSpell() const { return owner; } } VCMI_LIB_NAMESPACE_END