/* * SpellMechanics.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 "SpellMechanics.h" #include "mapObjects/CGHeroInstance.h" #include "BattleState.h" #include "CRandomGenerator.h" #include "NetPacks.h" 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; } } class DefaultSpellMechanics: public ISpellMechanics { public: DefaultSpellMechanics(CSpell * s): ISpellMechanics(s){}; std::vector rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override; std::set getAffectedStacks(SpellTargetingContext & ctx) const override; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override; //bool adventureCast(const SpellCastContext & context) const override; bool battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const override; }; class ObstacleMechanics: public DefaultSpellMechanics { public: ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){}; }; class WallMechanics: public ObstacleMechanics { public: WallMechanics(CSpell * s): ObstacleMechanics(s){}; std::vector rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override; }; class ChainLightningMechanics: public DefaultSpellMechanics { public: ChainLightningMechanics(CSpell * s): DefaultSpellMechanics(s){}; std::set getAffectedStacks(SpellTargetingContext & ctx) const override; }; class CloneMechanics: public DefaultSpellMechanics { public: CloneMechanics(CSpell * s): DefaultSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override; }; class DispellHelpfulMechanics: public DefaultSpellMechanics { public: DispellHelpfulMechanics(CSpell * s): DefaultSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override; }; class HypnotizeMechanics: public DefaultSpellMechanics { public: HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override; }; ///all rising spells class RisingSpellMechanics: public DefaultSpellMechanics { public: RisingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){}; }; ///all rising spells but SACRIFICE class SpecialRisingSpellMechanics: public RisingSpellMechanics { public: SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override; }; class SacrificeMechanics: public RisingSpellMechanics { public: SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){}; }; ///ISpellMechanics ISpellMechanics::ISpellMechanics(CSpell * s): owner(s) { } ISpellMechanics * ISpellMechanics::createMechanics(CSpell* s) { switch (s->id) { case SpellID::CLONE: return new CloneMechanics(s); case SpellID::DISPEL_HELPFUL_SPELLS: return new DispellHelpfulMechanics(s); case SpellID::SACRIFICE: return new SacrificeMechanics(s); case SpellID::CHAIN_LIGHTNING: return new ChainLightningMechanics(s); case SpellID::FIRE_WALL: case SpellID::FORCE_FIELD: return new WallMechanics(s); case SpellID::LAND_MINE: case SpellID::QUICKSAND: return new ObstacleMechanics(s); default: if(s->isRisingSpell()) return new SpecialRisingSpellMechanics(s); else return new DefaultSpellMechanics(s); } } ///DefaultSpellMechanics //bool DefaultSpellMechanics::adventureCast(const SpellCastContext& context) const //{ // return false; //there is no general algorithm for casting adventure spells //} bool DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const { BattleSpellCast sc; sc.side = parameters.casterSide; sc.id = owner->id; sc.skill = parameters.spellLvl; sc.tile = parameters.destination; sc.dmgToDisplay = 0; sc.castedByHero = nullptr != parameters.caster; sc.attackerType = (parameters.casterStack ? parameters.casterStack->type->idNumber : CreatureID(CreatureID::NONE)); sc.manaGained = 0; sc.spellCost = 0; //calculate spell cost if (parameters.caster) { sc.spellCost = parameters.cb->battleGetSpellCost(owner, parameters.caster); if (parameters.secHero && parameters.mode == ECastingMode::HERO_CASTING) //handle mana channel { int manaChannel = 0; for(const CStack * stack : parameters.cb->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow? { if (stack->owner == parameters.secHero->tempOwner) { vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING)); } } sc.manaGained = (manaChannel * sc.spellCost) / 100; } } //calculating affected creatures for all spells //must be vector, as in Chain Lightning order matters std::vector attackedCres; //CStack vector is somewhat more suitable than ID vector auto creatures = owner->getAffectedStacks(parameters.cb, parameters.mode, parameters.casterColor, parameters.spellLvl, parameters.destination, parameters.caster); std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres)); for (auto cre : attackedCres) { sc.affectedCres.insert (cre->ID); } //checking if creatures resist //resistance is applied only to negative spells if(owner->isNegative()) { for(auto s : attackedCres) { const int prob = std::min((s)->magicResistance(), 100); //probability of resistance in % if(env->getRandomGenerator().nextInt(99) < prob) { sc.resisted.push_back(s->ID); } } } //TODO: extract dmg to display calculation //calculating dmg to display if (owner->id == SpellID::DEATH_STARE || owner->id == SpellID::ACID_BREATH_DAMAGE) { sc.dmgToDisplay = parameters.usedSpellPower; if (owner->id == SpellID::DEATH_STARE) vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack } StacksInjured si; //TODO:applying effects env->sendAndApply(&sc); if(!si.stacks.empty()) //after spellcast info shows env->sendAndApply(&si); //reduce number of casts remaining //TODO: this should be part of BattleSpellCast apply if (parameters.mode == ECastingMode::CREATURE_ACTIVE_CASTING || parameters.mode == ECastingMode::ENCHANTER_CASTING) { assert(parameters.casterStack); BattleSetStackProperty ssp; ssp.stackID = parameters.casterStack->ID; ssp.which = BattleSetStackProperty::CASTS; ssp.val = -1; ssp.absolute = false; env->sendAndApply(&ssp); } //Magic Mirror effect if (owner->isNegative() && parameters.mode != ECastingMode::MAGIC_MIRROR && owner->level && owner->getLevelInfo(0).range == "0") //it is actual spell and can be reflected to single target, no recurrence { for(auto & attackedCre : attackedCres) { int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR); if(mirrorChance > env->getRandomGenerator().nextInt(99)) { std::vector mirrorTargets; auto battleStacks = parameters.cb->battleGetAllStacks(true); for (auto & battleStack : battleStacks) { if(battleStack->owner == parameters.casterColor) //get enemy stacks which can be affected by this spell { if (ESpellCastProblem::OK == owner->isImmuneByStack(nullptr, battleStack)) mirrorTargets.push_back(battleStack); } } if (!mirrorTargets.empty()) { int targetHex = (*RandomGeneratorUtil::nextItem(mirrorTargets, env->getRandomGenerator()))->position; BattleSpellCastParameters mirrorParameters = parameters; mirrorParameters.spellLvl = 0; mirrorParameters.casterSide = 1-parameters.casterSide; mirrorParameters.casterColor = (attackedCre)->owner; mirrorParameters.caster = nullptr; mirrorParameters.destination = targetHex; mirrorParameters.secHero = parameters.caster; mirrorParameters.mode = ECastingMode::MAGIC_MIRROR; mirrorParameters.casterStack = (attackedCre); mirrorParameters.selectedStack = nullptr; battleCast(env, mirrorParameters); } } } } return true; } std::vector DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const { using namespace SRSLPraserHelpers; std::vector ret; std::string rng = owner->getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling if(rng.size() >= 2 && rng[0] != 'X') //there is at lest one hex in range (+artificial comma) { std::string number1, number2; int beg, end; bool readingFirst = true; for(auto & elem : rng) { if(std::isdigit(elem) ) //reading number { if(readingFirst) number1 += elem; else number2 += elem; } else if(elem == ',') //comma { //calculating variables if(readingFirst) { beg = atoi(number1.c_str()); number1 = ""; } else { end = atoi(number2.c_str()); number2 = ""; } //obtaining new hexes std::set curLayer; if(readingFirst) { curLayer = getInRange(centralHex, beg, beg); } else { curLayer = getInRange(centralHex, beg, end); readingFirst = true; } //adding abtained hexes for(auto & curLayer_it : curLayer) { ret.push_back(curLayer_it); } } else if(elem == '-') //dash { beg = atoi(number1.c_str()); number1 = ""; readingFirst = false; } } } //remove duplicates (TODO check if actually needed) range::unique(ret); return ret; } std::set DefaultSpellMechanics::getAffectedStacks(SpellTargetingContext & ctx) const { std::set attackedCres;//std::set to exclude multiple occurrences of two hex creatures const ui8 attackerSide = ctx.cb->playerToSide(ctx.casterColor) == 1; const auto attackedHexes = rangeInHexes(ctx.destination, ctx.schoolLvl, attackerSide); const CSpell::TargetInfo ti(owner, ctx.schoolLvl, ctx.mode); //TODO: more generic solution for mass spells if (owner->getLevelInfo(ctx.schoolLvl).range.size() > 1) //custom many-hex range { for(BattleHex hex : attackedHexes) { if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive)) { attackedCres.insert(st); } } } else if(ti.type == CSpell::CREATURE) { auto predicate = [=](const CStack * s){ const bool positiveToAlly = owner->isPositive() && s->owner == ctx.casterColor; const bool negativeToEnemy = owner->isNegative() && s->owner != ctx.casterColor; const bool validTarget = s->isValidTarget(!ti.onlyAlive); //todo: this should be handled by spell class //for single target spells select stacks covering destination tile const bool rangeCovers = ti.massive || s->coversPos(ctx.destination); //handle smart targeting const bool positivenessFlag = !ti.smart || owner->isNeutral() || positiveToAlly || negativeToEnemy; return rangeCovers && positivenessFlag && validTarget; }; TStacks stacks = ctx.cb->battleGetStacksIf(predicate); if (ti.massive) { //for massive spells add all targets for (auto stack : stacks) attackedCres.insert(stack); } else { //for single target spells we must select one target. Alive stack is preferred (issue #1763) for(auto stack : stacks) { if(stack->alive()) { attackedCres.insert(stack); break; } } if(attackedCres.empty() && !stacks.empty()) { attackedCres.insert(stacks.front()); } } } else //custom range from attackedHexes { for(BattleHex hex : attackedHexes) { if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive)) attackedCres.insert(st); } } return attackedCres; } ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const { //by default use general algorithm return owner->isImmuneBy(obj); } ///WallMechanics std::vector WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool* outDroppedHexes) const { using namespace SRSLPraserHelpers; std::vector ret; //Special case - shape of obstacle depends on caster's side //TODO make it possible through spell_info 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; } ///ChainLightningMechanics std::set ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const { std::set attackedCres; std::set possibleHexes; for(auto stack : ctx.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 = ctx.cb->battleGetStackByPos(lightningHex, true); if(!stack) break; attackedCres.insert (stack); for(auto hex : stack->getHexes()) { possibleHexes.erase(hex); //can't hit same place twice } if(possibleHexes.empty()) //not enough targets break; lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes); } return attackedCres; } ///CloneMechanics ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack * obj) const { //can't clone already cloned creature if (vstd::contains(obj->state, EBattleStackState::CLONED)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //TODO: how about stacks casting Clone? //currently Clone casted by stack is assumed Expert level ui8 schoolLevel; if (caster) { schoolLevel = caster->getSpellSchoolLevel(owner); } else { schoolLevel = 3; } 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); } ///DispellHelpfulMechanics ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const { TBonusListPtr spellBon = obj->getSpellBonuses(); bool hasPositiveSpell = false; for(const Bonus * b : *spellBon) { if(SpellID(b->sid).toSpell()->isPositive()) { hasPositiveSpell = true; break; } } if(!hasPositiveSpell) { return ESpellCastProblem::NO_SPELLS_TO_DISPEL; } //use default algorithm only if there is no mechanics-related problem return DefaultSpellMechanics::isImmuneByStack(caster,obj); } ///HypnotizeMechanics ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const { if(nullptr != caster) //do not resist hypnotize casted after attack, for example { //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 = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj); if (subjectHealth > maxHealth) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } return DefaultSpellMechanics::isImmuneByStack(caster,obj); } ///SpecialRisingSpellMechanics ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance* 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; if (caster) //FIXME: Archangels can cast immune stack { auto maxHealth = owner->calculateHealedHP (caster, obj); 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); }