/* * BattleActionProcessor.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 "BattleActionProcessor.h" #include "BattleProcessor.h" #include "../CGameHandler.h" #include "../../lib/texts/CGeneralTextHandler.h" #include "../../lib/CStack.h" #include "../../lib/IGameSettings.h" #include "../../lib/battle/CBattleInfoCallback.h" #include "../../lib/battle/CObstacleInstance.h" #include "../../lib/battle/IBattleState.h" #include "../../lib/battle/BattleAction.h" #include "../../lib/entities/building/TownFortifications.h" #include "../../lib/gameState/CGameState.h" #include "../../lib/networkPacks/PacksForClientBattle.h" #include "../../lib/networkPacks/SetStackEffect.h" #include "../../lib/spells/AbilityCaster.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/spells/ISpellMechanics.h" #include "../../lib/spells/Problem.h" #include BattleActionProcessor::BattleActionProcessor(BattleProcessor * owner, CGameHandler * newGameHandler) : owner(owner) , gameHandler(newGameHandler) { } bool BattleActionProcessor::doEmptyAction(const CBattleInfoCallback & battle, const BattleAction & ba) { return true; } bool BattleActionProcessor::doEndTacticsAction(const CBattleInfoCallback & battle, const BattleAction & ba) { return true; } bool BattleActionProcessor::doWaitAction(const CBattleInfoCallback & battle, const BattleAction & ba) { const CStack * stack = battle.battleGetStackByID(ba.stackNumber); if (!canStackAct(battle, stack)) return false; return true; } bool BattleActionProcessor::doRetreatAction(const CBattleInfoCallback & battle, const BattleAction & ba) { if (!battle.battleCanFlee(battle.sideToPlayer(ba.side))) { gameHandler->complain("Cannot retreat!"); return false; } owner->setBattleResult(battle, EBattleResult::ESCAPE, battle.otherSide(ba.side)); return true; } bool BattleActionProcessor::doSurrenderAction(const CBattleInfoCallback & battle, const BattleAction & ba) { PlayerColor player = battle.sideToPlayer(ba.side); int cost = battle.battleGetSurrenderCost(player); if (cost < 0) { gameHandler->complain("Cannot surrender!"); return false; } if (gameHandler->getResource(player, EGameResID::GOLD) < cost) { gameHandler->complain("Not enough gold to surrender!"); return false; } gameHandler->giveResource(player, EGameResID::GOLD, -cost); owner->setBattleResult(battle, EBattleResult::SURRENDER, battle.otherSide(ba.side)); return true; } bool BattleActionProcessor::doHeroSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba) { const CGHeroInstance *h = battle.battleGetFightingHero(ba.side); if (!h) { logGlobal->error("Wrong caster!"); return false; } if (!ba.spell.hasValue()) { logGlobal->error("Wrong spell id (%d)!", ba.spell.getNum()); return false; } const CSpell * s = ba.spell.toSpell(); spells::BattleCast parameters(&battle, h, spells::Mode::HERO, s); spells::detail::ProblemImpl problem; auto m = s->battleMechanics(¶meters); if(!m->canBeCast(problem))//todo: should we check aimed cast? { logGlobal->warn("Spell cannot be cast!"); std::vector texts; problem.getAll(texts); for(auto s : texts) logGlobal->warn(s); return false; } parameters.cast(gameHandler->spellEnv, ba.getTarget(&battle)); return true; } bool BattleActionProcessor::doWalkAction(const CBattleInfoCallback & battle, const BattleAction & ba) { const CStack * stack = battle.battleGetStackByID(ba.stackNumber); battle::Target target = ba.getTarget(&battle); if (!canStackAct(battle, stack)) return false; if(target.size() < 1) { gameHandler->complain("Destination required for move action."); return false; } int walkedTiles = moveStack(battle, ba.stackNumber, target.at(0).hexValue); //move if (!walkedTiles) { gameHandler->complain("Stack failed movement!"); return false; } return true; } bool BattleActionProcessor::doDefendAction(const CBattleInfoCallback & battle, const BattleAction & ba) { const CStack * stack = battle.battleGetStackByID(ba.stackNumber); if (!canStackAct(battle, stack)) return false; //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.) SetStackEffect sse; sse.battleID = battle.getBattle()->getBattleID(); Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE), BonusValueType::PERCENT_TO_ALL); Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE), BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE), BonusValueType::ADDITIVE_VALUE); Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE), BonusValueType::ADDITIVE_VALUE); BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE))); int oldDefenceValue = defence.totalValue(); defence.push_back(std::make_shared(defenseBonusToAdd)); defence.push_back(std::make_shared(bonus2)); int difference = defence.totalValue() - oldDefenceValue; std::vector buffer; if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0) { difference = 1; buffer.push_back(alternativeWeakCreatureBonus); } else { buffer.push_back(defenseBonusToAdd); } buffer.push_back(bonus2); sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer)); gameHandler->sendAndApply(&sse); BattleLogMessage message; message.battleID = battle.getBattle()->getBattleID(); MetaString text; stack->addText(text, EMetaText::GENERAL_TXT, 120); stack->addNameReplacement(text); text.replaceNumber(difference); message.lines.push_back(text); gameHandler->sendAndApply(&message); return true; } bool BattleActionProcessor::doAttackAction(const CBattleInfoCallback & battle, const BattleAction & ba) { const CStack * stack = battle.battleGetStackByID(ba.stackNumber); battle::Target target = ba.getTarget(&battle); if (!canStackAct(battle, stack)) return false; if(target.size() < 2) { gameHandler->complain("Two destinations required for attack action."); return false; } BattleHex attackPos = target.at(0).hexValue; BattleHex destinationTile = target.at(1).hexValue; const CStack * destinationStack = battle.battleGetStackByPos(destinationTile, true); if(!destinationStack) { gameHandler->complain("Invalid target to attack"); return false; } BattleHex startingPos = stack->getPosition(); int distance = moveStack(battle, ba.stackNumber, attackPos); logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName()); if(stack->getPosition() != attackPos && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) ) { // we were not able to reach destination tile, nor occupy specified hex // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine return true; } if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check { destinationStack = nullptr; } if(!destinationStack) { gameHandler->complain("Unit can not attack itself"); return false; } if(!CStack::isMeleeAttackPossible(stack, destinationStack)) { gameHandler->complain("Attack cannot be performed!"); return false; } //attack int totalAttacks = stack->totalAttacks.getMeleeValue(); //TODO: move to CUnitState const auto * attackingHero = battle.battleGetFightingHero(ba.side); if(attackingHero) { totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, BonusSubtypeID(stack->creatureId())); } static const auto firstStrikeSelector = Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeAll).Or(Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeMelee)); const bool firstStrike = destinationStack->hasBonus(firstStrikeSelector); const bool retaliation = destinationStack->ableToRetaliate(); bool ferocityApplied = false; int32_t defenderInitialQuantity = destinationStack->getCount(); for (int i = 0; i < totalAttacks; ++i) { //first strike if(i == 0 && firstStrike && retaliation && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)) { makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, false, true); } //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive()) { makeAttack(battle, stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack if(!ferocityApplied && stack->hasBonusOfType(BonusType::FEROCITY)) { auto ferocityBonus = stack->getBonus(Selector::type()(BonusType::FEROCITY)); int32_t requiredCreaturesToKill = ferocityBonus->additionalInfo != CAddInfo::NONE ? ferocityBonus->additionalInfo[0] : 1; if(defenderInitialQuantity - destinationStack->getCount() >= requiredCreaturesToKill) { ferocityApplied = true; int additionalAttacksCount = stack->valOfBonuses(BonusType::FEROCITY); totalAttacks += additionalAttacksCount; } } } //counterattack //we check retaliation twice, so if it unblocked during attack it will work only on next attack if(stack->alive() && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION) && (i == 0 && !firstStrike) && retaliation && destinationStack->ableToRetaliate()) { makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, false, true); } } //return if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE) && target.size() == 3 && startingPos != stack->getPosition() && startingPos == target.at(2).hexValue && stack->alive()) { moveStack(battle, ba.stackNumber, startingPos); //NOTE: curStack->unitId() == ba.stackNumber (rev 1431) } return true; } bool BattleActionProcessor::doShootAction(const CBattleInfoCallback & battle, const BattleAction & ba) { const CStack * stack = battle.battleGetStackByID(ba.stackNumber); battle::Target target = ba.getTarget(&battle); if (!canStackAct(battle, stack)) return false; if(target.size() < 1) { gameHandler->complain("Destination required for shot action."); return false; } auto destination = target.at(0).hexValue; const CStack * destinationStack = battle.battleGetStackByPos(destination); if (!battle.battleCanShoot(stack, destination)) { gameHandler->complain("Cannot shoot!"); return false; } if (!destinationStack) { gameHandler->complain("No target to shoot!"); return false; } static const auto firstStrikeSelector = Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeAll).Or(Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeRanged)); const bool firstStrike = destinationStack->hasBonus(firstStrikeSelector); if (!firstStrike) makeAttack(battle, stack, destinationStack, 0, destination, true, true, false); //ranged counterattack if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION) && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION) && destinationStack->ableToRetaliate() && battle.battleCanShoot(destinationStack, stack->getPosition()) && stack->alive()) //attacker may have died (fire shield) { makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, true, true); } //allow more than one additional attack int totalRangedAttacks = stack->totalAttacks.getRangedValue(); //TODO: move to CUnitState const auto * attackingHero = battle.battleGetFightingHero(ba.side); if(attackingHero) { totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, BonusSubtypeID(stack->creatureId())); } for(int i = firstStrike ? 0:1; i < totalRangedAttacks; ++i) { if( stack->alive() && destinationStack->alive() && stack->shots.canUse() ) { makeAttack(battle, stack, destinationStack, 0, destination, false, true, false); } } return true; } bool BattleActionProcessor::doCatapultAction(const CBattleInfoCallback & battle, const BattleAction & ba) { const CStack * stack = battle.battleGetStackByID(ba.stackNumber); battle::Target target = ba.getTarget(&battle); if (!canStackAct(battle, stack)) return false; std::shared_ptr catapultAbility = stack->getFirstBonus(Selector::type()(BonusType::CATAPULT)); if(!catapultAbility || catapultAbility->subtype == BonusSubtypeID()) { gameHandler->complain("We do not know how to shoot :P"); } else { const CSpell * spell = catapultAbility->subtype.as().toSpell(); spells::BattleCast parameters(&battle, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype)); parameters.setSpellLevel(shotLevel); parameters.cast(gameHandler->spellEnv, target); } return true; } bool BattleActionProcessor::doUnitSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba) { const CStack * stack = battle.battleGetStackByID(ba.stackNumber); battle::Target target = ba.getTarget(&battle); SpellID spellID = ba.spell; if (!canStackAct(battle, stack)) return false; std::shared_ptr randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER)); std::shared_ptr spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, BonusSubtypeID(spellID))); if (!spellcaster && !randSpellcaster) { gameHandler->complain("That stack can't cast spells!"); return false; } if (randSpellcaster) { if (target.size() != 1) { gameHandler->complain("Invalid target for random spellcaster!"); return false; } const battle::Unit * subject = target[0].unitValue; if (target[0].unitValue == nullptr) subject = battle.battleGetStackByPos(target[0].hexValue, true); if (subject == nullptr) { gameHandler->complain("Invalid target for random spellcaster!"); return false; } spellID = battle.getRandomBeneficialSpell(gameHandler->getRandomGenerator(), stack, subject); if (spellID == SpellID::NONE) { gameHandler->complain("That stack can't cast spells!"); return false; } } const CSpell * spell = SpellID(spellID).toSpell(); spells::BattleCast parameters(&battle, stack, spells::Mode::CREATURE_ACTIVE, spell); int32_t spellLvl = 0; if(spellcaster) vstd::amax(spellLvl, spellcaster->val); if(randSpellcaster) vstd::amax(spellLvl, randSpellcaster->val); parameters.setSpellLevel(spellLvl); parameters.cast(gameHandler->spellEnv, target); return true; } bool BattleActionProcessor::doHealAction(const CBattleInfoCallback & battle, const BattleAction & ba) { const CStack * stack = battle.battleGetStackByID(ba.stackNumber); battle::Target target = ba.getTarget(&battle); if (!canStackAct(battle, stack)) return false; if(target.size() < 1) { gameHandler->complain("Destination required for heal action."); return false; } const battle::Unit * destStack = nullptr; std::shared_ptr healerAbility = stack->getFirstBonus(Selector::type()(BonusType::HEALER)); if(target.at(0).unitValue) destStack = target.at(0).unitValue; else destStack = battle.battleGetUnitByPos(target.at(0).hexValue); if(stack == nullptr || destStack == nullptr || !healerAbility || !healerAbility->subtype.hasValue()) { gameHandler->complain("There is either no healer, no destination, or healer cannot heal :P"); } else { const CSpell * spell = healerAbility->subtype.as().toSpell(); spells::BattleCast parameters(&battle, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent auto dest = battle::Destination(destStack, target.at(0).hexValue); parameters.setSpellLevel(0); parameters.cast(gameHandler->spellEnv, {dest}); } return true; } bool BattleActionProcessor::canStackAct(const CBattleInfoCallback & battle, const CStack * stack) { if (!stack) { gameHandler->complain("No such stack!"); return false; } if (!stack->alive()) { gameHandler->complain("This stack is dead: " + stack->nodeName()); return false; } if (battle.battleTacticDist()) { if (stack && stack->unitSide() != battle.battleGetTacticsSide()) { gameHandler->complain("This is not a stack of side that has tactics!"); return false; } } else { if (stack != battle.battleActiveUnit()) { gameHandler->complain("Action has to be about active stack!"); return false; } } return true; } bool BattleActionProcessor::dispatchBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba) { switch(ba.actionType) { case EActionType::BAD_MORALE: case EActionType::NO_ACTION: return doEmptyAction(battle, ba); case EActionType::END_TACTIC_PHASE: return doEndTacticsAction(battle, ba); case EActionType::RETREAT: return doRetreatAction(battle, ba); case EActionType::SURRENDER: return doSurrenderAction(battle, ba); case EActionType::HERO_SPELL: return doHeroSpellAction(battle, ba); case EActionType::WALK: return doWalkAction(battle, ba); case EActionType::WAIT: return doWaitAction(battle, ba); case EActionType::DEFEND: return doDefendAction(battle, ba); case EActionType::WALK_AND_ATTACK: return doAttackAction(battle, ba); case EActionType::SHOOT: return doShootAction(battle, ba); case EActionType::CATAPULT: return doCatapultAction(battle, ba); case EActionType::MONSTER_SPELL: return doUnitSpellAction(battle, ba); case EActionType::STACK_HEAL: return doHealAction(battle, ba); } gameHandler->complain("Unrecognized action type received!!"); return false; } bool BattleActionProcessor::makeBattleActionImpl(const CBattleInfoCallback & battle, const BattleAction &ba) { logGlobal->trace("Making action: %s", ba.toString()); const CStack * stack = battle.battleGetStackByID(ba.stackNumber); // for these events client does not expects StartAction/EndAction wrapper if (!ba.isBattleEndAction()) { StartAction startAction(ba); startAction.battleID = battle.getBattle()->getBattleID(); gameHandler->sendAndApply(&startAction); } bool result = dispatchBattleAction(battle, ba); if (!ba.isBattleEndAction()) { EndAction endAction; endAction.battleID = battle.getBattle()->getBattleID(); gameHandler->sendAndApply(&endAction); } if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL) battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *stack); return result; } int BattleActionProcessor::moveStack(const CBattleInfoCallback & battle, int stack, BattleHex dest) { int ret = 0; const CStack *curStack = battle.battleGetStackByID(stack); const CStack *stackAtEnd = battle.battleGetStackByPos(dest); assert(curStack); assert(dest < GameConstants::BFIELD_SIZE); if (battle.battleGetTacticDist()) { assert(battle.isInTacticRange(dest)); } auto start = curStack->getPosition(); if (start == dest) return 0; //initing necessary tables auto accessibility = battle.getAccessibility(curStack); std::set passed; //Ignore obstacles on starting position passed.insert(curStack->getPosition()); if(curStack->doubleWide()) passed.insert(curStack->occupiedHex()); //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there) if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack)) { BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false); if(accessibility.accessible(shifted, curStack)) dest = shifted; } if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack)) { gameHandler->complain("Given destination is not accessible!"); return 0; } bool canUseGate = false; auto dbState = battle.battleGetGateState(); if(battle.battleGetFortifications().wallsHealth > 0 && curStack->unitSide() == BattleSide::DEFENDER && dbState != EGateState::DESTROYED && dbState != EGateState::BLOCKED) { canUseGate = true; } std::pair< std::vector, int > path = battle.getPath(start, dest, curStack); ret = path.second; int creSpeed = curStack->getMovementRange(0); if (battle.battleGetTacticDist() > 0 && creSpeed > 0) creSpeed = GameConstants::BFIELD_SIZE; bool hasWideMoat = vstd::contains_if(battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), false), [](const std::shared_ptr & obst) { return obst->obstacleType == CObstacleInstance::MOAT; }); auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool { if (hasWideMoat && hex == BattleHex::GATE_BRIDGE) return true; if (hex == BattleHex::GATE_OUTER) return true; if (hex == BattleHex::GATE_INNER) return true; return false; }; auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool { if (isGateDrawbridgeHex(hex)) return true; if (curStack->doubleWide()) { BattleHex otherHex = curStack->occupiedHex(hex); if (otherHex.isValid() && isGateDrawbridgeHex(otherHex)) return true; } return false; }; if (curStack->hasBonusOfType(BonusType::FLYING)) { if (path.second <= creSpeed && path.first.size() > 0) { if (canUseGate && dbState != EGateState::OPENED && occupyGateDrawbridgeHex(dest)) { BattleUpdateGateState db; db.battleID = battle.getBattle()->getBattleID(); db.state = EGateState::OPENED; gameHandler->sendAndApply(&db); } //inform clients about move BattleStackMoved sm; sm.battleID = battle.getBattle()->getBattleID(); sm.stack = curStack->unitId(); std::vector tiles; tiles.push_back(path.first[0]); sm.tilesToMove = tiles; sm.distance = path.second; sm.teleporting = false; gameHandler->sendAndApply(&sm); } } else //for non-flying creatures { std::vector tiles; const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0); int v = (int)path.first.size()-1; path.first.push_back(start); // check if gate need to be open or closed at some point BattleHex openGateAtHex, gateMayCloseAtHex; if (canUseGate) { for (int i = (int)path.first.size()-1; i >= 0; i--) { auto needOpenGates = [&](BattleHex hex) -> bool { if (hasWideMoat && hex == BattleHex::GATE_BRIDGE) return true; if (hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == BattleHex::GATE_OUTER) return true; else if (hex == BattleHex::GATE_OUTER || hex == BattleHex::GATE_INNER) return true; return false; }; auto hex = path.first[i]; if (!openGateAtHex.isValid() && dbState != EGateState::OPENED) { if (needOpenGates(hex)) openGateAtHex = path.first[i+1]; //TODO we need find batter way to handle double-wide stacks //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug. if (curStack->doubleWide() && i + 2 < path.first.size()) { BattleHex otherHex = curStack->occupiedHex(hex); if (otherHex.isValid() && needOpenGates(otherHex)) openGateAtHex = path.first[i+2]; } //gate may be opened and then closed during stack movement, but not other way around if (openGateAtHex.isValid()) dbState = EGateState::OPENED; } if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED) { if (hex == BattleHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_OUTER) { gateMayCloseAtHex = path.first[i-1]; } if (hasWideMoat) { if (hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_OUTER) { gateMayCloseAtHex = path.first[i-1]; } else if (hex == BattleHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_INNER && path.first[i-1] != BattleHex::GATE_BRIDGE) { gateMayCloseAtHex = path.first[i-1]; } } else if (hex == BattleHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_INNER) { gateMayCloseAtHex = path.first[i-1]; } } } } bool stackIsMoving = true; while(stackIsMoving) { if (verror("Movement terminated abnormally"); break; } bool gateStateChanging = false; //special handling for opening gate on from starting hex if (openGateAtHex.isValid() && openGateAtHex == start) gateStateChanging = true; else { for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v) { BattleHex hex = path.first[v]; tiles.push_back(hex); if ((openGateAtHex.isValid() && openGateAtHex == hex) || (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex)) { gateStateChanging = true; } //if we walked onto something, finalize this portion of stack movement check into obstacle if(!battle.battleGetAllObstaclesOnPos(hex, false).empty()) obstacleHit = true; if (curStack->doubleWide()) { BattleHex otherHex = curStack->occupiedHex(hex); //two hex creature hit obstacle by backside auto obstacle2 = battle.battleGetAllObstaclesOnPos(otherHex, false); if(otherHex.isValid() && !obstacle2.empty()) obstacleHit = true; } if(!obstacleHit) passed.insert(hex); } } if (!tiles.empty()) { //commit movement BattleStackMoved sm; sm.battleID = battle.getBattle()->getBattleID(); sm.stack = curStack->unitId(); sm.distance = path.second; sm.teleporting = false; sm.tilesToMove = tiles; gameHandler->sendAndApply(&sm); tiles.clear(); } //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end if (curStack->getPosition() != dest) { if(stackIsMoving && start != curStack->getPosition()) { stackIsMoving = battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed); passed.insert(curStack->getPosition()); if(curStack->doubleWide()) passed.insert(curStack->occupiedHex()); } if (gateStateChanging) { if (curStack->getPosition() == openGateAtHex) { openGateAtHex = BattleHex(); //only open gate if stack is still alive if (curStack->alive()) { BattleUpdateGateState db; db.battleID = battle.getBattle()->getBattleID(); db.state = EGateState::OPENED; gameHandler->sendAndApply(&db); } } else if (curStack->getPosition() == gateMayCloseAtHex) { gateMayCloseAtHex = BattleHex(); owner->updateGateState(battle); } } } else //movement finished normally: we reached destination stackIsMoving = false; } } //handle last hex separately for deviation if (gameHandler->getSettings().getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES)) { if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide()) || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide())) passed.clear(); //Just empty passed, obstacles will handled automatically } if(dest == start) //If dest is equal to start, then we should handle obstacles for it anyway passed.clear(); //Just empty passed, obstacles will handled automatically //handling obstacle on the final field (separate, because it affects both flying and walking stacks) battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed); return ret; } void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter) { if(first && !counter) handleAttackBeforeCasting(battle, ranged, attacker, defender); FireShieldInfo fireShield; BattleAttack bat; BattleLogMessage blm; blm.battleID = battle.getBattle()->getBattleID(); bat.battleID = battle.getBattle()->getBattleID(); bat.attackerChanges.battleID = battle.getBattle()->getBattleID(); bat.stackAttacking = attacker->unitId(); bat.tile = targetHex; std::shared_ptr attackerState = attacker->acquireState(); if(ranged) bat.flags |= BattleAttack::SHOT; if(counter) bat.flags |= BattleAttack::COUNTER; const int attackerLuck = attacker->luckVal(); if(attackerLuck > 0) { auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE); size_t diceIndex = std::min(diceSize.size(), attackerLuck) - 1; // array index, so 0-indexed if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1) bat.flags |= BattleAttack::LUCKY; } if(attackerLuck < 0) { auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_LUCK_DICE); size_t diceIndex = std::min(diceSize.size(), -attackerLuck) - 1; // array index, so 0-indexed if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1) bat.flags |= BattleAttack::UNLUCKY; } if (gameHandler->getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE)) { bat.flags |= BattleAttack::DEATH_BLOW; } const auto * owner = battle.battleGetFightingHero(attacker->unitSide()); if(owner) { int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, BonusSubtypeID(attacker->creatureId())); if (chance > gameHandler->getRandomGenerator().nextInt(99)) bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG; } battle::HealInfo healInfo; // only primary target if(defender->alive()) applyBattleEffects(battle, bat, attackerState, fireShield, defender, healInfo, distance, false); //multiple-hex normal attack std::set attackedCreatures = battle.getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target for(const CStack * stack : attackedCreatures) { if(stack != defender && stack->alive()) //do not hit same stack twice applyBattleEffects(battle, bat, attackerState, fireShield, stack, healInfo, distance, true); } std::shared_ptr bonus = attacker->getFirstBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK)); if(bonus && ranged && bonus->subtype.hasValue()) //TODO: make it work in melee? { //this is need for displaying hit animation bat.flags |= BattleAttack::SPELL_LIKE; bat.spellID = bonus->subtype.as(); //TODO: should spell override creature`s projectile? auto spell = bat.spellID.toSpell(); battle::Target target; target.emplace_back(defender, targetHex); spells::BattleCast event(&battle, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell); event.setSpellLevel(bonus->val); auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target); //TODO: get exact attacked hex for defender for(const CStack * stack : attackedCreatures) { if(stack != defender && stack->alive()) //do not hit same stack twice { applyBattleEffects(battle, bat, attackerState, fireShield, stack, healInfo, distance, true); } } //now add effect info for all attacked stacks for (BattleStackAttacked & bsa : bat.bsa) { if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield { //this is need for displaying affect animation bsa.flags |= BattleStackAttacked::SPELL_EFFECT; bsa.spellID = bonus->subtype.as(); } } } attackerState->afterAttack(ranged, counter); { UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE); attackerState->save(info.data); bat.attackerChanges.changedStacks.push_back(info); } if (healInfo.healedHealthPoints > 0) bat.flags |= BattleAttack::LIFE_DRAIN; for (BattleStackAttacked & bsa : bat.bsa) bsa.battleID = battle.getBattle()->getBattleID(); gameHandler->sendAndApply(&bat); { const bool multipleTargets = bat.bsa.size() > 1; int64_t totalDamage = 0; int32_t totalKills = 0; for(const BattleStackAttacked & bsa : bat.bsa) { totalDamage += bsa.damageAmount; totalKills += bsa.killedAmount; } addGenericDamageLog(blm, attackerState, totalDamage); addGenericKilledLog(blm, defender, totalKills, multipleTargets); } // drain life effect (as well as log entry) must be applied after the attack if(healInfo.healedHealthPoints > 0) { addGenericDrainedLifeLog(blm, attackerState, defender, healInfo.healedHealthPoints); addGenericResurrectedLog(blm, attackerState, defender, healInfo.resurrectedCount); } if(!fireShield.empty()) { //todo: this should be "virtual" spell instead, we only need fire spell school bonus here const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell(); int64_t totalDamage = 0; for(const auto & item : fireShield) { const CStack * actor = item.first; int64_t rawDamage = item.second; const CGHeroInstance * actorOwner = battle.battleGetFightingHero(actor->unitSide()); if(actorOwner) { rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage); } else { rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage); } totalDamage+=rawDamage; //FIXME: add custom effect on actor } if (totalDamage > 0) { BattleStackAttacked bsa; bsa.battleID = battle.getBattle()->getBattleID(); bsa.flags |= BattleStackAttacked::FIRE_SHIELD; bsa.stackAttacked = attacker->unitId(); //invert bsa.attackerID = defender->unitId(); bsa.damageAmount = totalDamage; attacker->prepareAttacked(bsa, gameHandler->getRandomGenerator()); StacksInjured pack; pack.battleID = battle.getBattle()->getBattleID(); pack.stacks.push_back(bsa); gameHandler->sendAndApply(&pack); // TODO: this is already implemented in Damage::describeEffect() { MetaString text; text.appendLocalString(EMetaText::GENERAL_TXT, 376); text.replaceName(SpellID(SpellID::FIRE_SHIELD)); text.replaceNumber(totalDamage); blm.lines.push_back(std::move(text)); } addGenericKilledLog(blm, attacker, bsa.killedAmount, false); } } gameHandler->sendAndApply(&blm); handleAfterAttackCasting(battle, ranged, attacker, defender); } void BattleActionProcessor::attackCasting(const CBattleInfoCallback & battle, bool ranged, BonusType attackMode, const battle::Unit * attacker, const CStack * defender) { if(attacker->hasBonusOfType(attackMode)) { TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode)); std::set spellsToCast = getSpellsForAttackCasting(spells, defender); for(SpellID spellID : spellsToCast) { bool castMe = false; if(!defender->alive()) { logGlobal->debug("attackCasting: all attacked creatures have been killed"); return; } int32_t spellLevel = 0; TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, BonusSubtypeID(spellID))); for(const auto & sf : *spellsByType) { int meleeRanged; vstd::amax(spellLevel, sf->additionalInfo[0]); meleeRanged = sf->additionalInfo[1]; if (meleeRanged == CAddInfo::NONE || meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged)) castMe = true; } int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, BonusSubtypeID(spellID)))); vstd::amin(chance, 100); const CSpell * spell = SpellID(spellID).toSpell(); spells::AbilityCaster caster(attacker, spellLevel); spells::Target target; target.emplace_back(defender); spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell); auto m = spell->battleMechanics(¶meters); spells::detail::ProblemImpl ignored; if(!m->canBeCastAt(target, ignored)) continue; //check if spell should be cast (probability handling) if(gameHandler->getRandomGenerator().nextInt(99) >= chance) continue; //casting if(castMe) { parameters.cast(gameHandler->spellEnv, target); } } } } std::set BattleActionProcessor::getSpellsForAttackCasting(TConstBonusListPtr spells, const CStack *defender) { std::set spellsToCast; constexpr int unlayeredItemsInternalLayer = -1; std::map>> spellsWithBackupLayers; for(int i = 0; i < spells->size(); i++) { std::shared_ptr bonus = spells->operator[](i); int layer = bonus->additionalInfo[2]; vstd::amax(layer, -1); spellsWithBackupLayers[layer].push_back(bonus); } auto addSpellsFromLayer = [&](int layer) -> void { assert(spellsWithBackupLayers.find(layer) != spellsWithBackupLayers.end()); for(const auto & spell : spellsWithBackupLayers[layer]) { if (spell->subtype.as() != SpellID()) spellsToCast.insert(spell->subtype.as()); else logGlobal->error("Invalid spell to cast during attack!"); } }; if(spellsWithBackupLayers.find(unlayeredItemsInternalLayer) != spellsWithBackupLayers.end()) { addSpellsFromLayer(unlayeredItemsInternalLayer); spellsWithBackupLayers.erase(unlayeredItemsInternalLayer); } for(auto item : spellsWithBackupLayers) { bool areCurrentLayerSpellsApplied = std::all_of(item.second.begin(), item.second.end(), [&](const std::shared_ptr spell) { std::vector activeSpells = defender->activeSpells(); return vstd::find(activeSpells, spell->subtype.as()) != activeSpells.end(); }); if(!areCurrentLayerSpellsApplied || item.first == spellsWithBackupLayers.rbegin()->first) { addSpellsFromLayer(item.first); break; } } return spellsToCast; } void BattleActionProcessor::handleAttackBeforeCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender) { attackCasting(battle, ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed? } void BattleActionProcessor::handleDeathStare(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender) { // mechanics of Death Stare as in H3: // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution //original formula x = min(x, (gorgons_count + 9)/10); /* mechanics of Accurate Shot as in HotA: * each creature in an attacking stack has a X% chance of killing a creature in the attacked squad, * but the total number of killed creatures cannot be more than (number of creatures in an attacking squad) * X/100 (rounded up). * X = 3 multiplier for shooting without penalty and X = 2 if shooting with penalty. Ability doesn't work if shooting at creatures behind walls. */ auto subtype = BonusCustomSubtype::deathStareGorgon; if (ranged) { bool rangePenalty = battle.battleHasDistancePenalty(attacker, attacker->getPosition(), defender->getPosition()); bool obstaclePenalty = battle.battleHasWallPenalty(attacker, attacker->getPosition(), defender->getPosition()); if(rangePenalty) { if(obstaclePenalty) subtype = BonusCustomSubtype::deathStareRangeObstaclePenalty; else subtype = BonusCustomSubtype::deathStareRangePenalty; } else { if(obstaclePenalty) subtype = BonusCustomSubtype::deathStareObstaclePenalty; else subtype = BonusCustomSubtype::deathStareNoRangePenalty; } } int singleCreatureKillChancePercent = attacker->valOfBonuses(BonusType::DEATH_STARE, subtype); double chanceToKill = singleCreatureKillChancePercent / 100.0; vstd::amin(chanceToKill, 1); //cap at 100% int killedCreatures = gameHandler->getRandomGenerator().nextBinomialInt(attacker->getCount(), chanceToKill); int maxToKill = vstd::divideAndCeil(attacker->getCount() * singleCreatureKillChancePercent, 100); vstd::amin(killedCreatures, maxToKill); killedCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, BonusCustomSubtype::deathStareCommander)) / defender->level(); if(killedCreatures) { //TODO: death stare or accurate shot was not originally available for multiple-hex attacks, but... SpellID spellID = SpellID(SpellID::DEATH_STARE); //also used as fallback spell for ACCURATE_SHOT auto bonus = attacker->getBonus(Selector::typeSubtype(BonusType::DEATH_STARE, subtype)); if(bonus && bonus->additionalInfo[0] != SpellID::NONE) spellID = SpellID(bonus->additionalInfo[0]); const CSpell * spell = spellID.toSpell(); spells::AbilityCaster caster(attacker, 0); spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell); spells::Target target; target.emplace_back(defender); parameters.setEffectValue(killedCreatures); parameters.cast(gameHandler->spellEnv, target); } } void BattleActionProcessor::handleAfterAttackCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender) { if(!attacker->alive() || !defender->alive()) // can be already dead return; attackCasting(battle, ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender); if(!defender->alive()) { //don't try death stare or acid breath on dead stack (crash!) return; } if(attacker->hasBonusOfType(BonusType::DEATH_STARE)) handleDeathStare(battle, ranged, attacker, defender); if(!defender->alive()) return; int64_t acidDamage = 0; TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH)); for(const auto & b : *acidBreath) { if(b->additionalInfo[0] > gameHandler->getRandomGenerator().nextInt(99)) acidDamage += b->val; } if(acidDamage > 0) { const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell(); spells::AbilityCaster caster(attacker, 0); spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell); spells::Target target; target.emplace_back(defender); parameters.setEffectValue(acidDamage * attacker->getCount()); parameters.cast(gameHandler->spellEnv, target); } if(!defender->alive()) return; if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability { double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f; vstd::amin(chanceToTrigger, 1); //cap at 100% if(gameHandler->getRandomGenerator().nextDouble(0, 1) > chanceToTrigger) return; int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0]; if(defender->unitType()->getIndex() == bonusAdditionalInfo || (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId())) return; battle::UnitInfo resurrectInfo; resurrectInfo.id = battle.battleNextUnitId(); resurrectInfo.summoned = false; resurrectInfo.position = defender->getPosition(); resurrectInfo.side = defender->unitSide(); if(bonusAdditionalInfo != CAddInfo::NONE) resurrectInfo.type = CreatureID(bonusAdditionalInfo); else resurrectInfo.type = attacker->creatureId(); if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), BonusCustomSubtype::transmutationPerHealth)) resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u); else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), BonusCustomSubtype::transmutationPerUnit)) resurrectInfo.count = defender->getCount(); else return; //wrong subtype BattleUnitsChanged addUnits; addUnits.battleID = battle.getBattle()->getBattleID(); addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD); resurrectInfo.save(addUnits.changedStacks.back().data); BattleUnitsChanged removeUnits; removeUnits.battleID = battle.getBattle()->getBattleID(); removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE); gameHandler->sendAndApply(&removeUnits); gameHandler->sendAndApply(&addUnits); // send empty event to client // temporary(?) workaround to force animations to trigger StacksInjured fakeEvent; fakeEvent.battleID = battle.getBattle()->getBattleID(); gameHandler->sendAndApply(&fakeEvent); } if(attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillPercentage) || attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillAmount)) { double chanceToTrigger = 0; int amountToDie = 0; if(attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillPercentage)) //killing by percentage { chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillPercentage) / 100.0f; int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(BonusCustomSubtype::destructionKillPercentage)))->additionalInfo[0]; amountToDie = static_cast(defender->getCount() * percentageToDie * 0.01f); } else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillAmount)) //killing by count { chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillAmount) / 100.0f; amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(BonusCustomSubtype::destructionKillAmount)))->additionalInfo[0]; } vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100% if(gameHandler->getRandomGenerator().nextDouble(0, 1) > chanceToTrigger) return; BattleStackAttacked bsa; bsa.attackerID = -1; bsa.stackAttacked = defender->unitId(); bsa.damageAmount = amountToDie * defender->getMaxHealth(); bsa.flags = BattleStackAttacked::SPELL_EFFECT; bsa.spellID = SpellID::SLAYER; defender->prepareAttacked(bsa, gameHandler->getRandomGenerator()); StacksInjured si; si.battleID = battle.getBattle()->getBattleID(); si.stacks.push_back(bsa); gameHandler->sendAndApply(&si); sendGenericKilledLog(battle, defender, bsa.killedAmount, false); } } void BattleActionProcessor::applyBattleEffects(const CBattleInfoCallback & battle, BattleAttack & bat, std::shared_ptr attackerState, FireShieldInfo & fireShield, const CStack * def, battle::HealInfo & healInfo, int distance, bool secondary) const { BattleStackAttacked bsa; if(secondary) bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities bsa.attackerID = attackerState->unitId(); bsa.stackAttacked = def->unitId(); { BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot()); bai.deathBlow = bat.deathBlow(); bai.doubleDamage = bat.ballistaDoubleDmg(); bai.luckyStrike = bat.lucky(); bai.unluckyStrike = bat.unlucky(); auto range = battle.calculateDmgRange(bai); bsa.damageAmount = battle.getBattle()->getActualDamage(range.damage, attackerState->getCount(), gameHandler->getRandomGenerator()); CStack::prepareAttacked(bsa, gameHandler->getRandomGenerator(), bai.defender->acquireState()); //calculate casualties } //life drain handling if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving()) { int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100; healInfo += attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT); } //soul steal handling if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving()) { //we can have two bonuses - one with subtype 0 and another with subtype 1 //try to use permanent first, use only one of two for(const auto & subtype : { BonusCustomSubtype::soulStealBattle, BonusCustomSubtype::soulStealPermanent}) { if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype)) { int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth(); bool permanent = subtype == BonusCustomSubtype::soulStealPermanent; healInfo += attackerState->heal(toHeal, EHealLevel::OVERHEAL, (permanent ? EHealPower::PERMANENT : EHealPower::ONE_BATTLE)); break; } } } bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated //fire shield handling if(!bat.shot() && !def->isClone() && def->hasBonusOfType(BonusType::FIRE_SHIELD) && !attackerState->hasBonusOfType(BonusType::SPELL_SCHOOL_IMMUNITY, BonusSubtypeID(SpellSchool::FIRE)) && !attackerState->hasBonusOfType(BonusType::NEGATIVE_EFFECTS_IMMUNITY, BonusSubtypeID(SpellSchool::FIRE)) && attackerState->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, BonusSubtypeID(SpellSchool::FIRE)) < 100 && CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack) ) { //TODO: use damage with bonus but without penalties auto fireShieldDamage = (std::min(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100; fireShield.push_back(std::make_pair(def, fireShieldDamage)); } } void BattleActionProcessor::sendGenericKilledLog(const CBattleInfoCallback & battle, const CStack * defender, int32_t killed, bool multiple) { if(killed > 0) { BattleLogMessage blm; blm.battleID = battle.getBattle()->getBattleID(); addGenericKilledLog(blm, defender, killed, multiple); gameHandler->sendAndApply(&blm); } } void BattleActionProcessor::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple) const { if(killed > 0) { MetaString line; if (killed > 1) { line.appendTextID("core.genrltxt.379"); // %d %s perished line.replaceNumber(killed); } else line.appendTextID("core.genrltxt.378"); // One %s perishes if (multiple) { if (killed > 1) line.replaceTextID("core.genrltxt.43"); // creatures else line.replaceTextID("core.genrltxt.42"); // creature } else line.replaceName(defender->unitType()->getId(), killed); blm.lines.push_back(line); } } void BattleActionProcessor::addGenericDamageLog(BattleLogMessage& blm, const std::shared_ptr &attackerState, int64_t damageDealt) const { MetaString text; attackerState->addText(text, EMetaText::GENERAL_TXT, 376); attackerState->addNameReplacement(text); text.replaceNumber(damageDealt); blm.lines.push_back(std::move(text)); } void BattleActionProcessor::addGenericDrainedLifeLog(BattleLogMessage& blm, const std::shared_ptr& attackerState, const CStack* defender, int64_t drainedLife) const { MetaString text; attackerState->addText(text, EMetaText::GENERAL_TXT, 361); attackerState->addNameReplacement(text); text.replaceNumber(drainedLife); defender->addNameReplacement(text); blm.lines.push_back(std::move(text)); } void BattleActionProcessor::addGenericResurrectedLog(BattleLogMessage& blm, const std::shared_ptr& attackerState, const CStack* defender, int64_t resurrected) const { if (resurrected > 0) { auto text = blm.lines.back().toString(); text.pop_back(); // erase '.' at the end of line with life drain info MetaString ms = MetaString::createFromRawString(text); if (resurrected == 1) { ms.appendLocalString(EMetaText::GENERAL_TXT, 363); // "\n and one rises from the dead." } else { ms.appendLocalString(EMetaText::GENERAL_TXT, 364); // "\n and %d rise from the dead." ms.replaceNumber(resurrected); } blm.lines[blm.lines.size() - 1] = std::move(ms); } } bool BattleActionProcessor::makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba) { return makeBattleActionImpl(battle, ba); } bool BattleActionProcessor::makePlayerBattleAction(const CBattleInfoCallback & battle, PlayerColor player, const BattleAction &ba) { if (ba.side != BattleSide::ATTACKER && ba.side != BattleSide::DEFENDER && gameHandler->complain("Can not make action - invalid battle side!")) return false; if(battle.battleGetTacticDist() != 0) { if(!ba.isTacticsAction()) { gameHandler->complain("Can not make actions while in tactics mode!"); return false; } if(player != battle.sideToPlayer(ba.side)) { gameHandler->complain("Can not make actions in battles you are not part of!"); return false; } } else { auto active = battle.battleActiveUnit(); if(!active) { gameHandler->complain("No active unit in battle!"); return false; } if (ba.isUnitAction() && ba.stackNumber != active->unitId()) { gameHandler->complain("Can not make actions - stack is not active!"); return false; } auto unitOwner = battle.battleGetOwner(active); if(player != unitOwner) { gameHandler->complain("Can not make actions in battles you are not part of!"); return false; } } return makeBattleActionImpl(battle, ba); }