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2026-06-03 16:46:55 +03:00

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/*
* CSpell.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 "CSpell.h"
#include "Problem.h"
#include "SpellSchoolHandler.h"
#include "ISpellMechanics.h"
#include "../CBonusTypeHandler.h"
#include "../battle/Unit.h"
#include "../bonuses/BonusSelector.h"
#include "../GameLibrary.h"
#include "../json/JsonBonus.h"
#include "../texts/CGeneralTextHandler.h"
#include <vcmi/spells/Caster.h>
VCMI_LIB_NAMESPACE_BEGIN
static constexpr std::array LEVEL_NAMES = {"none", "basic", "advanced", "expert"};
///CSpell
CSpell::CSpell():
id(SpellID::NONE),
level(0),
power(0),
combat(false),
creatureAbility(false),
castOnSelf(false),
castOnlyOnSelf(false),
castWithoutSkip(false),
positiveness(ESpellPositiveness::NEUTRAL),
defaultProbability(0),
rising(false),
damage(false),
offensive(false),
special(true),
nonMagical(false),
targetType(spells::AimType::NOTHING)
{
levels.resize(GameConstants::SPELL_SCHOOL_LEVELS);
}
//must be instantiated in .cpp file for access to complete types of all member fields
CSpell::~CSpell() = default;
bool CSpell::adventureCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
assert(env);
if(!adventureMechanics)
{
env->complain("Invalid adventure spell cast attempt!");
return false;
}
return adventureMechanics->adventureCast(env, parameters);
}
const CSpell::LevelInfo & CSpell::getLevelInfo(const int32_t level) const
{
if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
{
logGlobal->error("CSpell::getLevelInfo: invalid school mastery level %d", level);
return levels.at(MasteryLevel::EXPERT);
}
return levels.at(level);
}
int64_t CSpell::calculateDamage(const spells::Caster * caster) const
{
//check if spell really does damage - if not, return 0
if(!isDamage())
return 0;
auto rawDamage = calculateRawEffectValue(caster->getEffectLevel(this), caster->getEffectPower(this), 1);
return caster->getSpellBonus(this, rawDamage, nullptr);
}
bool CSpell::hasSchool(SpellSchool which) const
{
return schools.count(which);
}
bool CSpell::canBeCast(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const
{
//if caller do not interested in description just discard it and do not pollute even debug log
spells::detail::ProblemImpl problem;
return canBeCast(problem, cb, mode, caster);
}
bool CSpell::canBeCast(spells::Problem & problem, const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const
{
spells::BattleCast event(cb, caster, mode, this);
auto mechanics = battleMechanics(&event);
return mechanics->canBeCast(problem);
}
spells::AimType CSpell::getTargetType() const
{
return targetType;
}
void CSpell::forEachSchool(const std::function<void(const SpellSchool &, bool &)>& cb) const
{
bool stop = false;
for(auto schoolID : LIBRARY->spellSchoolHandler->getAllObjects())
{
if(schools.count(schoolID))
{
cb(schoolID, stop);
if(stop)
break;
}
}
}
SpellID CSpell::getId() const
{
return id;
}
std::string CSpell::getNameTextID() const
{
TextIdentifier id("spell", modScope, identifier, "name");
return id.get();
}
std::string CSpell::getNameTranslated() const
{
return LIBRARY->generaltexth->translate(getNameTextID());
}
std::string CSpell::getDescriptionTextID(int32_t level) const
{
TextIdentifier textID("spell", modScope, identifier, "description", LEVEL_NAMES[level]);
return textID.get();
}
std::string CSpell::getDescriptionTranslated(int32_t level) const
{
return LIBRARY->generaltexth->translate(getDescriptionTextID(level));
}
std::string CSpell::getAdventureEffectTextID(const std::string & effectType, const std::string & field) const
{
TextIdentifier textID("spell", modScope, identifier, "adventureEffect", effectType, field);
return textID.get();
}
std::string CSpell::getJsonKey() const
{
return modScope + ':' + identifier;
}
std::string CSpell::getModScope() const
{
return modScope;
}
int32_t CSpell::getIndex() const
{
return id.toEnum();
}
int32_t CSpell::getIconIndex() const
{
return getIndex();
}
int32_t CSpell::getLevel() const
{
return level;
}
bool CSpell::isCombat() const
{
return combat;
}
bool CSpell::isAdventure() const
{
return !combat;
}
bool CSpell::isCreatureAbility() const
{
return creatureAbility;
}
bool CSpell::isMagical() const
{
return !nonMagical;
}
bool CSpell::isPositive() const
{
return positiveness == POSITIVE;
}
bool CSpell::isNegative() const
{
return positiveness == NEGATIVE;
}
bool CSpell::isNeutral() const
{
return positiveness == NEUTRAL;
}
bool CSpell::isPersistent() const
{
return persistent;
}
boost::logic::tribool CSpell::getPositiveness() const
{
switch (positiveness)
{
case CSpell::POSITIVE:
return true;
case CSpell::NEGATIVE:
return false;
default:
return boost::logic::indeterminate;
}
}
bool CSpell::isDamage() const
{
return damage;
}
bool CSpell::isOffensive() const
{
return offensive;
}
bool CSpell::isSpecial() const
{
return special;
}
bool CSpell::hasEffects() const
{
return !levels[0].effects.Struct().empty() || !levels[0].cumulativeEffects.Struct().empty();
}
bool CSpell::hasBattleEffects() const
{
return levels[0].battleEffects.getType() == JsonNode::JsonType::DATA_STRUCT && !levels[0].battleEffects.Struct().empty();
}
bool CSpell::canCastOnSelf() const
{
return castOnSelf;
}
bool CSpell::canCastOnlyOnSelf() const
{
return castOnlyOnSelf;
}
bool CSpell::canCastWithoutSkip() const
{
return castWithoutSkip;
}
const ImagePath & CSpell::getIconImmune() const
{
return iconImmune;
}
const std::string & CSpell::getIconBook() const
{
return iconBook;
}
const std::string & CSpell::getIconEffect() const
{
return iconEffect;
}
const std::string & CSpell::getIconScenarioBonus() const
{
return iconScenarioBonus;
}
const std::string & CSpell::getIconScroll() const
{
return iconScroll;
}
const AudioPath & CSpell::getCastSound() const
{
return castSound;
}
int32_t CSpell::getCost(const int32_t skillLevel) const
{
return getLevelInfo(skillLevel).cost;
}
int32_t CSpell::getBasePower() const
{
return power;
}
int32_t CSpell::getLevelPower(const int32_t skillLevel) const
{
return getLevelInfo(skillLevel).power;
}
si32 CSpell::getProbability(const FactionID & factionId) const
{
if(!vstd::contains(probabilities, factionId))
{
return defaultProbability;
}
return probabilities.at(factionId);
}
void CSpell::getEffects(std::vector<Bonus> & lst, const int level, const bool cumulative, const si32 duration, std::optional<si32 *> maxDuration) const
{
if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
{
logGlobal->error("invalid school level %d", level);
return;
}
const auto & levelObject = levels.at(level);
const auto & effectsJson = cumulative ? levelObject.cumulativeEffects : levelObject.effects;
if(effectsJson.Struct().empty())
{
logGlobal->error("This spell (%s) has no effects for level %d", getNameTranslated(), level);
return;
}
for(const auto & [name, bonusNode] : effectsJson.Struct())
{
auto b = JsonUtils::parseBonus(bonusNode);
if(!b)
continue;
const bool usePowerAsValue = bonusNode["val"].isNull();
if(usePowerAsValue)
b->val = levelObject.power;
b->sid = BonusSourceID(id);
b->source = BonusSource::SPELL_EFFECT;
Bonus nb(*b);
if(nb.turnsRemain == 0)
nb.turnsRemain = duration;
if(maxDuration)
vstd::amax(*(maxDuration.value()), nb.turnsRemain);
lst.push_back(nb);
}
}
int64_t CSpell::adjustRawDamage(const spells::Caster * caster, const battle::Unit * affectedCreature, int64_t rawDamage) const
{
auto ret = rawDamage;
//affected creature-specific part
if(nullptr != affectedCreature)
{
const auto * bearer = affectedCreature->getBonusBearer();
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
forEachSchool([&](const SpellSchool & cnf, bool & stop)
{
if(bearer->hasBonusOfType(BonusType::SPELL_DAMAGE_REDUCTION, BonusSubtypeID(cnf)))
{
ret *= 100 - bearer->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, BonusSubtypeID(cnf));
ret /= 100;
stop = true; //only bonus from one school is used
}
});
CSelector selector = Selector::typeSubtype(BonusType::SPELL_DAMAGE_REDUCTION, BonusSubtypeID(SpellSchool::ANY));
auto cachingStr = "type_SPELL_DAMAGE_REDUCTION_s_ANY";
//general spell dmg reduction, works only on magical effects
if(bearer->hasBonus(selector, cachingStr) && isMagical())
{
ret *= 100 - bearer->valOfBonuses(selector, cachingStr);
ret /= 100;
}
//dmg increasing
if(bearer->hasBonusOfType(BonusType::MORE_DAMAGE_FROM_SPELL, BonusSubtypeID(id)))
{
ret *= 100 + bearer->valOfBonuses(BonusType::MORE_DAMAGE_FROM_SPELL, BonusSubtypeID(id));
ret /= 100;
}
//invincible
if(affectedCreature->isInvincible())
ret = 0;
}
ret = caster->getSpellBonus(this, ret, affectedCreature);
return ret;
}
int64_t CSpell::calculateRawEffectValue(int32_t effectLevel, int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const
{
return static_cast<int64_t>(basePowerMultiplier) * getBasePower() + levelPowerMultiplier * getLevelPower(effectLevel);
}
void CSpell::setIsOffensive(const bool val)
{
offensive = val;
if(val)
{
positiveness = CSpell::NEGATIVE;
damage = true;
}
}
void CSpell::setIsRising(const bool val)
{
rising = val;
if(val)
{
positiveness = CSpell::POSITIVE;
}
}
JsonNode CSpell::convertTargetCondition(const BTVector & immunity, const BTVector & absImmunity, const BTVector & limit, const BTVector & absLimit) const
{
static const std::string CONDITION_NORMAL = "normal";
static const std::string CONDITION_ABSOLUTE = "absolute";
JsonNode res;
auto convertVector = [&](const std::string & targetName, const BTVector & source, const std::string & value)
{
for(auto bonusType : source)
{
std::string bonusName = LIBRARY->bth->bonusToString(bonusType);
res[targetName][bonusName].String() = value;
}
};
auto convertSection = [&](const std::string & targetName, const BTVector & normal, const BTVector & absolute)
{
convertVector(targetName, normal, CONDITION_NORMAL);
convertVector(targetName, absolute, CONDITION_ABSOLUTE);
};
convertSection("allOf", limit, absLimit);
convertSection("noneOf", immunity, absImmunity);
return res;
}
void CSpell::setupMechanics()
{
mechanics = spells::ISpellMechanicsFactory::get(this);
adventureMechanics = IAdventureSpellMechanics::createMechanics(this);
}
const IAdventureSpellMechanics & CSpell::getAdventureMechanics() const
{
return *adventureMechanics;
}
std::unique_ptr<spells::Mechanics> CSpell::battleMechanics(const spells::IBattleCast * event) const
{
return mechanics->create(event);
}
void CSpell::registerIcons(const IconRegistar & cb) const
{
cb(getIndex(), 0, "SPELLS", iconBook);
cb(getIndex()+1, 0, "SPELLINT", iconEffect);
cb(getIndex(), 0, "SPELLBON", iconScenarioBonus);
cb(getIndex(), 0, "SPELLSCR", iconScroll);
}
///CSpell::AnimationInfo
AnimationPath CSpell::AnimationInfo::selectProjectile(const double angle) const
{
AnimationPath res;
double maximum = 0.0;
for(const auto & info : projectile)
{
if(info.minimumAngle < angle && info.minimumAngle >= maximum)
{
maximum = info.minimumAngle;
res = info.resourceName;
}
}
return res;
}
///CSpell::TargetInfo
CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level, spells::Mode mode)
: type(spell->getTargetType()),
smart(false),
massive(false),
clearAffected(false)
{
const auto & levelInfo = spell->getLevelInfo(level);
smart = levelInfo.smartTarget;
massive = levelInfo.range.empty();
clearAffected = levelInfo.clearAffected;
}
VCMI_LIB_NAMESPACE_END