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585 lines
16 KiB
C++
585 lines
16 KiB
C++
/*
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* SpellMechanics.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "SpellMechanics.h"
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#include "mapObjects/CGHeroInstance.h"
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#include "BattleState.h"
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#include "CRandomGenerator.h"
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#include "NetPacks.h"
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namespace SRSLPraserHelpers
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{
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static int XYToHex(int x, int y)
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{
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return x + GameConstants::BFIELD_WIDTH * y;
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}
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static int XYToHex(std::pair<int, int> xy)
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{
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return XYToHex(xy.first, xy.second);
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}
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static int hexToY(int battleFieldPosition)
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{
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return battleFieldPosition/GameConstants::BFIELD_WIDTH;
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}
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static int hexToX(int battleFieldPosition)
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{
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int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
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return pos;
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}
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static std::pair<int, int> hexToPair(int battleFieldPosition)
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{
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return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
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}
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//moves hex by one hex in given direction
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//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
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static std::pair<int, int> gotoDir(int x, int y, int direction)
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{
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switch(direction)
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{
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case 0: //top left
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return std::make_pair((y%2) ? x-1 : x, y-1);
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case 1: //top right
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return std::make_pair((y%2) ? x : x+1, y-1);
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case 2: //right
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return std::make_pair(x+1, y);
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case 3: //right bottom
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return std::make_pair((y%2) ? x : x+1, y+1);
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case 4: //left bottom
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return std::make_pair((y%2) ? x-1 : x, y+1);
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case 5: //left
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return std::make_pair(x-1, y);
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default:
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throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
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}
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}
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static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
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{
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return gotoDir(xy.first, xy.second, direction);
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}
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static bool isGoodHex(std::pair<int, int> xy)
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{
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return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
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}
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//helper function for rangeInHexes
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static std::set<ui16> getInRange(unsigned int center, int low, int high)
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{
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std::set<ui16> ret;
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if(low == 0)
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{
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ret.insert(center);
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}
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std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
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for(auto & elem : mainPointForLayer)
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elem = hexToPair(center);
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for(int it=1; it<=high; ++it) //it - distance to the center
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{
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for(int b=0; b<6; ++b)
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mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
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if(it>=low)
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{
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std::pair<int, int> curHex;
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//adding lines (A-b, B-c, C-d, etc)
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for(int v=0; v<6; ++v)
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{
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curHex = mainPointForLayer[v];
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for(int h=0; h<it; ++h)
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{
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if(isGoodHex(curHex))
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ret.insert(XYToHex(curHex));
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curHex = gotoDir(curHex, (v+2)%6);
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}
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}
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} //if(it>=low)
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}
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return ret;
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}
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}
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///ISpellMechanics
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ISpellMechanics::ISpellMechanics(CSpell * s):
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owner(s)
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{
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}
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///DefaultSpellMechanics
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//bool DefaultSpellMechanics::adventureCast(const SpellCastContext& context) const
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//{
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// return false; //there is no general algorithm for casting adventure spells
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//}
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bool DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const
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{
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BattleSpellCast sc;
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sc.side = parameters.casterSide;
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sc.id = owner->id;
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sc.skill = parameters.spellLvl;
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sc.tile = parameters.destination;
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sc.dmgToDisplay = 0;
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sc.castedByHero = nullptr != parameters.caster;
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sc.attackerType = (parameters.casterStack ? parameters.casterStack->type->idNumber : CreatureID(CreatureID::NONE));
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sc.manaGained = 0;
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sc.spellCost = 0;
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//calculate spell cost
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if (parameters.caster)
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{
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sc.spellCost = parameters.cb->battleGetSpellCost(owner, parameters.caster);
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if (parameters.secHero && parameters.mode == ECastingMode::HERO_CASTING) //handle mana channel
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{
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int manaChannel = 0;
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for(const CStack * stack : parameters.cb->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
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{
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if (stack->owner == parameters.secHero->tempOwner)
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{
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vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
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}
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}
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sc.manaGained = (manaChannel * sc.spellCost) / 100;
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}
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}
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//calculating affected creatures for all spells
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//must be vector, as in Chain Lightning order matters
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std::vector<const CStack*> attackedCres; //CStack vector is somewhat more suitable than ID vector
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auto creatures = owner->getAffectedStacks(parameters.cb, parameters.mode, parameters.casterColor, parameters.spellLvl, parameters.destination, parameters.caster);
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std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
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for (auto cre : attackedCres)
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{
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sc.affectedCres.insert (cre->ID);
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}
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//checking if creatures resist
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//resistance is applied only to negative spells
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if(owner->isNegative())
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{
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for(auto s : attackedCres)
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{
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const int prob = std::min((s)->magicResistance(), 100); //probability of resistance in %
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if(env->getRandomGenerator().nextInt(99) < prob)
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{
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sc.resisted.push_back(s->ID);
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}
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}
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}
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//TODO: extract dmg to display calculation
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//calculating dmg to display
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if (owner->id == SpellID::DEATH_STARE || owner->id == SpellID::ACID_BREATH_DAMAGE)
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{
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sc.dmgToDisplay = parameters.usedSpellPower;
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if (owner->id == SpellID::DEATH_STARE)
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vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
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}
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StacksInjured si;
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//TODO:applying effects
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env->sendAndApply(&sc);
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if(!si.stacks.empty()) //after spellcast info shows
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env->sendAndApply(&si);
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//reduce number of casts remaining
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//TODO: this should be part of BattleSpellCast apply
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if (parameters.mode == ECastingMode::CREATURE_ACTIVE_CASTING || parameters.mode == ECastingMode::ENCHANTER_CASTING)
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{
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assert(parameters.casterStack);
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BattleSetStackProperty ssp;
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ssp.stackID = parameters.casterStack->ID;
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ssp.which = BattleSetStackProperty::CASTS;
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ssp.val = -1;
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ssp.absolute = false;
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env->sendAndApply(&ssp);
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}
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//Magic Mirror effect
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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
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{
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for(auto & attackedCre : attackedCres)
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{
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int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
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if(mirrorChance > env->getRandomGenerator().nextInt(99))
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{
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std::vector<const CStack *> mirrorTargets;
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auto battleStacks = parameters.cb->battleGetAllStacks(true);
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for (auto & battleStack : battleStacks)
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{
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if(battleStack->owner == parameters.casterColor) //get enemy stacks which can be affected by this spell
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{
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if (ESpellCastProblem::OK == owner->isImmuneByStack(nullptr, battleStack))
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mirrorTargets.push_back(battleStack);
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}
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}
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if (!mirrorTargets.empty())
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{
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int targetHex = (*RandomGeneratorUtil::nextItem(mirrorTargets, env->getRandomGenerator()))->position;
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BattleSpellCastParameters mirrorParameters = parameters;
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mirrorParameters.spellLvl = 0;
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mirrorParameters.casterSide = 1-parameters.casterSide;
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mirrorParameters.casterColor = (attackedCre)->owner;
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mirrorParameters.caster = nullptr;
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mirrorParameters.destination = targetHex;
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mirrorParameters.secHero = parameters.caster;
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mirrorParameters.mode = ECastingMode::MAGIC_MIRROR;
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mirrorParameters.casterStack = (attackedCre);
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mirrorParameters.selectedStack = nullptr;
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battleCast(env, mirrorParameters);
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}
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}
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}
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}
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return true;
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}
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std::vector<BattleHex> DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
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{
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using namespace SRSLPraserHelpers;
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std::vector<BattleHex> ret;
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std::string rng = owner->getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling
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if(rng.size() >= 2 && rng[0] != 'X') //there is at lest one hex in range (+artificial comma)
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{
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std::string number1, number2;
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int beg, end;
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bool readingFirst = true;
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for(auto & elem : rng)
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{
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if(std::isdigit(elem) ) //reading number
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{
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if(readingFirst)
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number1 += elem;
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else
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number2 += elem;
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}
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else if(elem == ',') //comma
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{
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//calculating variables
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if(readingFirst)
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{
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beg = atoi(number1.c_str());
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number1 = "";
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}
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else
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{
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end = atoi(number2.c_str());
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number2 = "";
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}
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//obtaining new hexes
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std::set<ui16> curLayer;
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if(readingFirst)
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{
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curLayer = getInRange(centralHex, beg, beg);
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}
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else
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{
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curLayer = getInRange(centralHex, beg, end);
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readingFirst = true;
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}
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//adding abtained hexes
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for(auto & curLayer_it : curLayer)
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{
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ret.push_back(curLayer_it);
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}
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}
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else if(elem == '-') //dash
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{
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beg = atoi(number1.c_str());
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number1 = "";
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readingFirst = false;
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}
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}
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}
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//remove duplicates (TODO check if actually needed)
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range::unique(ret);
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return ret;
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}
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std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
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{
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std::set<const CStack* > attackedCres;//std::set to exclude multiple occurrences of two hex creatures
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const ui8 attackerSide = ctx.cb->playerToSide(ctx.casterColor) == 1;
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const auto attackedHexes = rangeInHexes(ctx.destination, ctx.schoolLvl, attackerSide);
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const CSpell::TargetInfo ti(owner, ctx.schoolLvl, ctx.mode);
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//TODO: more generic solution for mass spells
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if (owner->getLevelInfo(ctx.schoolLvl).range.size() > 1) //custom many-hex range
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{
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for(BattleHex hex : attackedHexes)
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{
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if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))
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{
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attackedCres.insert(st);
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}
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}
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}
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else if(ti.type == CSpell::CREATURE)
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{
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auto predicate = [=](const CStack * s){
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const bool positiveToAlly = owner->isPositive() && s->owner == ctx.casterColor;
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const bool negativeToEnemy = owner->isNegative() && s->owner != ctx.casterColor;
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const bool validTarget = s->isValidTarget(!ti.onlyAlive); //todo: this should be handled by spell class
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//for single target spells select stacks covering destination tile
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const bool rangeCovers = ti.massive || s->coversPos(ctx.destination);
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//handle smart targeting
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const bool positivenessFlag = !ti.smart || owner->isNeutral() || positiveToAlly || negativeToEnemy;
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return rangeCovers && positivenessFlag && validTarget;
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};
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TStacks stacks = ctx.cb->battleGetStacksIf(predicate);
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if (ti.massive)
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{
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//for massive spells add all targets
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for (auto stack : stacks)
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attackedCres.insert(stack);
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}
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else
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{
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//for single target spells we must select one target. Alive stack is preferred (issue #1763)
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for(auto stack : stacks)
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{
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if(stack->alive())
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{
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attackedCres.insert(stack);
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break;
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}
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}
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if(attackedCres.empty() && !stacks.empty())
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{
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attackedCres.insert(stacks.front());
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}
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}
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}
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else //custom range from attackedHexes
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{
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for(BattleHex hex : attackedHexes)
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{
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if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))
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attackedCres.insert(st);
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}
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}
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return attackedCres;
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}
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ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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{
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//by default use general algorithm
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return owner->isImmuneBy(obj);
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}
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///WallMechanics
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std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool* outDroppedHexes) const
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{
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using namespace SRSLPraserHelpers;
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std::vector<BattleHex> ret;
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//Special case - shape of obstacle depends on caster's side
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//TODO make it possible through spell_info config
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BattleHex::EDir firstStep, secondStep;
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if(side)
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{
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firstStep = BattleHex::TOP_LEFT;
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secondStep = BattleHex::TOP_RIGHT;
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}
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else
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{
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firstStep = BattleHex::TOP_RIGHT;
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secondStep = BattleHex::TOP_LEFT;
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}
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//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
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auto addIfValid = [&](BattleHex hex)
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{
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if(hex.isValid())
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ret.push_back(hex);
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else if(outDroppedHexes)
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*outDroppedHexes = true;
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};
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ret.push_back(centralHex);
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addIfValid(centralHex.moveInDir(firstStep, false));
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if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
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addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
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return ret;
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}
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///ChainLightningMechanics
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std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
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{
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std::set<const CStack* > attackedCres;
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std::set<BattleHex> possibleHexes;
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for(auto stack : ctx.cb->battleGetAllStacks())
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{
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if(stack->isValidTarget())
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{
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for(auto hex : stack->getHexes())
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{
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possibleHexes.insert (hex);
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}
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}
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}
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int targetsOnLevel[4] = {4, 4, 5, 5};
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BattleHex lightningHex = ctx.destination;
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for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
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{
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auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
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if(!stack)
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break;
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attackedCres.insert (stack);
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for(auto hex : stack->getHexes())
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{
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possibleHexes.erase(hex); //can't hit same place twice
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}
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if(possibleHexes.empty()) //not enough targets
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break;
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lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
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}
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return attackedCres;
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}
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///CloneMechanics
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ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack * obj) const
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{
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//can't clone already cloned creature
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if (vstd::contains(obj->state, EBattleStackState::CLONED))
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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//TODO: how about stacks casting Clone?
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//currently Clone casted by stack is assumed Expert level
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ui8 schoolLevel;
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if (caster)
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{
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schoolLevel = caster->getSpellSchoolLevel(owner);
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}
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else
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{
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schoolLevel = 3;
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}
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if (schoolLevel < 3)
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{
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int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
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int creLevel = obj->getCreature()->level;
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if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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//use default algorithm only if there is no mechanics-related problem
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return DefaultSpellMechanics::isImmuneByStack(caster,obj);
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}
|
|
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///DispellHelpfulMechanics
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ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const
|
|
{
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|
TBonusListPtr spellBon = obj->getSpellBonuses();
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|
bool hasPositiveSpell = false;
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|
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);
|
|
}
|
|
|
|
|
|
|