mirror of
https://github.com/vcmi/vcmi.git
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ff635edc0b
preparation for having client and server in a single process
417 lines
10 KiB
C++
417 lines
10 KiB
C++
/*
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* CStack.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 "CStack.h"
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#include <vstd/RNG.h>
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#include <vcmi/ServerCallback.h>
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#include "CGeneralTextHandler.h"
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#include "battle/BattleInfo.h"
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#include "spells/CSpellHandler.h"
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#include "NetPacks.h"
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VCMI_LIB_NAMESPACE_BEGIN
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///CStack
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CStack::CStack(const CStackInstance * Base, PlayerColor O, int I, ui8 Side, SlotID S)
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: CBonusSystemNode(STACK_BATTLE),
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CUnitState(),
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base(Base),
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ID(I),
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type(Base->type),
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baseAmount(base->count),
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owner(O),
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slot(S),
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side(Side),
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initialPosition(),
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nativeTerrain()
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{
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health.init(); //???
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}
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CStack::CStack()
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: CBonusSystemNode(STACK_BATTLE),
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CUnitState(),
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nativeTerrain()
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{
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base = nullptr;
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type = nullptr;
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ID = -1;
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baseAmount = -1;
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owner = PlayerColor::NEUTRAL;
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slot = SlotID(255);
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side = 1;
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initialPosition = BattleHex();
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}
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CStack::CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S)
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: CBonusSystemNode(STACK_BATTLE),
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CUnitState(),
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base(nullptr),
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ID(I),
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type(stack->type),
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baseAmount(stack->count),
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owner(O),
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slot(S),
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side(Side),
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initialPosition()
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{
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health.init(); //???
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}
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const CCreature * CStack::getCreature() const
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{
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return type;
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}
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void CStack::localInit(BattleInfo * battleInfo)
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{
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battle = battleInfo;
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assert(type);
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exportBonuses();
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if(base) //stack originating from "real" stack in garrison -> attach to it
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{
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attachTo(const_cast<CStackInstance *>(base));
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}
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else //attach directly to obj to which stack belongs and creature type
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{
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CArmedInstance * army = battle->battleGetArmyObject(side);
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attachTo(army);
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attachTo(const_cast<CCreature *>(type));
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}
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nativeTerrain = type->getNativeTerrain(); //save nativeTerrain in the variable on the battle start to avoid dead lock
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CUnitState::localInit(this); //it causes execution of the CStack::isOnNativeTerrain where nativeTerrain will be considered
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position = initialPosition;
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}
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ui32 CStack::level() const
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{
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if(base)
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return base->getLevel(); //creature or commander
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else
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return std::max(1, (int)getCreature()->level); //war machine, clone etc
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}
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si32 CStack::magicResistance() const
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{
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si32 magicResistance = IBonusBearer::magicResistance();
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si32 auraBonus = 0;
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for(auto one : battle->battleAdjacentUnits(this))
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{
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if(one->unitOwner() == owner)
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vstd::amax(auraBonus, one->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
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}
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magicResistance += auraBonus;
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vstd::amin(magicResistance, 100);
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return magicResistance;
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}
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BattleHex::EDir CStack::destShiftDir() const
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{
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if(doubleWide())
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{
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if(side == BattleSide::ATTACKER)
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return BattleHex::EDir::RIGHT;
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else
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return BattleHex::EDir::LEFT;
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}
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else
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{
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return BattleHex::EDir::NONE;
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}
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}
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std::vector<si32> CStack::activeSpells() const
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{
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std::vector<si32> ret;
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std::stringstream cachingStr;
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cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
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CSelector selector = Selector::sourceType()(Bonus::SPELL_EFFECT)
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.And(CSelector([](const Bonus * b)->bool
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{
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return b->type != Bonus::NONE;
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}));
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TConstBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
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for(const auto & it : *spellEffects)
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{
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if(!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
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ret.push_back(it->sid);
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}
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return ret;
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}
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CStack::~CStack()
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{
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detachFromAll();
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}
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const CGHeroInstance * CStack::getMyHero() const
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{
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if(base)
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return dynamic_cast<const CGHeroInstance *>(base->armyObj);
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else //we are attached directly?
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for(const CBonusSystemNode * n : getParentNodes())
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if(n->getNodeType() == HERO)
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return dynamic_cast<const CGHeroInstance *>(n);
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return nullptr;
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}
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std::string CStack::nodeName() const
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{
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std::ostringstream oss;
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oss << owner.getStr();
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oss << " battle stack [" << ID << "]: " << getCount() << " of ";
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if(type)
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oss << type->namePl;
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else
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oss << "[UNDEFINED TYPE]";
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oss << " from slot " << slot;
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if(base && base->armyObj)
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oss << " of armyobj=" << base->armyObj->id.getNum();
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return oss.str();
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}
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void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand) const
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{
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auto newState = acquireState();
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prepareAttacked(bsa, rand, newState);
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}
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void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, std::shared_ptr<battle::CUnitState> customState)
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{
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auto initialCount = customState->getCount();
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customState->damage(bsa.damageAmount);
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bsa.killedAmount = initialCount - customState->getCount();
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if(!customState->alive() && customState->isClone())
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{
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bsa.flags |= BattleStackAttacked::CLONE_KILLED;
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}
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else if(!customState->alive()) //stack killed
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{
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bsa.flags |= BattleStackAttacked::KILLED;
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auto resurrectValue = customState->valOfBonuses(Bonus::REBIRTH);
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if(resurrectValue > 0 && customState->canCast()) //there must be casts left
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{
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double resurrectFactor = resurrectValue / 100.0;
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auto baseAmount = customState->unitBaseAmount();
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double resurrectedRaw = baseAmount * resurrectFactor;
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int32_t resurrectedCount = static_cast<int32_t>(floor(resurrectedRaw));
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int32_t resurrectedAdd = static_cast<int32_t>(baseAmount - (resurrectedCount/resurrectFactor));
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auto rangeGen = rand.getInt64Range(0, 99);
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for(int32_t i = 0; i < resurrectedAdd; i++)
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{
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if(resurrectValue > rangeGen())
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resurrectedCount += 1;
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}
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if(customState->hasBonusOfType(Bonus::REBIRTH, 1))
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{
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// resurrect at least one Sacred Phoenix
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vstd::amax(resurrectedCount, 1);
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}
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if(resurrectedCount > 0)
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{
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customState->casts.use();
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bsa.flags |= BattleStackAttacked::REBIRTH;
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int64_t toHeal = customState->MaxHealth() * resurrectedCount;
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//TODO: add one-battle rebirth?
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customState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
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customState->counterAttacks.use(customState->counterAttacks.available());
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}
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}
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}
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customState->save(bsa.newState.data);
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bsa.newState.healthDelta = -bsa.damageAmount;
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bsa.newState.id = customState->unitId();
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bsa.newState.operation = UnitChanges::EOperation::RESET_STATE;
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}
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std::vector<BattleHex> CStack::meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
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{
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int mask = 0;
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std::vector<BattleHex> res;
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if (!attackerPos.isValid())
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attackerPos = attacker->getPosition();
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if (!defenderPos.isValid())
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defenderPos = defender->getPosition();
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BattleHex otherAttackerPos = attackerPos + (attacker->unitSide() == BattleSide::ATTACKER ? -1 : 1);
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BattleHex otherDefenderPos = defenderPos + (defender->unitSide() == BattleSide::ATTACKER ? -1 : 1);
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if(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
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{
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if((mask & 1) == 0)
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{
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mask |= 1;
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res.push_back(defenderPos);
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}
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}
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if (attacker->doubleWide() //back <=> front
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&& BattleHex::mutualPosition(otherAttackerPos, defenderPos) >= 0)
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{
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if((mask & 1) == 0)
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{
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mask |= 1;
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res.push_back(defenderPos);
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}
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}
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if (defender->doubleWide()//front <=> back
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&& BattleHex::mutualPosition(attackerPos, otherDefenderPos) >= 0)
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{
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if((mask & 2) == 0)
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{
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mask |= 2;
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res.push_back(otherDefenderPos);
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}
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}
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if (defender->doubleWide() && attacker->doubleWide()//back <=> back
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&& BattleHex::mutualPosition(otherAttackerPos, otherDefenderPos) >= 0)
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{
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if((mask & 2) == 0)
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{
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mask |= 2;
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res.push_back(otherDefenderPos);
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}
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}
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return res;
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}
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bool CStack::isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
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{
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return !meleeAttackHexes(attacker, defender, attackerPos, defenderPos).empty();
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}
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std::string CStack::getName() const
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{
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return (getCount() == 1) ? type->nameSing : type->namePl; //War machines can't use base
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}
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bool CStack::canBeHealed() const
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{
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return getFirstHPleft() < (int32_t)MaxHealth()
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&& isValidTarget()
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&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
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}
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bool CStack::isOnNativeTerrain() const
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{
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//this code is called from CreatureTerrainLimiter::limit on battle start
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auto res = nativeTerrain == Terrain::ANY || nativeTerrain == battle->getTerrainType();
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return res;
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}
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bool CStack::isOnTerrain(const Terrain & terrain) const
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{
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return battle->getTerrainType() == terrain;
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}
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const CCreature * CStack::unitType() const
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{
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return type;
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}
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int32_t CStack::unitBaseAmount() const
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{
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return baseAmount;
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}
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bool CStack::unitHasAmmoCart(const battle::Unit * unit) const
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{
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for(const CStack * st : battle->stacks)
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{
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if(battle->battleMatchOwner(st, unit, true) && st->getCreature()->idNumber == CreatureID::AMMO_CART)
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{
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return st->alive();
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}
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}
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//ammo cart works during creature bank battle while not on battlefield
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auto ownerHero = battle->battleGetOwnerHero(unit);
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if(ownerHero && ownerHero->artifactsWorn.find(ArtifactPosition::MACH2) != ownerHero->artifactsWorn.end())
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{
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if(battle->battleGetOwnerHero(unit)->artifactsWorn.at(ArtifactPosition::MACH2).artifact->artType->id == ArtifactID::AMMO_CART)
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{
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return true;
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}
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}
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return false; //will be always false if trying to examine enemy hero in "special battle"
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}
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PlayerColor CStack::unitEffectiveOwner(const battle::Unit * unit) const
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{
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return battle->battleGetOwner(unit);
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}
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uint32_t CStack::unitId() const
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{
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return ID;
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}
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ui8 CStack::unitSide() const
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{
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return side;
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}
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PlayerColor CStack::unitOwner() const
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{
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return owner;
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}
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SlotID CStack::unitSlot() const
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{
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return slot;
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}
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std::string CStack::getDescription() const
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{
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return nodeName();
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}
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void CStack::spendMana(ServerCallback * server, const int spellCost) const
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{
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if(spellCost != 1)
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logGlobal->warn("Unexpected spell cost %d for creature", spellCost);
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BattleSetStackProperty ssp;
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ssp.stackID = unitId();
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ssp.which = BattleSetStackProperty::CASTS;
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ssp.val = -spellCost;
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ssp.absolute = false;
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server->apply(&ssp);
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}
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VCMI_LIB_NAMESPACE_END
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