1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/server/battles/BattleActionProcessor.cpp
Ivan Savenko 36c1ed670f Support for configurable town fortifications
Removed most of hardcoded checks for fort level or for presence of fort/
citadel/castle buildings.

It is now possible to define which parts of town fortifications are
provided by town buildings

Configuration for H3-like fortifications is provided in
buildingsLibrary.json and will be used automatically by mods as long as
mods have buidings named "fort", "citadel" and "castle".

Alternatively, mods can separately define:
- hitpoints of walls (shared value for all sections)
- hitpoints of central, upper and lower towers (separate values)
- presence of moat
- shooters for each tower (separate values)
2024-08-28 19:42:14 +00:00

1621 lines
52 KiB
C++

/*
* 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/GameSettings.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 <vstd/RNG.h>
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(&parameters);
if(!m->canBeCast(problem))//todo: should we check aimed cast?
{
logGlobal->warn("Spell cannot be cast!");
std::vector<std::string> 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<Bonus>(defenseBonusToAdd));
defence.push_back(std::make_shared<Bonus>(bonus2));
int difference = defence.totalValue() - oldDefenceValue;
std::vector<Bonus> 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<const Bonus> 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<SpellID>().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<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
std::shared_ptr<const Bonus> 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<const Bonus> 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<SpellID>().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<BattleHex> 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<BattleHex>, 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<const CObstacleInstance> & 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<BattleHex> 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<BattleHex> 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 (v<tilesToMove)
{
logGlobal->error("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 (VLC->settings()->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<battle::CUnitState> 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 = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
size_t diceIndex = std::min<size_t>(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 = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
size_t diceIndex = std::min<size_t>(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<const CStack*> 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<const Bonus> 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<SpellID>();
//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<SpellID>();
}
}
}
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<SpellID> 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(&parameters);
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<SpellID> BattleActionProcessor::getSpellsForAttackCasting(TConstBonusListPtr spells, const CStack *defender)
{
std::set<SpellID> spellsToCast;
constexpr int unlayeredItemsInternalLayer = -1;
std::map<int, std::vector<std::shared_ptr<Bonus>>> spellsWithBackupLayers;
for(int i = 0; i < spells->size(); i++)
{
std::shared_ptr<Bonus> 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>() != SpellID())
spellsToCast.insert(spell->subtype.as<SpellID>());
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<Bonus> spell)
{
std::vector<SpellID> activeSpells = defender->activeSpells();
return vstd::find(activeSpells, spell->subtype.as<SpellID>()) != 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<int>(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<battle::CUnitState> 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<int64_t>(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<battle::CUnitState> &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<battle::CUnitState>& 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<battle::CUnitState>& 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);
}