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vcmi/lib/CStack.cpp
Nordsoft91 aaa07e4d2e New terrain support - part 1 (#755)
Initial support of new terrains
2022-09-11 11:31:26 +03:00

413 lines
10 KiB
C++

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