mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
407 lines
10 KiB
C++
407 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/Entity.h>
|
|
#include <vcmi/ServerCallback.h>
|
|
|
|
#include "CGeneralTextHandler.h"
|
|
#include "battle/BattleInfo.h"
|
|
#include "spells/CSpellHandler.h"
|
|
#include "networkPacks/PacksForClientBattle.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
|
|
///CStack
|
|
CStack::CStack(const CStackInstance * Base, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
|
|
CBonusSystemNode(STACK_BATTLE),
|
|
base(Base),
|
|
ID(I),
|
|
type(Base->type),
|
|
baseAmount(Base->count),
|
|
owner(O),
|
|
slot(S),
|
|
side(Side)
|
|
{
|
|
health.init(); //???
|
|
}
|
|
|
|
CStack::CStack():
|
|
CBonusSystemNode(STACK_BATTLE),
|
|
owner(PlayerColor::NEUTRAL),
|
|
slot(SlotID(255)),
|
|
initialPosition(BattleHex())
|
|
{
|
|
}
|
|
|
|
CStack::CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
|
|
CBonusSystemNode(STACK_BATTLE),
|
|
ID(I),
|
|
type(stack->type),
|
|
baseAmount(stack->count),
|
|
owner(O),
|
|
slot(S),
|
|
side(Side)
|
|
{
|
|
health.init(); //???
|
|
}
|
|
|
|
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);
|
|
assert(army);
|
|
attachTo(*army);
|
|
attachTo(const_cast<CCreature&>(*type));
|
|
}
|
|
nativeTerrain = 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, static_cast<int>(unitType()->getLevel())); //war machine, clone etc
|
|
}
|
|
|
|
si32 CStack::magicResistance() const
|
|
{
|
|
auto magicResistance = AFactionMember::magicResistance();
|
|
|
|
si32 auraBonus = 0;
|
|
|
|
for(const auto * one : battle->battleAdjacentUnits(this))
|
|
{
|
|
if(one->unitOwner() == owner)
|
|
vstd::amax(auraBonus, one->valOfBonuses(BonusType::SPELL_RESISTANCE_AURA)); //max value
|
|
}
|
|
vstd::abetween(auraBonus, 0, 100);
|
|
vstd::abetween(magicResistance, 0, 100);
|
|
float castChance = (100 - magicResistance) * (100 - auraBonus)/100.0;
|
|
|
|
return static_cast<si32>(100 - castChance);
|
|
}
|
|
|
|
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<SpellID> CStack::activeSpells() const
|
|
{
|
|
std::vector<SpellID> ret;
|
|
|
|
std::stringstream cachingStr;
|
|
cachingStr << "!type_" << vstd::to_underlying(BonusType::NONE) << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT);
|
|
CSelector selector = Selector::sourceType()(BonusSource::SPELL_EFFECT)
|
|
.And(CSelector([](const Bonus * b)->bool
|
|
{
|
|
return b->type != BonusType::NONE && b->sid.as<SpellID>().toSpell() && !b->sid.as<SpellID>().toSpell()->isAdventure();
|
|
}));
|
|
|
|
TConstBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
|
|
for(const auto & it : *spellEffects)
|
|
{
|
|
if(!vstd::contains(ret, it->sid.as<SpellID>())) //do not duplicate spells with multiple effects
|
|
ret.push_back(it->sid.as<SpellID>());
|
|
}
|
|
|
|
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.toString();
|
|
oss << " battle stack [" << ID << "]: " << getCount() << " of ";
|
|
if(type)
|
|
oss << type->getNamePluralTextID();
|
|
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, const std::shared_ptr<battle::CUnitState> & customState)
|
|
{
|
|
auto initialCount = customState->getCount();
|
|
|
|
// compute damage and update bsa.damageAmount
|
|
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(BonusType::REBIRTH);
|
|
|
|
if(resurrectValue > 0 && customState->canCast()) //there must be casts left
|
|
{
|
|
double resurrectFactor = resurrectValue / 100.0;
|
|
|
|
auto baseAmount = customState->unitBaseAmount();
|
|
|
|
double resurrectedRaw = baseAmount * resurrectFactor;
|
|
|
|
auto resurrectedCount = static_cast<int32_t>(floor(resurrectedRaw));
|
|
|
|
auto 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(BonusType::REBIRTH, BonusCustomSubtype::rebirthSpecial))
|
|
{
|
|
// resurrect at least one Sacred Phoenix
|
|
vstd::amax(resurrectedCount, 1);
|
|
}
|
|
|
|
if(resurrectedCount > 0)
|
|
{
|
|
customState->casts.use();
|
|
bsa.flags |= BattleStackAttacked::REBIRTH;
|
|
int64_t toHeal = customState->getMaxHealth() * 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->getNameSingularTranslated() : type->getNamePluralTranslated(); //War machines can't use base
|
|
}
|
|
|
|
bool CStack::canBeHealed() const
|
|
{
|
|
return getFirstHPleft() < static_cast<int32_t>(getMaxHealth()) && isValidTarget() && !hasBonusOfType(BonusType::SIEGE_WEAPON);
|
|
}
|
|
|
|
bool CStack::isOnNativeTerrain() const
|
|
{
|
|
//this code is called from CreatureTerrainLimiter::limit on battle start
|
|
auto res = nativeTerrain == ETerrainId::ANY_TERRAIN || nativeTerrain == battle->getTerrainType();
|
|
return res;
|
|
}
|
|
|
|
bool CStack::isOnTerrain(TerrainId terrain) const
|
|
{
|
|
return battle->getTerrainType() == terrain;
|
|
}
|
|
|
|
const CCreature * CStack::unitType() const
|
|
{
|
|
return type;
|
|
}
|
|
|
|
int32_t CStack::unitBaseAmount() const
|
|
{
|
|
return baseAmount;
|
|
}
|
|
|
|
const IBonusBearer* CStack::getBonusBearer() const
|
|
{
|
|
return this;
|
|
}
|
|
|
|
bool CStack::unitHasAmmoCart(const battle::Unit * unit) const
|
|
{
|
|
for(const CStack * st : battle->stacks)
|
|
{
|
|
if(battle->battleMatchOwner(st, unit, true) && st->unitType()->getId() == CreatureID::AMMO_CART)
|
|
{
|
|
return st->alive();
|
|
}
|
|
}
|
|
//ammo cart works during creature bank battle while not on battlefield
|
|
const 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->getId() == 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.battleID = battle->battleID;
|
|
ssp.stackID = unitId();
|
|
ssp.which = BattleSetStackProperty::CASTS;
|
|
ssp.val = -spellCost;
|
|
ssp.absolute = false;
|
|
server->apply(&ssp);
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|