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	All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes
Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*
Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
		
	
		
			
				
	
	
		
			405 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			405 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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| 
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| #include <vstd/RNG.h>
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| 
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| #include <vcmi/Entity.h>
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| #include <vcmi/ServerCallback.h>
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| 
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| #include "texts/CGeneralTextHandler.h"
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| #include "battle/BattleInfo.h"
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| #include "spells/CSpellHandler.h"
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| #include "networkPacks/PacksForClientBattle.h"
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| 
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| VCMI_LIB_NAMESPACE_BEGIN
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| 
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| 
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| ///CStack
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| CStack::CStack(const CStackInstance * Base, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
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| 	CBonusSystemNode(STACK_BATTLE),
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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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| {
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| 	health.init(); //???
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| }
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| 
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| CStack::CStack():
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| 	CBonusSystemNode(STACK_BATTLE),
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| 	owner(PlayerColor::NEUTRAL),
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| 	slot(SlotID(255)),
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| 	initialPosition(BattleHex())
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| {
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| }
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| 
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| CStack::CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
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| 	CBonusSystemNode(STACK_BATTLE),
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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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| {
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| 	health.init(); //???
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| }
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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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| 
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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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| 		assert(army);
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| 		attachTo(*army);
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| 		attachToSource(*type);
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| 	}
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| 	nativeTerrain = 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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| 
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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, static_cast<int>(unitType()->getLevel())); //war machine, clone etc
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| }
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| 
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| si32 CStack::magicResistance() const
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| {
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| 	auto magicResistance = AFactionMember::magicResistance();
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| 
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| 	si32 auraBonus = 0;
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| 
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| 	for(const 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(BonusType::SPELL_RESISTANCE_AURA)); //max value
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| 	}
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| 	vstd::abetween(auraBonus, 0, 100);
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| 	vstd::abetween(magicResistance, 0, 100);
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| 	float castChance = (100 - magicResistance) * (100 - auraBonus)/100.0;
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| 
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| 	return static_cast<si32>(100 - castChance);
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| }
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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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| 
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| std::vector<SpellID> CStack::activeSpells() const
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| {
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| 	std::vector<SpellID> ret;
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| 
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| 	std::stringstream cachingStr;
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| 	cachingStr << "!type_" << vstd::to_underlying(BonusType::NONE) << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT);
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| 	CSelector selector = Selector::sourceType()(BonusSource::SPELL_EFFECT)
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| 						 .And(CSelector([](const Bonus * b)->bool
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| 	{
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| 		return b->type != BonusType::NONE && b->sid.as<SpellID>().toSpell() && !b->sid.as<SpellID>().toSpell()->isAdventure();
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| 	}));
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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.as<SpellID>()))  //do not duplicate spells with multiple effects
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| 			ret.push_back(it->sid.as<SpellID>());
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| 	}
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| 
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| 	return ret;
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| }
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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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| 
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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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| 
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| 	return nullptr;
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| }
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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.toString();
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| 	oss << " battle stack [" << ID << "]: " << getCount() << " of ";
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| 	if(type)
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| 		oss << type->getNamePluralTextID();
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| 	else
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| 		oss << "[UNDEFINED TYPE]";
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| 
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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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| 
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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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| 
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| void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, const std::shared_ptr<battle::CUnitState> & customState)
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| {
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| 	auto initialCount = customState->getCount();
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| 
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| 	// compute damage and update bsa.damageAmount
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| 	customState->damage(bsa.damageAmount);
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| 
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| 	bsa.killedAmount = initialCount - customState->getCount();
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| 
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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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| 
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| 		auto resurrectValue = customState->valOfBonuses(BonusType::REBIRTH);
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| 
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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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| 
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| 			auto baseAmount = customState->unitBaseAmount();
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| 
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| 			double resurrectedRaw = baseAmount * resurrectFactor;
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| 
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| 			auto resurrectedCount = static_cast<int32_t>(floor(resurrectedRaw));
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| 
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| 			auto resurrectedAdd = static_cast<int32_t>(baseAmount - (resurrectedCount / resurrectFactor));
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| 
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| 			for(int32_t i = 0; i < resurrectedAdd; i++)
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| 			{
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| 				if(resurrectValue > rand.nextInt(0, 99))
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| 					resurrectedCount += 1;
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| 			}
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| 
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| 			if(customState->hasBonusOfType(BonusType::REBIRTH, BonusCustomSubtype::rebirthSpecial))
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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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| 
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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->getMaxHealth() * 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	return res;
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| }
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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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| 
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| std::string CStack::getName() const
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| {
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| 	return (getCount() == 1) ? type->getNameSingularTranslated() : type->getNamePluralTranslated(); //War machines can't use base
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| }
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| 
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| bool CStack::canBeHealed() const
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| {
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| 	return getFirstHPleft() < static_cast<int32_t>(getMaxHealth()) && isValidTarget() && !hasBonusOfType(BonusType::SIEGE_WEAPON);
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| }
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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 == ETerrainId::ANY_TERRAIN || nativeTerrain == battle->getTerrainType();
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| 	return res;
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| }
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| 
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| bool CStack::isOnTerrain(TerrainId terrain) const
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| {
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| 	return battle->getTerrainType() == terrain;
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| }
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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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| 
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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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| 
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| const IBonusBearer* CStack::getBonusBearer() const
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| {
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| 	return this;
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| }
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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->unitType()->getId() == 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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| 	const 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->getId() == 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	BattleSetStackProperty ssp;
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| 	ssp.battleID = battle->battleID;
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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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| 
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| VCMI_LIB_NAMESPACE_END
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