1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/spells/BattleSpellMechanics.cpp
2023-10-24 01:27:52 +03:00

725 lines
17 KiB
C++

/*
* BattleSpellMechanics.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 "BattleSpellMechanics.h"
#include "Problem.h"
#include "CSpellHandler.h"
#include "../battle/IBattleState.h"
#include "../battle/CBattleInfoCallback.h"
#include "../networkPacks/PacksForClientBattle.h"
#include "../networkPacks/SetStackEffect.h"
#include "../CStack.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace SRSLPraserHelpers
{
static int XYToHex(int x, int y)
{
return x + GameConstants::BFIELD_WIDTH * y;
}
static int XYToHex(std::pair<int, int> xy)
{
return XYToHex(xy.first, xy.second);
}
static int hexToY(int battleFieldPosition)
{
return battleFieldPosition/GameConstants::BFIELD_WIDTH;
}
static int hexToX(int battleFieldPosition)
{
int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
return pos;
}
static std::pair<int, int> hexToPair(int battleFieldPosition)
{
return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
}
//moves hex by one hex in given direction
//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
static std::pair<int, int> gotoDir(int x, int y, int direction)
{
switch(direction)
{
case 0: //top left
return std::make_pair((y%2) ? x-1 : x, y-1);
case 1: //top right
return std::make_pair((y%2) ? x : x+1, y-1);
case 2: //right
return std::make_pair(x+1, y);
case 3: //right bottom
return std::make_pair((y%2) ? x : x+1, y+1);
case 4: //left bottom
return std::make_pair((y%2) ? x-1 : x, y+1);
case 5: //left
return std::make_pair(x-1, y);
default:
throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
}
}
static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
{
return gotoDir(xy.first, xy.second, direction);
}
static bool isGoodHex(std::pair<int, int> xy)
{
return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
}
//helper function for rangeInHexes
static std::set<ui16> getInRange(unsigned int center, int low, int high)
{
std::set<ui16> ret;
if(low == 0)
{
ret.insert(center);
}
std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
for(auto & elem : mainPointForLayer)
elem = hexToPair(center);
for(int it=1; it<=high; ++it) //it - distance to the center
{
for(int b=0; b<6; ++b)
mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
if(it>=low)
{
std::pair<int, int> curHex;
//adding lines (A-b, B-c, C-d, etc)
for(int v=0; v<6; ++v)
{
curHex = mainPointForLayer[v];
for(int h=0; h<it; ++h)
{
if(isGoodHex(curHex))
ret.insert(XYToHex(curHex));
curHex = gotoDir(curHex, (v+2)%6);
}
}
} //if(it>=low)
}
return ret;
}
}
BattleSpellMechanics::BattleSpellMechanics(const IBattleCast * event,
std::shared_ptr<effects::Effects> effects_,
std::shared_ptr<IReceptiveCheck> targetCondition_):
BaseMechanics(event),
effects(std::move(effects_)),
targetCondition(std::move(targetCondition_))
{}
BattleSpellMechanics::~BattleSpellMechanics() = default;
void BattleSpellMechanics::applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const
{
auto callback = [&](const effects::Effect * effect, bool & stop)
{
if(indirect == effect->indirect)
{
if(ignoreImmunity)
{
effect->apply(server, this, targets);
}
else
{
EffectTarget filtered = effect->filterTarget(this, targets);
effect->apply(server, this, filtered);
}
}
};
effects->forEachEffect(getEffectLevel(), callback);
}
bool BattleSpellMechanics::canBeCast(Problem & problem) const
{
auto genProblem = battle()->battleCanCastSpell(caster, mode);
if(genProblem != ESpellCastProblem::OK)
return adaptProblem(genProblem, problem);
switch(mode)
{
case Mode::HERO:
{
const auto * castingHero = dynamic_cast<const CGHeroInstance *>(caster); //todo: unify hero|creature spell cost
if(!castingHero)
{
logGlobal->debug("CSpell::canBeCast: invalid caster");
genProblem = ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
}
else if(!castingHero->getArt(ArtifactPosition::SPELLBOOK))
genProblem = ESpellCastProblem::NO_SPELLBOOK;
else if(!castingHero->canCastThisSpell(owner))
genProblem = ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
else if(castingHero->mana < battle()->battleGetSpellCost(owner, castingHero)) //not enough mana
genProblem = ESpellCastProblem::NOT_ENOUGH_MANA;
}
break;
}
if(genProblem != ESpellCastProblem::OK)
return adaptProblem(genProblem, problem);
if(!owner->isCombat())
return adaptProblem(ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, problem);
const PlayerColor player = caster->getCasterOwner();
const auto side = battle()->playerToSide(player);
if(!side)
return adaptProblem(ESpellCastProblem::INVALID, problem);
//effect like Recanter's Cloak. Blocks also passive casting.
//TODO: check creature abilities to block
//TODO: check any possible caster
if(battle()->battleMaxSpellLevel(side.value()) < getSpellLevel() || battle()->battleMinSpellLevel(side.value()) > getSpellLevel())
return adaptProblem(ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED, problem);
return effects->applicable(problem, this);
}
bool BattleSpellMechanics::canBeCastAt(const Target & target, Problem & problem) const
{
if(!canBeCast(problem))
return false;
Target spellTarget = transformSpellTarget(target);
return effects->applicable(problem, this, target, spellTarget);
}
std::vector<const CStack *> BattleSpellMechanics::getAffectedStacks(const Target & target) const
{
Target spellTarget = transformSpellTarget(target);
EffectTarget all;
effects->forEachEffect(getEffectLevel(), [&all, &target, &spellTarget, this](const effects::Effect * e, bool & stop)
{
EffectTarget one = e->transformTarget(this, target, spellTarget);
vstd::concatenate(all, one);
});
std::set<const CStack *> stacks;
for(const Destination & dest : all)
{
if(dest.unitValue)
{
//FIXME: remove and return battle::Unit
stacks.insert(battle()->battleGetStackByID(dest.unitValue->unitId(), false));
}
}
std::vector<const CStack *> res;
std::copy(stacks.begin(), stacks.end(), std::back_inserter(res));
return res;
}
void BattleSpellMechanics::cast(ServerCallback * server, const Target & target)
{
BattleSpellCast sc;
int spellCost = 0;
sc.side = casterSide;
sc.spellID = getSpellId();
sc.battleID = battle()->getBattle()->getBattleID();
sc.tile = target.at(0).hexValue;
sc.castByHero = mode == Mode::HERO;
sc.casterStack = caster->getCasterUnitId();
sc.manaGained = 0;
sc.activeCast = false;
affectedUnits.clear();
const CGHeroInstance * otherHero = nullptr;
{
//check it there is opponent hero
const ui8 otherSide = battle()->otherSide(casterSide);
if(battle()->battleHasHero(otherSide))
otherHero = battle()->battleGetFightingHero(otherSide);
}
//calculate spell cost
if(mode == Mode::HERO)
{
const auto * casterHero = dynamic_cast<const CGHeroInstance *>(caster);
spellCost = battle()->battleGetSpellCost(owner, casterHero);
if(nullptr != otherHero) //handle mana channel
{
int manaChannel = 0;
for(const auto * stack : battle()->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
{
if(stack->unitOwner() == otherHero->tempOwner)
{
vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING));
}
}
sc.manaGained = (manaChannel * spellCost) / 100;
}
sc.activeCast = true;
}
else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER)
{
spellCost = 1;
sc.activeCast = true;
}
beforeCast(sc, *server->getRNG(), target);
BattleLogMessage castDescription;
castDescription.battleID = battle()->getBattle()->getBattleID();
switch (mode)
{
case Mode::CREATURE_ACTIVE:
case Mode::ENCHANTER:
case Mode::HERO:
case Mode::PASSIVE:
{
MetaString line;
caster->getCastDescription(owner, affectedUnits, line);
if(!line.empty())
castDescription.lines.push_back(line);
}
break;
default:
break;
}
doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1));
for(auto & unit : affectedUnits)
sc.affectedCres.insert(unit->unitId());
if(!castDescription.lines.empty())
server->apply(&castDescription);
server->apply(&sc);
for(auto & p : effectsToApply)
p.first->apply(server, this, p.second);
if(sc.activeCast)
{
caster->spendMana(server, spellCost);
if(sc.manaGained > 0)
{
assert(otherHero);
otherHero->spendMana(server, -sc.manaGained);
}
}
// send empty event to client
// temporary(?) workaround to force animations to trigger
StacksInjured fakeEvent;
fakeEvent.battleID = battle()->getBattle()->getBattleID();
server->apply(&fakeEvent);
}
void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target)
{
affectedUnits.clear();
Target spellTarget = transformSpellTarget(target);
std::vector <const battle::Unit *> resisted;
auto rangeGen = rng.getInt64Range(0, 99);
auto filterResisted = [&, this](const battle::Unit * unit) -> bool
{
if(isNegativeSpell() && isMagicalEffect())
{
//magic resistance
const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in %
if(rangeGen() < prob)
return true;
}
return false;
};
auto filterUnit = [&](const battle::Unit * unit)
{
if(filterResisted(unit))
resisted.push_back(unit);
else
affectedUnits.push_back(unit);
};
//prepare targets
effectsToApply = effects->prepare(this, target, spellTarget);
std::set<const battle::Unit *> unitTargets = collectTargets();
//process them
for(const auto * unit : unitTargets)
filterUnit(unit);
//and update targets
for(auto & p : effectsToApply)
{
vstd::erase_if(p.second, [&](const Destination & d)
{
if(!d.unitValue)
return false;
return vstd::contains(resisted, d.unitValue);
});
}
if(mode == Mode::MAGIC_MIRROR)
{
if(caster->getHeroCaster() == nullptr)
{
sc.reflectedCres.insert(caster->getCasterUnitId());
}
}
for(const auto * unit : resisted)
sc.resistedCres.insert(unit->unitId());
}
void BattleSpellMechanics::castEval(ServerCallback * server, const Target & target)
{
affectedUnits.clear();
//TODO: evaluate caster updates (mana usage etc.)
//TODO: evaluate random values
Target spellTarget = transformSpellTarget(target);
effectsToApply = effects->prepare(this, target, spellTarget);
std::set<const battle::Unit *> unitTargets = collectTargets();
auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1);
std::copy(std::begin(unitTargets), std::end(unitTargets), std::back_inserter(affectedUnits));
doRemoveEffects(server, affectedUnits, selector);
for(auto & p : effectsToApply)
p.first->apply(server, this, p.second);
}
std::set<const battle::Unit *> BattleSpellMechanics::collectTargets() const
{
std::set<const battle::Unit *> result;
for(const auto & p : effectsToApply)
{
for(const Destination & d : p.second)
if(d.unitValue)
result.insert(d.unitValue);
}
return result;
}
void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const std::vector<const battle::Unit *> & targets, const CSelector & selector)
{
SetStackEffect sse;
sse.battleID = battle()->getBattle()->getBattleID();
for(const auto * unit : targets)
{
std::vector<Bonus> buffer;
auto bl = unit->getBonuses(selector);
for(const auto & item : *bl)
buffer.emplace_back(*item);
if(!buffer.empty())
sse.toRemove.emplace_back(unit->unitId(), buffer);
}
if(!sse.toRemove.empty())
server->apply(&sse);
}
bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const
{
if(bonus->source != BonusSource::SPELL_EFFECT)
return false;
for(const SpellID & id : owner->counteredSpells)
{
if(bonus->sid.as<SpellID>() == id)
return true;
}
return false;
}
std::set<BattleHex> BattleSpellMechanics::spellRangeInHexes(BattleHex centralHex) const
{
using namespace SRSLPraserHelpers;
std::set<BattleHex> ret;
std::string rng = owner->getLevelInfo(getRangeLevel()).range + ','; //copy + artificial comma for easier handling
if(rng.size() >= 2 && rng[0] != 'X') //there is at least one hex in range (+artificial comma)
{
std::string number1;
std::string number2;
int beg = 0;
int end = 0;
bool readingFirst = true;
for(auto & elem : rng)
{
if(std::isdigit(elem) ) //reading number
{
if(readingFirst)
number1 += elem;
else
number2 += elem;
}
else if(elem == ',') //comma
{
//calculating variables
if(readingFirst)
{
beg = std::stoi(number1);
number1 = "";
}
else
{
end = std::stoi(number2);
number2 = "";
}
//obtaining new hexes
std::set<ui16> curLayer;
if(readingFirst)
{
curLayer = getInRange(centralHex, beg, beg);
}
else
{
curLayer = getInRange(centralHex, beg, end);
readingFirst = true;
}
//adding obtained hexes
for(const auto & curLayer_it : curLayer)
{
ret.insert(curLayer_it);
}
}
else if(elem == '-') //dash
{
beg = std::stoi(number1);
number1 = "";
readingFirst = false;
}
}
}
return ret;
}
Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const
{
Target spellTarget;
if(aimPoint.empty())
{
logGlobal->error("Aimed spell cast with no destination.");
}
else
{
const Destination & primary = aimPoint.at(0);
BattleHex aimPointHex = primary.hexValue;
//transform primary spell target with spell range (if it`s valid), leave anything else to effects
if(aimPointHex.isValid())
{
auto spellRange = spellRangeInHexes(aimPointHex);
for(const auto & hex : spellRange)
spellTarget.push_back(Destination(hex));
}
}
if(spellTarget.empty())
spellTarget.push_back(Destination(BattleHex::INVALID));
return spellTarget;
}
std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
{
auto ret = BaseMechanics::getTargetTypes();
if(!ret.empty())
{
effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop)
{
e->adjustTargetTypes(ret);
stop = ret.empty();
});
}
return ret;
}
std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const
{
//TODO: BattleSpellMechanics::getPossibleDestinations
if(index != 0)
return std::vector<Destination>();
std::vector<Destination> ret;
switch(aimType)
{
case AimType::CREATURE:
{
auto stacks = battle()->battleGetAllStacks();
for(auto stack : stacks)
{
Target tmp = current;
tmp.emplace_back(stack->getPosition());
detail::ProblemImpl ignored;
if(canBeCastAt(tmp, ignored))
ret.emplace_back(stack->getPosition());
}
break;
}
case AimType::LOCATION:
if(fast)
{
auto stacks = battle()->battleGetAllStacks();
std::set<BattleHex> hexesToCheck;
for(auto stack : stacks)
{
hexesToCheck.insert(stack->getPosition());
for(auto adjacent : stack->getPosition().neighbouringTiles())
hexesToCheck.insert(adjacent);
}
for(auto hex : hexesToCheck)
{
if(hex.isAvailable())
{
Target tmp = current;
tmp.emplace_back(hex);
detail::ProblemImpl ignored;
if(canBeCastAt(tmp, ignored))
ret.emplace_back(hex);
}
}
}
else
{
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
{
BattleHex dest(i);
if(dest.isAvailable())
{
Target tmp = current;
tmp.emplace_back(dest);
detail::ProblemImpl ignored;
if(canBeCastAt(tmp, ignored))
ret.emplace_back(dest);
}
}
}
break;
case AimType::NO_TARGET:
ret.emplace_back();
break;
default:
break;
}
return ret;
}
bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const
{
return targetCondition->isReceptive(this, target);
}
std::vector<BattleHex> BattleSpellMechanics::rangeInHexes(BattleHex centralHex) const
{
if(isMassive() || !centralHex.isValid())
return std::vector<BattleHex>(1, BattleHex::INVALID);
Target aimPoint;
aimPoint.push_back(Destination(centralHex));
Target spellTarget = transformSpellTarget(aimPoint);
std::set<BattleHex> effectRange;
effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop)
{
if(!effect->indirect)
{
effect->adjustAffectedHexes(effectRange, this, spellTarget);
}
});
std::vector<BattleHex> ret;
ret.reserve(effectRange.size());
std::copy(effectRange.begin(), effectRange.end(), std::back_inserter(ret));
return ret;
}
const Spell * BattleSpellMechanics::getSpell() const
{
return owner;
}
}
VCMI_LIB_NAMESPACE_END