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vcmi/lib/spells/CSpellHandler.h
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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/*
* CSpellHandler.h, 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
*
*/
#pragma once
#include "Magic.h"
#include "../JsonNode.h"
#include "../IHandlerBase.h"
#include "../ConstTransitivePtr.h"
#include "../int3.h"
#include "../GameConstants.h"
#include "../battle/BattleHex.h"
#include "../HeroBonus.h"
namespace spells
{
class ISpellMechanicsFactory;
class IBattleCast;
}
class CGObjectInstance;
class CSpell;
class IAdventureSpellMechanics;
class CLegacyConfigParser;
class CGHeroInstance;
class CStack;
class CBattleInfoCallback;
class BattleInfo;
struct CPackForClient;
struct BattleSpellCast;
class CGameInfoCallback;
class CRandomGenerator;
class CMap;
class AdventureSpellCastParameters;
class SpellCastEnvironment;
namespace spells
{
struct SchoolInfo
{
ESpellSchool id; //backlink
Bonus::BonusType damagePremyBonus;
Bonus::BonusType immunityBonus;
std::string jsonName;
SecondarySkill::ESecondarySkill skill;
Bonus::BonusType knoledgeBonus;
};
}
enum class VerticalPosition : ui8{TOP, CENTER, BOTTOM};
class DLL_LINKAGE CSpell : public spells::Spell
{
public:
struct ProjectileInfo
{
///in radians. Only positive value. Negative angle is handled by vertical flip
double minimumAngle;
///resource name
std::string resourceName;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & minimumAngle;
h & resourceName;
}
};
struct AnimationItem
{
std::string resourceName;
VerticalPosition verticalPosition;
int pause;
AnimationItem();
template <typename Handler> void serialize(Handler & h, const int version)
{
h & resourceName;
h & verticalPosition;
if(version >= 754)
{
h & pause;
}
else if(!h.saving)
{
pause = 0;
}
}
};
typedef AnimationItem TAnimation;
typedef std::vector<TAnimation> TAnimationQueue;
struct DLL_LINKAGE AnimationInfo
{
AnimationInfo();
~AnimationInfo();
///displayed on all affected targets.
TAnimationQueue affect;
///displayed on caster.
TAnimationQueue cast;
///displayed on target hex. If spell was cast with no target selection displayed on entire battlefield (f.e. ARMAGEDDON)
TAnimationQueue hit;
///displayed "between" caster and (first) target. Ignored if spell was cast with no target selection.
///use selectProjectile to access
std::vector<ProjectileInfo> projectile;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & projectile;
h & hit;
h & cast;
if(version >= 762)
{
h & affect;
}
}
std::string selectProjectile(const double angle) const;
} animationInfo;
public:
struct LevelInfo
{
std::string description; //descriptions of spell for skill level
si32 cost;
si32 power;
si32 AIValue;
bool smartTarget;
bool clearTarget;
bool clearAffected;
std::string range;
//TODO: remove these two when AI will understand special effects
std::vector<std::shared_ptr<Bonus>> effects; //deprecated
std::vector<std::shared_ptr<Bonus>> cumulativeEffects; //deprecated
JsonNode battleEffects;
LevelInfo();
~LevelInfo();
template <typename Handler> void serialize(Handler & h, const int version)
{
h & description;
h & cost;
h & power;
h & AIValue;
h & smartTarget;
h & range;
if(version >= 773)
{
h & effects;
h & cumulativeEffects;
}
else
{
//all old effects treated as not cumulative, special cases handled by CSpell::serialize
std::vector<Bonus> old;
h & old;
if(!h.saving)
{
effects.clear();
cumulativeEffects.clear();
for(const Bonus & oldBonus : old)
effects.push_back(std::make_shared<Bonus>(oldBonus));
}
}
h & clearTarget;
h & clearAffected;
if(version >= 780)
h & battleEffects;
}
};
/** \brief Low level accessor. Don`t use it if absolutely necessary
*
* \param level. spell school level
* \return Spell level info structure
*
*/
const CSpell::LevelInfo & getLevelInfo(const int level) const;
public:
enum ESpellPositiveness
{
NEGATIVE = -1,
NEUTRAL = 0,
POSITIVE = 1
};
struct DLL_LINKAGE TargetInfo
{
spells::AimType type;
bool smart;
bool massive;
bool onlyAlive;
///no immunity on primary target (mostly spell-like attack)
bool alwaysHitDirectly;
bool clearAffected;
bool clearTarget;
TargetInfo(const CSpell * spell, const int level, spells::Mode mode);
};
using BTVector = std::vector<Bonus::BonusType>;
SpellID id;
std::string identifier;
std::string name;
si32 level;
std::map<ESpellSchool, bool> school;
si32 power; //spell's power
std::map<TFaction, si32> probabilities; //% chance to gain for castles
bool combatSpell; //is this spell combat (true) or adventure (false)
bool creatureAbility; //if true, only creatures can use this spell
si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
std::vector<SpellID> counteredSpells; //spells that are removed when effect of this spell is placed on creature (for bless-curse, haste-slow, and similar pairs)
JsonNode targetCondition; //custom condition on what spell can affect
CSpell();
~CSpell();
std::vector<BattleHex> rangeInHexes(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, BattleHex centralHex) const;
spells::AimType getTargetType() const;
bool isCombatSpell() const;
bool isAdventureSpell() const;
bool isCreatureAbility() const;
bool isPositive() const;
bool isNegative() const;
bool isNeutral() const;
boost::logic::tribool getPositiveness() const;
bool isDamageSpell() const;
bool isRisingSpell() const;
bool isOffensiveSpell() const;
bool isSpecialSpell() const;
bool hasEffects() const;
void getEffects(std::vector<Bonus> & lst, const int level, const bool cumulative, const si32 duration, boost::optional<si32 *> maxDuration = boost::none) const;
bool hasBattleEffects() const;
///calculate spell damage on stack taking caster`s secondary skills and affectedCreature`s bonuses into account
int64_t calculateDamage(const spells::Caster * caster) const;
///selects from allStacks actually affected stacks
std::vector<const CStack *> getAffectedStacks(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, int spellLvl, const spells::Target & target) const;
si32 getCost(const int skillLevel) const;
/**
* Returns spell level power, base power ignored
*/
si32 getPower(const int skillLevel) const;
si32 getProbability(const TFaction factionId) const;
/**
* Calls cb for each school this spell belongs to
*
* Set stop to true to abort looping
*/
void forEachSchool(const std::function<void (const spells::SchoolInfo &, bool &)> & cb) const override;
int32_t getIndex() const override;
/**
* Returns resource name of icon for SPELL_IMMUNITY bonus
*/
const std::string& getIconImmune() const;
const std::string& getCastSound() const;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & identifier;
h & id;
h & name;
h & level;
h & power;
h & probabilities;
h & attributes;
h & combatSpell;
h & creatureAbility;
h & positiveness;
h & counteredSpells;
h & isRising;
h & isDamage;
h & isOffensive;
h & targetType;
if(version >= 780)
{
h & targetCondition;
}
else
{
BTVector immunities;
BTVector absoluteImmunities;
BTVector limiters;
BTVector absoluteLimiters;
h & immunities;
h & limiters;
h & absoluteImmunities;
h & absoluteLimiters;
if(!h.saving)
targetCondition = convertTargetCondition(immunities, absoluteImmunities, limiters, absoluteLimiters);
}
h & iconImmune;
h & defaultProbability;
h & isSpecial;
h & castSound;
h & iconBook;
h & iconEffect;
h & iconScenarioBonus;
h & iconScroll;
h & levels;
h & school;
h & animationInfo;
//backward compatibility
//can not be added to level structure as level structure does not know spell id
if(!h.saving && version < 773)
{
if(id == SpellID::DISRUPTING_RAY || id == SpellID::ACID_BREATH_DEFENSE)
for(auto & level : levels)
std::swap(level.effects, level.cumulativeEffects);
}
}
friend class CSpellHandler;
friend class Graphics;
public:
///internal interface (for callbacks)
///Checks general but spell-specific problems. Use only during battle.
bool canBeCast(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const;
bool canBeCast(spells::Problem & problem, const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const;
///checks for creature immunity / anything that prevent casting *at given hex*
bool canBeCastAt(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, BattleHex destination) const; //DEPREACTED
bool canBeCastAt(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, const spells::Target & target) const;
public:
///Server logic. Has write access to GameState via packets.
///May be executed on client side by (future) non-cheat-proof scripts.
bool adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
public://internal, for use only by Mechanics classes
///applies caster`s secondary skills and affectedCreature`s to raw damage
int64_t adjustRawDamage(const spells::Caster * caster, const battle::Unit * affectedCreature, int64_t rawDamage) const;
///returns raw damage or healed HP
int64_t calculateRawEffectValue(int32_t effectLevel, int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const;
std::unique_ptr<spells::Mechanics> battleMechanics(const spells::IBattleCast * event) const;
private:
void setIsOffensive(const bool val);
void setIsRising(const bool val);
JsonNode convertTargetCondition(const BTVector & immunity, const BTVector & absImmunity, const BTVector & limit, const BTVector & absLimit) const;
//call this after load or deserialization. cant be done in constructor.
void setupMechanics();
private:
si32 defaultProbability;
bool isRising;
bool isDamage;
bool isOffensive;
bool isSpecial;
std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
spells::AimType targetType;
///graphics related stuff
std::string iconImmune;
std::string iconBook;
std::string iconEffect;
std::string iconScenarioBonus;
std::string iconScroll;
///sound related stuff
std::string castSound;
std::vector<LevelInfo> levels;
std::unique_ptr<spells::ISpellMechanicsFactory> mechanics;//(!) do not serialize
std::unique_ptr<IAdventureSpellMechanics> adventureMechanics;//(!) do not serialize
};
bool DLL_LINKAGE isInScreenRange(const int3 &center, const int3 &pos); //for spells like Dimension Door
class DLL_LINKAGE CSpellHandler: public CHandlerBase<SpellID, CSpell>
{
public:
CSpellHandler();
virtual ~CSpellHandler();
///IHandler base
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
void afterLoadFinalization() override;
void beforeValidate(JsonNode & object) override;
/**
* Gets a list of default allowed spells. OH3 spells are all allowed by default.
*
*/
std::vector<bool> getDefaultAllowed() const override;
const std::string getTypeName() const override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & objects;
if(!h.saving && version < 780)
{
update780();
}
if(!h.saving)
{
afterLoadFinalization();
}
}
protected:
CSpell * loadFromJson(const JsonNode & json, const std::string & identifier, size_t index) override;
private:
void update780();
};