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0b70baa95e
* 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
468 lines
12 KiB
C++
468 lines
12 KiB
C++
/*
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* CSpellHandler.h, 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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#pragma once
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#include "Magic.h"
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#include "../JsonNode.h"
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#include "../IHandlerBase.h"
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#include "../ConstTransitivePtr.h"
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#include "../int3.h"
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#include "../GameConstants.h"
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#include "../battle/BattleHex.h"
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#include "../HeroBonus.h"
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namespace spells
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{
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class ISpellMechanicsFactory;
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class IBattleCast;
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}
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class CGObjectInstance;
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class CSpell;
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class IAdventureSpellMechanics;
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class CLegacyConfigParser;
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class CGHeroInstance;
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class CStack;
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class CBattleInfoCallback;
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class BattleInfo;
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struct CPackForClient;
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struct BattleSpellCast;
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class CGameInfoCallback;
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class CRandomGenerator;
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class CMap;
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class AdventureSpellCastParameters;
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class SpellCastEnvironment;
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namespace spells
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{
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struct SchoolInfo
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{
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ESpellSchool id; //backlink
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Bonus::BonusType damagePremyBonus;
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Bonus::BonusType immunityBonus;
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std::string jsonName;
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SecondarySkill::ESecondarySkill skill;
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Bonus::BonusType knoledgeBonus;
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};
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}
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enum class VerticalPosition : ui8{TOP, CENTER, BOTTOM};
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class DLL_LINKAGE CSpell : public spells::Spell
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{
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public:
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struct ProjectileInfo
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{
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///in radians. Only positive value. Negative angle is handled by vertical flip
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double minimumAngle;
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///resource name
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std::string resourceName;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & minimumAngle;
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h & resourceName;
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}
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};
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struct AnimationItem
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{
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std::string resourceName;
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VerticalPosition verticalPosition;
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int pause;
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AnimationItem();
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & resourceName;
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h & verticalPosition;
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if(version >= 754)
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{
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h & pause;
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}
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else if(!h.saving)
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{
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pause = 0;
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}
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}
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};
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typedef AnimationItem TAnimation;
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typedef std::vector<TAnimation> TAnimationQueue;
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struct DLL_LINKAGE AnimationInfo
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{
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AnimationInfo();
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~AnimationInfo();
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///displayed on all affected targets.
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TAnimationQueue affect;
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///displayed on caster.
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TAnimationQueue cast;
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///displayed on target hex. If spell was cast with no target selection displayed on entire battlefield (f.e. ARMAGEDDON)
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TAnimationQueue hit;
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///displayed "between" caster and (first) target. Ignored if spell was cast with no target selection.
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///use selectProjectile to access
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std::vector<ProjectileInfo> projectile;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & projectile;
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h & hit;
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h & cast;
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if(version >= 762)
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{
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h & affect;
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}
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}
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std::string selectProjectile(const double angle) const;
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} animationInfo;
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public:
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struct LevelInfo
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{
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std::string description; //descriptions of spell for skill level
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si32 cost;
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si32 power;
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si32 AIValue;
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bool smartTarget;
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bool clearTarget;
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bool clearAffected;
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std::string range;
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//TODO: remove these two when AI will understand special effects
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std::vector<std::shared_ptr<Bonus>> effects; //deprecated
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std::vector<std::shared_ptr<Bonus>> cumulativeEffects; //deprecated
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JsonNode battleEffects;
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LevelInfo();
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~LevelInfo();
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & description;
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h & cost;
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h & power;
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h & AIValue;
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h & smartTarget;
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h & range;
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if(version >= 773)
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{
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h & effects;
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h & cumulativeEffects;
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}
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else
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{
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//all old effects treated as not cumulative, special cases handled by CSpell::serialize
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std::vector<Bonus> old;
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h & old;
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if(!h.saving)
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{
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effects.clear();
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cumulativeEffects.clear();
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for(const Bonus & oldBonus : old)
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effects.push_back(std::make_shared<Bonus>(oldBonus));
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}
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}
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h & clearTarget;
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h & clearAffected;
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if(version >= 780)
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h & battleEffects;
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}
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};
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/** \brief Low level accessor. Don`t use it if absolutely necessary
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*
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* \param level. spell school level
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* \return Spell level info structure
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*
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*/
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const CSpell::LevelInfo & getLevelInfo(const int level) const;
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public:
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enum ESpellPositiveness
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{
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NEGATIVE = -1,
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NEUTRAL = 0,
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POSITIVE = 1
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};
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struct DLL_LINKAGE TargetInfo
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{
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spells::AimType type;
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bool smart;
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bool massive;
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bool onlyAlive;
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///no immunity on primary target (mostly spell-like attack)
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bool alwaysHitDirectly;
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bool clearAffected;
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bool clearTarget;
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TargetInfo(const CSpell * spell, const int level, spells::Mode mode);
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};
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using BTVector = std::vector<Bonus::BonusType>;
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SpellID id;
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std::string identifier;
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std::string name;
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si32 level;
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std::map<ESpellSchool, bool> school;
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si32 power; //spell's power
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std::map<TFaction, si32> probabilities; //% chance to gain for castles
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bool combatSpell; //is this spell combat (true) or adventure (false)
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bool creatureAbility; //if true, only creatures can use this spell
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si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
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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)
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JsonNode targetCondition; //custom condition on what spell can affect
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CSpell();
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~CSpell();
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std::vector<BattleHex> rangeInHexes(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, BattleHex centralHex) const;
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spells::AimType getTargetType() const;
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bool isCombatSpell() const;
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bool isAdventureSpell() const;
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bool isCreatureAbility() const;
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bool isPositive() const;
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bool isNegative() const;
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bool isNeutral() const;
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boost::logic::tribool getPositiveness() const;
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bool isDamageSpell() const;
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bool isRisingSpell() const;
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bool isOffensiveSpell() const;
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bool isSpecialSpell() const;
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bool hasEffects() const;
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void getEffects(std::vector<Bonus> & lst, const int level, const bool cumulative, const si32 duration, boost::optional<si32 *> maxDuration = boost::none) const;
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bool hasBattleEffects() const;
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///calculate spell damage on stack taking caster`s secondary skills and affectedCreature`s bonuses into account
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int64_t calculateDamage(const spells::Caster * caster) const;
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///selects from allStacks actually affected stacks
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std::vector<const CStack *> getAffectedStacks(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, int spellLvl, const spells::Target & target) const;
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si32 getCost(const int skillLevel) const;
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/**
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* Returns spell level power, base power ignored
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*/
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si32 getPower(const int skillLevel) const;
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si32 getProbability(const TFaction factionId) const;
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/**
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* Calls cb for each school this spell belongs to
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*
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* Set stop to true to abort looping
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*/
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void forEachSchool(const std::function<void (const spells::SchoolInfo &, bool &)> & cb) const override;
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int32_t getIndex() const override;
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/**
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* Returns resource name of icon for SPELL_IMMUNITY bonus
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*/
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const std::string& getIconImmune() const;
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const std::string& getCastSound() const;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & identifier;
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h & id;
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h & name;
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h & level;
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h & power;
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h & probabilities;
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h & attributes;
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h & combatSpell;
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h & creatureAbility;
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h & positiveness;
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h & counteredSpells;
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h & isRising;
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h & isDamage;
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h & isOffensive;
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h & targetType;
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if(version >= 780)
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{
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h & targetCondition;
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}
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else
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{
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BTVector immunities;
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BTVector absoluteImmunities;
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BTVector limiters;
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BTVector absoluteLimiters;
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h & immunities;
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h & limiters;
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h & absoluteImmunities;
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h & absoluteLimiters;
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if(!h.saving)
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targetCondition = convertTargetCondition(immunities, absoluteImmunities, limiters, absoluteLimiters);
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}
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h & iconImmune;
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h & defaultProbability;
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h & isSpecial;
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h & castSound;
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h & iconBook;
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h & iconEffect;
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h & iconScenarioBonus;
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h & iconScroll;
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h & levels;
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h & school;
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h & animationInfo;
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//backward compatibility
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//can not be added to level structure as level structure does not know spell id
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if(!h.saving && version < 773)
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{
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if(id == SpellID::DISRUPTING_RAY || id == SpellID::ACID_BREATH_DEFENSE)
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for(auto & level : levels)
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std::swap(level.effects, level.cumulativeEffects);
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}
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}
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friend class CSpellHandler;
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friend class Graphics;
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public:
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///internal interface (for callbacks)
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///Checks general but spell-specific problems. Use only during battle.
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bool canBeCast(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const;
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bool canBeCast(spells::Problem & problem, const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster) const;
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///checks for creature immunity / anything that prevent casting *at given hex*
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bool canBeCastAt(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, BattleHex destination) const; //DEPREACTED
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bool canBeCastAt(const CBattleInfoCallback * cb, spells::Mode mode, const spells::Caster * caster, const spells::Target & target) const;
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public:
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///Server logic. Has write access to GameState via packets.
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///May be executed on client side by (future) non-cheat-proof scripts.
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bool adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
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public://internal, for use only by Mechanics classes
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///applies caster`s secondary skills and affectedCreature`s to raw damage
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int64_t adjustRawDamage(const spells::Caster * caster, const battle::Unit * affectedCreature, int64_t rawDamage) const;
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///returns raw damage or healed HP
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int64_t calculateRawEffectValue(int32_t effectLevel, int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const;
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std::unique_ptr<spells::Mechanics> battleMechanics(const spells::IBattleCast * event) const;
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private:
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void setIsOffensive(const bool val);
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void setIsRising(const bool val);
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JsonNode convertTargetCondition(const BTVector & immunity, const BTVector & absImmunity, const BTVector & limit, const BTVector & absLimit) const;
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//call this after load or deserialization. cant be done in constructor.
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void setupMechanics();
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private:
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si32 defaultProbability;
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bool isRising;
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bool isDamage;
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bool isOffensive;
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bool isSpecial;
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std::string attributes; //reference only attributes //todo: remove or include in configuration format, currently unused
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spells::AimType targetType;
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///graphics related stuff
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std::string iconImmune;
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std::string iconBook;
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std::string iconEffect;
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std::string iconScenarioBonus;
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std::string iconScroll;
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///sound related stuff
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std::string castSound;
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std::vector<LevelInfo> levels;
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std::unique_ptr<spells::ISpellMechanicsFactory> mechanics;//(!) do not serialize
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std::unique_ptr<IAdventureSpellMechanics> adventureMechanics;//(!) do not serialize
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};
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bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos); //for spells like Dimension Door
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class DLL_LINKAGE CSpellHandler: public CHandlerBase<SpellID, CSpell>
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{
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public:
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CSpellHandler();
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virtual ~CSpellHandler();
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///IHandler base
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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
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void afterLoadFinalization() override;
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void beforeValidate(JsonNode & object) override;
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/**
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* Gets a list of default allowed spells. OH3 spells are all allowed by default.
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*
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*/
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std::vector<bool> getDefaultAllowed() const override;
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const std::string getTypeName() const override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & objects;
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if(!h.saving && version < 780)
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{
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update780();
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}
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if(!h.saving)
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{
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afterLoadFinalization();
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}
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}
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protected:
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CSpell * loadFromJson(const JsonNode & json, const std::string & identifier, size_t index) override;
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private:
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void update780();
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};
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