mirror of
https://github.com/vcmi/vcmi.git
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1338 lines
40 KiB
C++
1338 lines
40 KiB
C++
/*
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* SpellMechanics.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 "SpellMechanics.h"
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#include "CObstacleInstance.h"
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#include "mapObjects/CGHeroInstance.h"
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#include "BattleState.h"
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#include "CRandomGenerator.h"
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#include "NetPacks.h"
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namespace SRSLPraserHelpers
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{
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static int XYToHex(int x, int y)
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{
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return x + GameConstants::BFIELD_WIDTH * y;
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}
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static int XYToHex(std::pair<int, int> xy)
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{
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return XYToHex(xy.first, xy.second);
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}
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static int hexToY(int battleFieldPosition)
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{
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return battleFieldPosition/GameConstants::BFIELD_WIDTH;
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}
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static int hexToX(int battleFieldPosition)
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{
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int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
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return pos;
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}
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static std::pair<int, int> hexToPair(int battleFieldPosition)
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{
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return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
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}
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//moves hex by one hex in given direction
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//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
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static std::pair<int, int> gotoDir(int x, int y, int direction)
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{
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switch(direction)
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{
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case 0: //top left
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return std::make_pair((y%2) ? x-1 : x, y-1);
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case 1: //top right
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return std::make_pair((y%2) ? x : x+1, y-1);
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case 2: //right
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return std::make_pair(x+1, y);
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case 3: //right bottom
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return std::make_pair((y%2) ? x : x+1, y+1);
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case 4: //left bottom
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return std::make_pair((y%2) ? x-1 : x, y+1);
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case 5: //left
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return std::make_pair(x-1, y);
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default:
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throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
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}
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}
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static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
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{
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return gotoDir(xy.first, xy.second, direction);
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}
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static bool isGoodHex(std::pair<int, int> xy)
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{
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return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
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}
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//helper function for rangeInHexes
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static std::set<ui16> getInRange(unsigned int center, int low, int high)
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{
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std::set<ui16> ret;
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if(low == 0)
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{
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ret.insert(center);
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}
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std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
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for(auto & elem : mainPointForLayer)
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elem = hexToPair(center);
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for(int it=1; it<=high; ++it) //it - distance to the center
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{
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for(int b=0; b<6; ++b)
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mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
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if(it>=low)
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{
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std::pair<int, int> curHex;
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//adding lines (A-b, B-c, C-d, etc)
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for(int v=0; v<6; ++v)
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{
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curHex = mainPointForLayer[v];
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for(int h=0; h<it; ++h)
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{
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if(isGoodHex(curHex))
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ret.insert(XYToHex(curHex));
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curHex = gotoDir(curHex, (v+2)%6);
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}
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}
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} //if(it>=low)
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}
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return ret;
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}
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}
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struct SpellCastContext
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{
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SpellCastContext(std::vector<const CStack*> & attackedCres, BattleSpellCast & sc, StacksInjured & si):
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attackedCres(attackedCres), sc(sc), si(si){};
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std::vector<const CStack*> & attackedCres;
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BattleSpellCast & sc;
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StacksInjured & si;
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};
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class DefaultSpellMechanics: public ISpellMechanics
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{
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public:
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DefaultSpellMechanics(CSpell * s): ISpellMechanics(s){};
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std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes = nullptr) const override;
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std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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//bool adventureCast(const SpellCastContext & context) const override;
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void battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const override;
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void afterCast(BattleInfo * battle, const BattleSpellCast * packet) const override;
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protected:
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virtual void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const;
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virtual int calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const;
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};
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class AcidBreathDamageMechnics: public DefaultSpellMechanics
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{
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public:
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AcidBreathDamageMechnics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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class ChainLightningMechanics: public DefaultSpellMechanics
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{
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public:
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ChainLightningMechanics(CSpell * s): DefaultSpellMechanics(s){};
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std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
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};
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class CloneMechanics: public DefaultSpellMechanics
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{
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public:
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CloneMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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class CureMechanics: public DefaultSpellMechanics
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{
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public:
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CureMechanics(CSpell * s): DefaultSpellMechanics(s){};
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void afterCast(BattleInfo * battle, const BattleSpellCast * packet) const override;
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};
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class DeathStareMechnics: public DefaultSpellMechanics
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{
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public:
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DeathStareMechnics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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class DispellHelpfulMechanics: public DefaultSpellMechanics
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{
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public:
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DispellHelpfulMechanics(CSpell * s): DefaultSpellMechanics(s){};
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void afterCast(BattleInfo * battle, const BattleSpellCast * packet) const override;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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};
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class DispellMechanics: public DefaultSpellMechanics
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{
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public:
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DispellMechanics(CSpell * s): DefaultSpellMechanics(s){};
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void afterCast(BattleInfo * battle, const BattleSpellCast * packet) const override;
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};
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class HypnotizeMechanics: public DefaultSpellMechanics
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{
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public:
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HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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};
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class ObstacleMechanics: public DefaultSpellMechanics
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{
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public:
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ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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class WallMechanics: public ObstacleMechanics
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{
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public:
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WallMechanics(CSpell * s): ObstacleMechanics(s){};
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std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
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};
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class RemoveObstacleMechanics: public DefaultSpellMechanics
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{
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public:
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RemoveObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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///all rising spells
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class RisingSpellMechanics: public DefaultSpellMechanics
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{
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public:
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RisingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){};
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};
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class SacrificeMechanics: public RisingSpellMechanics
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{
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public:
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SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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///all rising spells but SACRIFICE
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class SpecialRisingSpellMechanics: public RisingSpellMechanics
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{
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public:
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SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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};
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class SummonMechanics: public DefaultSpellMechanics
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{
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public:
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SummonMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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class TeleportMechanics: public DefaultSpellMechanics
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{
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public:
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TeleportMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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///ISpellMechanics
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ISpellMechanics::ISpellMechanics(CSpell * s):
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owner(s)
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{
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}
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ISpellMechanics * ISpellMechanics::createMechanics(CSpell * s)
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{
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switch (s->id)
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{
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case SpellID::ACID_BREATH_DAMAGE:
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return new AcidBreathDamageMechnics(s);
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case SpellID::CHAIN_LIGHTNING:
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return new ChainLightningMechanics(s);
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case SpellID::CLONE:
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return new CloneMechanics(s);
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case SpellID::CURE:
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return new CureMechanics(s);
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case SpellID::DEATH_STARE:
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return new DeathStareMechnics(s);
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case SpellID::DISPEL:
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return new DispellMechanics(s);
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case SpellID::DISPEL_HELPFUL_SPELLS:
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return new DispellHelpfulMechanics(s);
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case SpellID::FIRE_WALL:
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case SpellID::FORCE_FIELD:
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return new WallMechanics(s);
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case SpellID::HYPNOTIZE:
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return new HypnotizeMechanics(s);
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case SpellID::LAND_MINE:
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case SpellID::QUICKSAND:
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return new ObstacleMechanics(s);
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case SpellID::REMOVE_OBSTACLE:
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return new RemoveObstacleMechanics(s);
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case SpellID::SACRIFICE:
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return new SacrificeMechanics(s);
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case SpellID::SUMMON_FIRE_ELEMENTAL:
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case SpellID::SUMMON_EARTH_ELEMENTAL:
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case SpellID::SUMMON_WATER_ELEMENTAL:
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case SpellID::SUMMON_AIR_ELEMENTAL:
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return new SummonMechanics(s);
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case SpellID::TELEPORT:
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return new TeleportMechanics(s);
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default:
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if(s->isRisingSpell())
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return new SpecialRisingSpellMechanics(s);
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else
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return new DefaultSpellMechanics(s);
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}
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}
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///DefaultSpellMechanics
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void DefaultSpellMechanics::afterCast(BattleInfo * battle, const BattleSpellCast * packet) const
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{
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if (packet->castedByHero)
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{
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if (packet->side < 2)
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{
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battle->sides[packet->side].castSpellsCount++;
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}
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}
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//handle countering spells
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for(auto stackID : packet->affectedCres)
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{
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if(vstd::contains(packet->resisted, stackID))
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continue;
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CStack * s = battle->getStack(stackID);
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s->popBonuses([&](const Bonus * b) -> bool
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{
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//check for each bonus if it should be removed
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const bool isSpellEffect = Selector::sourceType(Bonus::SPELL_EFFECT)(b);
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const int spellID = isSpellEffect ? b->sid : -1;
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return isSpellEffect && vstd::contains(owner->counteredSpells, spellID);
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});
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}
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}
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void DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const
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{
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BattleSpellCast sc;
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sc.side = parameters.casterSide;
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sc.id = owner->id;
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sc.skill = parameters.spellLvl;
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sc.tile = parameters.destination;
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sc.dmgToDisplay = 0;
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sc.castedByHero = nullptr != parameters.caster;
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sc.casterStack = (parameters.casterStack ? parameters.casterStack->ID : -1);
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sc.manaGained = 0;
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int spellCost = 0;
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//calculate spell cost
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if(parameters.caster)
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{
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spellCost = parameters.cb->battleGetSpellCost(owner, parameters.caster);
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if(parameters.secHero && parameters.mode == ECastingMode::HERO_CASTING) //handle mana channel
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{
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int manaChannel = 0;
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for(const CStack * stack : parameters.cb->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
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{
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if(stack->owner == parameters.secHero->tempOwner)
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{
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vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
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}
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}
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sc.manaGained = (manaChannel * spellCost) / 100;
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}
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}
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//calculating affected creatures for all spells
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//must be vector, as in Chain Lightning order matters
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std::vector<const CStack*> attackedCres; //CStack vector is somewhat more suitable than ID vector
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auto creatures = owner->getAffectedStacks(parameters.cb, parameters.mode, parameters.casterColor, parameters.spellLvl, parameters.destination, parameters.caster);
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std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
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for (auto cre : attackedCres)
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{
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sc.affectedCres.insert(cre->ID);
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}
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//checking if creatures resist
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//resistance is applied only to negative spells
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if(owner->isNegative())
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{
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for(auto s : attackedCres)
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{
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const int prob = std::min((s)->magicResistance(), 100); //probability of resistance in %
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if(env->getRandomGenerator().nextInt(99) < prob)
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{
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sc.resisted.push_back(s->ID);
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}
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}
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}
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StacksInjured si;
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SpellCastContext ctx(attackedCres, sc, si);
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applyBattleEffects(env, parameters, ctx);
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env->sendAndApply(&sc);
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//spend mana
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if(parameters.caster)
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{
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SetMana sm;
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sm.absolute = false;
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sm.hid = parameters.caster->id;
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sm.val = -spellCost;
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env->sendAndApply(&sm);
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if(sc.manaGained > 0)
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{
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assert(parameters.secHero);
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sm.hid = parameters.secHero->id;
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sm.val = sc.manaGained;
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env->sendAndApply(&sm);
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}
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}
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if(!si.stacks.empty()) //after spellcast info shows
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env->sendAndApply(&si);
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//reduce number of casts remaining
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//TODO: this should be part of BattleSpellCast apply
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if (parameters.mode == ECastingMode::CREATURE_ACTIVE_CASTING || parameters.mode == ECastingMode::ENCHANTER_CASTING)
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{
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assert(parameters.casterStack);
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BattleSetStackProperty ssp;
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ssp.stackID = parameters.casterStack->ID;
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ssp.which = BattleSetStackProperty::CASTS;
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ssp.val = -1;
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ssp.absolute = false;
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env->sendAndApply(&ssp);
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}
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//Magic Mirror effect
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if(owner->isNegative() && parameters.mode != ECastingMode::MAGIC_MIRROR && owner->level && owner->getLevelInfo(0).range == "0") //it is actual spell and can be reflected to single target, no recurrence
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{
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for(auto & attackedCre : attackedCres)
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{
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int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
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if(mirrorChance > env->getRandomGenerator().nextInt(99))
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{
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std::vector<const CStack *> mirrorTargets;
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auto battleStacks = parameters.cb->battleGetAllStacks(true);
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for(auto & battleStack : battleStacks)
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{
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if(battleStack->owner == parameters.casterColor) //get enemy stacks which can be affected by this spell
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{
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if (ESpellCastProblem::OK == owner->isImmuneByStack(nullptr, battleStack))
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mirrorTargets.push_back(battleStack);
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}
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}
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if(!mirrorTargets.empty())
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{
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int targetHex = (*RandomGeneratorUtil::nextItem(mirrorTargets, env->getRandomGenerator()))->position;
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BattleSpellCastParameters mirrorParameters = parameters;
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mirrorParameters.spellLvl = 0;
|
|
mirrorParameters.casterSide = 1-parameters.casterSide;
|
|
mirrorParameters.casterColor = (attackedCre)->owner;
|
|
mirrorParameters.caster = nullptr;
|
|
mirrorParameters.destination = targetHex;
|
|
mirrorParameters.secHero = parameters.caster;
|
|
mirrorParameters.mode = ECastingMode::MAGIC_MIRROR;
|
|
mirrorParameters.casterStack = (attackedCre);
|
|
mirrorParameters.selectedStack = nullptr;
|
|
|
|
battleCast(env, mirrorParameters);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int DefaultSpellMechanics::calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const
|
|
{
|
|
if(!caster)
|
|
{
|
|
if (!usedSpellPower)
|
|
return 3; //default duration of all creature spells
|
|
else
|
|
return usedSpellPower; //use creature spell power
|
|
}
|
|
switch(owner->id)
|
|
{
|
|
case SpellID::FRENZY:
|
|
return 1;
|
|
default: //other spells
|
|
return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
|
|
}
|
|
}
|
|
|
|
void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
|
{
|
|
//applying effects
|
|
if(owner->isOffensiveSpell())
|
|
{
|
|
int spellDamage = 0;
|
|
if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
|
|
{
|
|
int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
|
|
if(unitSpellPower)
|
|
ctx.sc.dmgToDisplay = spellDamage = parameters.casterStack->count * unitSpellPower; //TODO: handle immunities
|
|
else //Faerie Dragon
|
|
{
|
|
parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
|
|
ctx.sc.dmgToDisplay = 0;
|
|
}
|
|
}
|
|
int chainLightningModifier = 0;
|
|
for(auto & attackedCre : ctx.attackedCres)
|
|
{
|
|
if(vstd::contains(ctx.sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
|
|
continue;
|
|
|
|
BattleStackAttacked bsa;
|
|
if(spellDamage)
|
|
bsa.damageAmount = spellDamage >> chainLightningModifier;
|
|
else
|
|
bsa.damageAmount = owner->calculateDamage(parameters.caster, attackedCre, parameters.spellLvl, parameters.usedSpellPower) >> chainLightningModifier;
|
|
|
|
ctx.sc.dmgToDisplay += bsa.damageAmount;
|
|
|
|
bsa.stackAttacked = (attackedCre)->ID;
|
|
if(parameters.mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
|
|
bsa.attackerID = parameters.casterStack->ID;
|
|
else
|
|
bsa.attackerID = -1;
|
|
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
|
|
ctx.si.stacks.push_back(bsa);
|
|
|
|
if(owner->id == SpellID::CHAIN_LIGHTNING)
|
|
++chainLightningModifier;
|
|
}
|
|
}
|
|
|
|
if(owner->hasEffects())
|
|
{
|
|
int stackSpellPower = 0;
|
|
if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
|
|
{
|
|
stackSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
|
|
}
|
|
SetStackEffect sse;
|
|
Bonus pseudoBonus;
|
|
pseudoBonus.sid = owner->id;
|
|
pseudoBonus.val = parameters.spellLvl;
|
|
pseudoBonus.turnsRemain = calculateDuration(parameters.caster, stackSpellPower ? stackSpellPower : parameters.usedSpellPower);
|
|
CStack::stackEffectToFeature(sse.effect, pseudoBonus);
|
|
if(owner->id == SpellID::SHIELD || owner->id == SpellID::AIR_SHIELD)
|
|
{
|
|
sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shield should display damage reduction
|
|
}
|
|
if(owner->id == SpellID::BIND && parameters.casterStack)//bind
|
|
{
|
|
sse.effect.back().additionalInfo = parameters.casterStack->ID; //we need to know who casted Bind
|
|
}
|
|
const Bonus * bonus = nullptr;
|
|
if(parameters.caster)
|
|
bonus = parameters.caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, owner->id));
|
|
//TODO does hero specialty should affects his stack casting spells?
|
|
|
|
si32 power = 0;
|
|
for(const CStack * affected : ctx.attackedCres)
|
|
{
|
|
if(vstd::contains(ctx.sc.resisted, affected->ID)) //this creature resisted the spell
|
|
continue;
|
|
sse.stacks.push_back(affected->ID);
|
|
|
|
//Apply hero specials - peculiar enchants
|
|
const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
|
|
if(bonus)
|
|
{
|
|
switch(bonus->additionalInfo)
|
|
{
|
|
case 0: //normal
|
|
{
|
|
switch(tier)
|
|
{
|
|
case 1: case 2:
|
|
power = 3;
|
|
break;
|
|
case 3: case 4:
|
|
power = 2;
|
|
break;
|
|
case 5: case 6:
|
|
power = 1;
|
|
break;
|
|
}
|
|
Bonus specialBonus(sse.effect.back());
|
|
specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
|
|
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
|
|
}
|
|
break;
|
|
case 1: //only Coronius as yet
|
|
{
|
|
power = std::max(5 - tier, 0);
|
|
Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
|
|
specialBonus.sid = owner->id;
|
|
sse.uniqueBonuses.push_back(std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (parameters.caster && parameters.caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, owner->id)) //TODO: better handling of bonus percentages
|
|
{
|
|
int damagePercent = parameters.caster->level * parameters.caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, owner->id.toEnum()) / tier;
|
|
Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
|
|
specialBonus.valType = Bonus::PERCENT_TO_ALL;
|
|
specialBonus.sid = owner->id;
|
|
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
|
|
}
|
|
}
|
|
|
|
if(!sse.stacks.empty())
|
|
env->sendAndApply(&sse);
|
|
|
|
}
|
|
|
|
if(owner->isHealingSpell())
|
|
{
|
|
int hpGained = 0;
|
|
if(parameters.casterStack)
|
|
{
|
|
int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
|
|
if(unitSpellPower)
|
|
hpGained = parameters.casterStack->count * unitSpellPower; //Archangel
|
|
else //Faerie Dragon-like effect - unused so far
|
|
parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
|
|
}
|
|
StacksHealedOrResurrected shr;
|
|
shr.lifeDrain = false;
|
|
shr.tentHealing = false;
|
|
for(auto & attackedCre : ctx.attackedCres)
|
|
{
|
|
StacksHealedOrResurrected::HealInfo hi;
|
|
hi.stackID = (attackedCre)->ID;
|
|
if (parameters.casterStack) //casted by creature
|
|
{
|
|
const bool resurrect = owner->isRisingSpell();
|
|
if (hpGained)
|
|
{
|
|
//archangel
|
|
hi.healedHP = std::min<ui32>(hpGained, attackedCre->MaxHealth() - attackedCre->firstHPleft + (resurrect ? attackedCre->baseAmount * attackedCre->MaxHealth() : 0));
|
|
}
|
|
else
|
|
{
|
|
//any typical spell (commander's cure or animate dead)
|
|
int healedHealth = parameters.usedSpellPower * owner->power + owner->getPower(parameters.spellLvl);
|
|
hi.healedHP = std::min<ui32>(healedHealth, attackedCre->MaxHealth() - attackedCre->firstHPleft + (resurrect ? attackedCre->baseAmount * attackedCre->MaxHealth() : 0));
|
|
}
|
|
}
|
|
else
|
|
hi.healedHP = owner->calculateHealedHP(parameters.caster, attackedCre, parameters.selectedStack); //Casted by hero
|
|
hi.lowLevelResurrection = parameters.spellLvl <= 1;
|
|
shr.healedStacks.push_back(hi);
|
|
}
|
|
if(!shr.healedStacks.empty())
|
|
env->sendAndApply(&shr);
|
|
}
|
|
}
|
|
|
|
|
|
std::vector<BattleHex> DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
|
|
{
|
|
using namespace SRSLPraserHelpers;
|
|
|
|
std::vector<BattleHex> ret;
|
|
std::string rng = owner->getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling
|
|
|
|
if(rng.size() >= 2 && rng[0] != 'X') //there is at lest one hex in range (+artificial comma)
|
|
{
|
|
std::string number1, number2;
|
|
int beg, end;
|
|
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 = atoi(number1.c_str());
|
|
number1 = "";
|
|
}
|
|
else
|
|
{
|
|
end = atoi(number2.c_str());
|
|
number2 = "";
|
|
}
|
|
//obtaining new hexes
|
|
std::set<ui16> curLayer;
|
|
if(readingFirst)
|
|
{
|
|
curLayer = getInRange(centralHex, beg, beg);
|
|
}
|
|
else
|
|
{
|
|
curLayer = getInRange(centralHex, beg, end);
|
|
readingFirst = true;
|
|
}
|
|
//adding abtained hexes
|
|
for(auto & curLayer_it : curLayer)
|
|
{
|
|
ret.push_back(curLayer_it);
|
|
}
|
|
|
|
}
|
|
else if(elem == '-') //dash
|
|
{
|
|
beg = atoi(number1.c_str());
|
|
number1 = "";
|
|
readingFirst = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//remove duplicates (TODO check if actually needed)
|
|
range::unique(ret);
|
|
return ret;
|
|
}
|
|
|
|
|
|
std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
|
|
{
|
|
std::set<const CStack* > attackedCres;//std::set to exclude multiple occurrences of two hex creatures
|
|
|
|
const ui8 attackerSide = ctx.cb->playerToSide(ctx.casterColor) == 1;
|
|
const auto attackedHexes = rangeInHexes(ctx.destination, ctx.schoolLvl, attackerSide);
|
|
|
|
const CSpell::TargetInfo ti(owner, ctx.schoolLvl, ctx.mode);
|
|
|
|
//TODO: more generic solution for mass spells
|
|
if(owner->getLevelInfo(ctx.schoolLvl).range.size() > 1) //custom many-hex range
|
|
{
|
|
for(BattleHex hex : attackedHexes)
|
|
{
|
|
if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))
|
|
{
|
|
attackedCres.insert(st);
|
|
}
|
|
}
|
|
}
|
|
else if(ti.type == CSpell::CREATURE)
|
|
{
|
|
auto predicate = [=](const CStack * s){
|
|
const bool positiveToAlly = owner->isPositive() && s->owner == ctx.casterColor;
|
|
const bool negativeToEnemy = owner->isNegative() && s->owner != ctx.casterColor;
|
|
const bool validTarget = s->isValidTarget(!ti.onlyAlive); //todo: this should be handled by spell class
|
|
|
|
//for single target spells select stacks covering destination tile
|
|
const bool rangeCovers = ti.massive || s->coversPos(ctx.destination);
|
|
//handle smart targeting
|
|
const bool positivenessFlag = !ti.smart || owner->isNeutral() || positiveToAlly || negativeToEnemy;
|
|
|
|
return rangeCovers && positivenessFlag && validTarget;
|
|
};
|
|
|
|
TStacks stacks = ctx.cb->battleGetStacksIf(predicate);
|
|
|
|
if(ti.massive)
|
|
{
|
|
//for massive spells add all targets
|
|
for (auto stack : stacks)
|
|
attackedCres.insert(stack);
|
|
|
|
}
|
|
else
|
|
{
|
|
//for single target spells we must select one target. Alive stack is preferred (issue #1763)
|
|
for(auto stack : stacks)
|
|
{
|
|
if(stack->alive())
|
|
{
|
|
attackedCres.insert(stack);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(attackedCres.empty() && !stacks.empty())
|
|
{
|
|
attackedCres.insert(stacks.front());
|
|
}
|
|
}
|
|
}
|
|
else //custom range from attackedHexes
|
|
{
|
|
for(BattleHex hex : attackedHexes)
|
|
{
|
|
if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))
|
|
attackedCres.insert(st);
|
|
}
|
|
}
|
|
|
|
return attackedCres;
|
|
}
|
|
|
|
|
|
ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
|
|
{
|
|
//by default use general algorithm
|
|
return owner->isImmuneBy(obj);
|
|
}
|
|
|
|
///AcidBreathDamageMechnics
|
|
void AcidBreathDamageMechnics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
|
{
|
|
//calculating dmg to display
|
|
ctx.sc.dmgToDisplay = parameters.usedSpellPower;
|
|
|
|
for(auto & attackedCre : ctx.attackedCres) //no immunities
|
|
{
|
|
BattleStackAttacked bsa;
|
|
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
|
|
bsa.spellID = owner->id;
|
|
bsa.damageAmount = parameters.usedSpellPower; //damage times the number of attackers
|
|
bsa.stackAttacked = (attackedCre)->ID;
|
|
bsa.attackerID = -1;
|
|
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
|
|
ctx.si.stacks.push_back(bsa);
|
|
}
|
|
}
|
|
|
|
///ChainLightningMechanics
|
|
std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
|
|
{
|
|
std::set<const CStack* > attackedCres;
|
|
|
|
std::set<BattleHex> possibleHexes;
|
|
for(auto stack : ctx.cb->battleGetAllStacks())
|
|
{
|
|
if(stack->isValidTarget())
|
|
{
|
|
for(auto hex : stack->getHexes())
|
|
{
|
|
possibleHexes.insert (hex);
|
|
}
|
|
}
|
|
}
|
|
int targetsOnLevel[4] = {4, 4, 5, 5};
|
|
|
|
BattleHex lightningHex = ctx.destination;
|
|
for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
|
|
{
|
|
auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
|
|
if(!stack)
|
|
break;
|
|
attackedCres.insert (stack);
|
|
for(auto hex : stack->getHexes())
|
|
{
|
|
possibleHexes.erase(hex); //can't hit same place twice
|
|
}
|
|
if(possibleHexes.empty()) //not enough targets
|
|
break;
|
|
lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
|
|
}
|
|
|
|
return attackedCres;
|
|
}
|
|
|
|
///CloneMechanics
|
|
void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
|
{
|
|
const CStack * clonedStack = nullptr;
|
|
if(ctx.attackedCres.size())
|
|
clonedStack = *ctx.attackedCres.begin();
|
|
if(!clonedStack)
|
|
{
|
|
env->complain ("No target stack to clone!");
|
|
return;
|
|
}
|
|
const int attacker = !(bool)parameters.casterSide;
|
|
|
|
BattleStackAdded bsa;
|
|
bsa.creID = clonedStack->type->idNumber;
|
|
bsa.attacker = attacker;
|
|
bsa.summoned = true;
|
|
bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
|
|
bsa.amount = clonedStack->count;
|
|
env->sendAndApply(&bsa);
|
|
|
|
BattleSetStackProperty ssp;
|
|
ssp.stackID = bsa.newStackID;//we know stack ID after apply
|
|
ssp.which = BattleSetStackProperty::CLONED;
|
|
ssp.val = 0;
|
|
ssp.absolute = 1;
|
|
env->sendAndApply(&ssp);
|
|
}
|
|
|
|
ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
|
|
{
|
|
//can't clone already cloned creature
|
|
if(vstd::contains(obj->state, EBattleStackState::CLONED))
|
|
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
//TODO: how about stacks casting Clone?
|
|
//currently Clone casted by stack is assumed Expert level
|
|
ui8 schoolLevel;
|
|
if(caster)
|
|
{
|
|
schoolLevel = caster->getSpellSchoolLevel(owner);
|
|
}
|
|
else
|
|
{
|
|
schoolLevel = 3;
|
|
}
|
|
|
|
if(schoolLevel < 3)
|
|
{
|
|
int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
|
|
int creLevel = obj->getCreature()->level;
|
|
if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
|
|
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
}
|
|
//use default algorithm only if there is no mechanics-related problem
|
|
return DefaultSpellMechanics::isImmuneByStack(caster, obj);
|
|
}
|
|
|
|
///CureMechanics
|
|
void CureMechanics::afterCast(BattleInfo * battle, const BattleSpellCast * packet) const
|
|
{
|
|
DefaultSpellMechanics::afterCast(battle, packet);
|
|
|
|
for(auto stackID : packet->affectedCres)
|
|
{
|
|
if(vstd::contains(packet->resisted, stackID))
|
|
{
|
|
logGlobal->errorStream() << "Resistance to positive spell CURE";
|
|
continue;
|
|
}
|
|
|
|
CStack *s = battle->getStack(stackID);
|
|
s->popBonuses([&](const Bonus *b) -> bool
|
|
{
|
|
if(b->source == Bonus::SPELL_EFFECT)
|
|
{
|
|
CSpell * sp = SpellID(b->sid).toSpell();
|
|
return sp->isNegative();
|
|
}
|
|
return false; //not a spell effect
|
|
});
|
|
}
|
|
}
|
|
|
|
|
|
///DeathStareMechnics
|
|
void DeathStareMechnics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
|
{
|
|
//calculating dmg to display
|
|
ctx.sc.dmgToDisplay = parameters.usedSpellPower;
|
|
|
|
if(!ctx.attackedCres.empty())
|
|
vstd::amin(ctx.sc.dmgToDisplay, (*ctx.attackedCres.begin())->count); //stack is already reduced after attack
|
|
|
|
for(auto & attackedCre : ctx.attackedCres)
|
|
{
|
|
BattleStackAttacked bsa;
|
|
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
|
|
bsa.spellID = owner->id;
|
|
bsa.damageAmount = parameters.usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
|
|
bsa.stackAttacked = (attackedCre)->ID;
|
|
bsa.attackerID = -1;
|
|
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
|
|
ctx.si.stacks.push_back(bsa);
|
|
}
|
|
}
|
|
|
|
|
|
///DispellHelpfulMechanics
|
|
void DispellHelpfulMechanics::afterCast(BattleInfo * battle, const BattleSpellCast * packet) const
|
|
{
|
|
DefaultSpellMechanics::afterCast(battle, packet);
|
|
|
|
for(auto stackID : packet->affectedCres)
|
|
{
|
|
if(vstd::contains(packet->resisted, stackID))
|
|
continue;
|
|
|
|
CStack *s = battle->getStack(stackID);
|
|
s->popBonuses([&](const Bonus *b) -> bool
|
|
{
|
|
return Selector::positiveSpellEffects(b);
|
|
});
|
|
}
|
|
}
|
|
|
|
|
|
ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
|
|
{
|
|
TBonusListPtr spellBon = obj->getSpellBonuses();
|
|
bool hasPositiveSpell = false;
|
|
for(const Bonus * b : *spellBon)
|
|
{
|
|
if(SpellID(b->sid).toSpell()->isPositive())
|
|
{
|
|
hasPositiveSpell = true;
|
|
break;
|
|
}
|
|
}
|
|
if(!hasPositiveSpell)
|
|
{
|
|
return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
|
|
}
|
|
|
|
//use default algorithm only if there is no mechanics-related problem
|
|
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
|
|
}
|
|
|
|
///DispellMechanics
|
|
void DispellMechanics::afterCast(BattleInfo * battle, const BattleSpellCast * packet) const
|
|
{
|
|
DefaultSpellMechanics::afterCast(battle, packet);
|
|
|
|
for(auto stackID : packet->affectedCres)
|
|
{
|
|
if(vstd::contains(packet->resisted, stackID))
|
|
continue;
|
|
|
|
CStack *s = battle->getStack(stackID);
|
|
s->popBonuses([&](const Bonus *b) -> bool
|
|
{
|
|
return Selector::sourceType(Bonus::SPELL_EFFECT)(b);
|
|
});
|
|
}
|
|
}
|
|
|
|
|
|
///HypnotizeMechanics
|
|
ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
|
|
{
|
|
if(nullptr != caster) //do not resist hypnotize casted after attack, for example
|
|
{
|
|
//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
|
|
ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
|
|
//apply 'damage' bonus for hypnotize, including hero specialty
|
|
ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
|
|
* owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
|
|
if (subjectHealth > maxHealth)
|
|
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
}
|
|
return DefaultSpellMechanics::isImmuneByStack(caster, obj);
|
|
}
|
|
|
|
///ObstacleMechanics
|
|
void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
|
{
|
|
auto placeObstacle = [&, this](BattleHex pos)
|
|
{
|
|
static int obstacleIdToGive = parameters.cb->obstacles.size()
|
|
? (parameters.cb->obstacles.back()->uniqueID+1)
|
|
: 0;
|
|
|
|
auto obstacle = make_shared<SpellCreatedObstacle>();
|
|
switch(owner->id) // :/
|
|
{
|
|
case SpellID::QUICKSAND:
|
|
obstacle->obstacleType = CObstacleInstance::QUICKSAND;
|
|
obstacle->turnsRemaining = -1;
|
|
obstacle->visibleForAnotherSide = false;
|
|
break;
|
|
case SpellID::LAND_MINE:
|
|
obstacle->obstacleType = CObstacleInstance::LAND_MINE;
|
|
obstacle->turnsRemaining = -1;
|
|
obstacle->visibleForAnotherSide = false;
|
|
break;
|
|
case SpellID::FIRE_WALL:
|
|
obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
|
|
obstacle->turnsRemaining = 2;
|
|
obstacle->visibleForAnotherSide = true;
|
|
break;
|
|
case SpellID::FORCE_FIELD:
|
|
obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
|
|
obstacle->turnsRemaining = 2;
|
|
obstacle->visibleForAnotherSide = true;
|
|
break;
|
|
default:
|
|
//this function cannot be used with spells that do not create obstacles
|
|
assert(0);
|
|
}
|
|
|
|
obstacle->pos = pos;
|
|
obstacle->casterSide = parameters.casterSide;
|
|
obstacle->ID = owner->id;
|
|
obstacle->spellLevel = parameters.spellLvl;
|
|
obstacle->casterSpellPower = parameters.usedSpellPower;
|
|
obstacle->uniqueID = obstacleIdToGive++;
|
|
|
|
BattleObstaclePlaced bop;
|
|
bop.obstacle = obstacle;
|
|
env->sendAndApply(&bop);
|
|
};
|
|
|
|
switch(owner->id)
|
|
{
|
|
case SpellID::QUICKSAND:
|
|
case SpellID::LAND_MINE:
|
|
{
|
|
std::vector<BattleHex> availableTiles;
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
|
|
{
|
|
BattleHex hex = i;
|
|
if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
|
|
availableTiles.push_back(hex);
|
|
}
|
|
boost::range::random_shuffle(availableTiles);
|
|
|
|
const int patchesForSkill[] = {4, 4, 6, 8};
|
|
const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
|
|
|
|
//land mines or quicksand patches are handled as spell created obstacles
|
|
for (int i = 0; i < patchesToPut; i++)
|
|
placeObstacle(availableTiles.at(i));
|
|
}
|
|
|
|
break;
|
|
case SpellID::FORCE_FIELD:
|
|
placeObstacle(parameters.destination);
|
|
break;
|
|
case SpellID::FIRE_WALL:
|
|
{
|
|
//fire wall is build from multiple obstacles - one fire piece for each affected hex
|
|
auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
|
|
for(BattleHex hex : affectedHexes)
|
|
placeObstacle(hex);
|
|
}
|
|
break;
|
|
default:
|
|
assert(0);
|
|
}
|
|
}
|
|
|
|
|
|
///WallMechanics
|
|
std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
|
|
{
|
|
using namespace SRSLPraserHelpers;
|
|
|
|
std::vector<BattleHex> ret;
|
|
|
|
//Special case - shape of obstacle depends on caster's side
|
|
//TODO make it possible through spell_info config
|
|
|
|
BattleHex::EDir firstStep, secondStep;
|
|
if(side)
|
|
{
|
|
firstStep = BattleHex::TOP_LEFT;
|
|
secondStep = BattleHex::TOP_RIGHT;
|
|
}
|
|
else
|
|
{
|
|
firstStep = BattleHex::TOP_RIGHT;
|
|
secondStep = BattleHex::TOP_LEFT;
|
|
}
|
|
|
|
//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
|
|
auto addIfValid = [&](BattleHex hex)
|
|
{
|
|
if(hex.isValid())
|
|
ret.push_back(hex);
|
|
else if(outDroppedHexes)
|
|
*outDroppedHexes = true;
|
|
};
|
|
|
|
ret.push_back(centralHex);
|
|
addIfValid(centralHex.moveInDir(firstStep, false));
|
|
if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
|
|
addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
|
|
|
|
return ret;
|
|
}
|
|
|
|
///RemoveObstacleMechanics
|
|
void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
|
{
|
|
if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
|
|
{
|
|
ObstaclesRemoved obr;
|
|
obr.obstacles.insert(obstacleToRemove->uniqueID);
|
|
env->sendAndApply(&obr);
|
|
}
|
|
else
|
|
env->complain("There's no obstacle to remove!");
|
|
}
|
|
|
|
///SpecialRisingSpellMechanics
|
|
void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
|
{
|
|
RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
|
|
|
|
if(parameters.selectedStack == parameters.cb->battleActiveStack())
|
|
//set another active stack than the one removed, or bad things will happen
|
|
//TODO: make that part of BattleStacksRemoved? what about client update?
|
|
{
|
|
//makeStackDoNothing(gs->curB->getStack (selectedStack));
|
|
|
|
BattleSetActiveStack sas;
|
|
|
|
//std::vector<const CStack *> hlp;
|
|
//battleGetStackQueue(hlp, 1, selectedStack); //next after this one
|
|
|
|
//if(hlp.size())
|
|
//{
|
|
// sas.stack = hlp[0]->ID;
|
|
//}
|
|
//else
|
|
// complain ("No new stack to activate!");
|
|
sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
|
|
env->sendAndApply(&sas);
|
|
|
|
}
|
|
BattleStacksRemoved bsr;
|
|
bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
|
|
env->sendAndApply(&bsr);
|
|
|
|
}
|
|
|
|
|
|
///SpecialRisingSpellMechanics
|
|
ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
|
|
{
|
|
// following does apply to resurrect and animate dead(?) only
|
|
// for sacrifice health calculation and health limit check don't matter
|
|
|
|
if(obj->count >= obj->baseAmount)
|
|
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
|
|
if(caster) //FIXME: Archangels can cast immune stack
|
|
{
|
|
auto maxHealth = owner->calculateHealedHP(caster, obj);
|
|
if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
|
|
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
|
|
}
|
|
|
|
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
|
|
}
|
|
|
|
///SummonMechanics
|
|
void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
|
{
|
|
//todo: make configurable
|
|
CreatureID creID = CreatureID::NONE;
|
|
switch(owner->id)
|
|
{
|
|
case SpellID::SUMMON_FIRE_ELEMENTAL:
|
|
creID = CreatureID::FIRE_ELEMENTAL;
|
|
break;
|
|
case SpellID::SUMMON_EARTH_ELEMENTAL:
|
|
creID = CreatureID::EARTH_ELEMENTAL;
|
|
break;
|
|
case SpellID::SUMMON_WATER_ELEMENTAL:
|
|
creID = CreatureID::WATER_ELEMENTAL;
|
|
break;
|
|
case SpellID::SUMMON_AIR_ELEMENTAL:
|
|
creID = CreatureID::AIR_ELEMENTAL;
|
|
break;
|
|
default:
|
|
env->complain("Unable to determine summoned creature");
|
|
return;
|
|
}
|
|
|
|
BattleStackAdded bsa;
|
|
bsa.creID = creID;
|
|
bsa.attacker = !(bool)parameters.casterSide;
|
|
bsa.summoned = true;
|
|
bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
|
|
|
|
//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
|
|
int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
|
|
|
|
bsa.amount = parameters.usedSpellPower
|
|
* owner->getPower(parameters.spellLvl)
|
|
* (100 + percentBonus) / 100.0; //new feature - percentage bonus
|
|
if(bsa.amount)
|
|
env->sendAndApply(&bsa);
|
|
else
|
|
env->complain("Summoning didn't summon any!");
|
|
}
|
|
|
|
|
|
///TeleportMechanics
|
|
void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
|
{
|
|
BattleStackMoved bsm;
|
|
bsm.distance = -1;
|
|
bsm.stack = parameters.selectedStack->ID;
|
|
std::vector<BattleHex> tiles;
|
|
tiles.push_back(parameters.destination);
|
|
bsm.tilesToMove = tiles;
|
|
bsm.teleporting = true;
|
|
env->sendAndApply(&bsm);
|
|
}
|
|
|
|
|