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

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16 KiB
C++

/*
* AdventureSpellMechanics.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "AdventureSpellMechanics.h"
#include "CSpellHandler.h"
#include "../CRandomGenerator.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../NetPacks.h"
#include "../CGameInfoCallback.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
///AdventureSpellMechanics
AdventureSpellMechanics::AdventureSpellMechanics(const CSpell * s):
IAdventureSpellMechanics(s)
{
}
bool AdventureSpellMechanics::adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
if(!owner->isAdventureSpell())
{
env->complain("Attempt to cast non adventure spell in adventure mode");
return false;
}
const CGHeroInstance * caster = parameters.caster;
if(caster->inTownGarrison)
{
env->complain("Attempt to cast an adventure spell in town garrison");
return false;
}
const int cost = caster->getSpellCost(owner);
if(!caster->canCastThisSpell(owner))
{
env->complain("Hero cannot cast this spell!");
return false;
}
if(caster->mana < cost)
{
env->complain("Hero doesn't have enough spell points to cast this spell!");
return false;
}
ESpellCastResult result = beginCast(env, parameters);
if(result == ESpellCastResult::OK)
performCast(env, parameters);
return result != ESpellCastResult::ERROR;
}
ESpellCastResult AdventureSpellMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
if(owner->hasEffects())
{
//todo: cumulative effects support
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
std::vector<Bonus> bonuses;
owner->getEffects(bonuses, schoolLevel, false, parameters.caster->getEnchantPower(owner));
for(Bonus b : bonuses)
{
GiveBonus gb;
gb.id = parameters.caster->id.getNum();
gb.bonus = b;
env->sendAndApply(&gb);
}
return ESpellCastResult::OK;
}
else
{
//There is no generic algorithm of adventure cast
env->complain("Unimplemented adventure spell");
return ESpellCastResult::ERROR;
}
}
ESpellCastResult AdventureSpellMechanics::beginCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
return ESpellCastResult::OK;
}
void AdventureSpellMechanics::performCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
AdvmapSpellCast asc;
asc.caster = parameters.caster;
asc.spellID = owner->id;
env->sendAndApply(&asc);
ESpellCastResult result = applyAdventureEffects(env, parameters);
endCast(env, parameters, result);
}
void AdventureSpellMechanics::endCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const ESpellCastResult result) const
{
const int cost = parameters.caster->getSpellCost(owner);
switch(result)
{
case ESpellCastResult::OK:
{
SetMana sm;
sm.hid = parameters.caster->id;
sm.absolute = false;
sm.val = -cost;
env->sendAndApply(&sm);
}
break;
default:
break;
}
}
///SummonBoatMechanics
SummonBoatMechanics::SummonBoatMechanics(const CSpell * s):
AdventureSpellMechanics(s)
{
}
ESpellCastResult SummonBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
if(parameters.caster->boat)
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 333);//%s is already in boat
iw.text.addReplacement(parameters.caster->name);
env->sendAndApply(&iw);
return ESpellCastResult::CANCEL;
}
int3 summonPos = parameters.caster->bestLocation();
if(summonPos.x < 0)
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 334);//There is no place to put the boat.
env->sendAndApply(&iw);
return ESpellCastResult::CANCEL;
}
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
//check if spell works at all
if(env->getRandomGenerator().nextInt(99) >= owner->getPower(schoolLevel)) //power is % chance of success
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
iw.text.addReplacement(parameters.caster->name);
env->sendAndApply(&iw);
return ESpellCastResult::OK;
}
//try to find unoccupied boat to summon
const CGBoat * nearest = nullptr;
double dist = 0;
for(const CGObjectInstance * obj : env->getMap()->objects)
{
if(obj && obj->ID == Obj::BOAT)
{
const CGBoat *b = static_cast<const CGBoat*>(obj);
if(b->hero)
continue; //we're looking for unoccupied boat
double nDist = b->pos.dist2d(parameters.caster->getPosition());
if(!nearest || nDist < dist) //it's first boat or closer than previous
{
nearest = b;
dist = nDist;
}
}
}
if(nullptr != nearest) //we found boat to summon
{
ChangeObjPos cop;
cop.objid = nearest->id;
cop.nPos = summonPos + int3(1,0,0);
cop.flags = 1;
env->sendAndApply(&cop);
}
else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
env->sendAndApply(&iw);
}
else //create boat
{
NewObject no;
no.ID = Obj::BOAT;
no.subID = parameters.caster->getBoatType();
no.pos = summonPos + int3(1,0,0);
env->sendAndApply(&no);
}
return ESpellCastResult::OK;
}
///ScuttleBoatMechanics
ScuttleBoatMechanics::ScuttleBoatMechanics(const CSpell * s):
AdventureSpellMechanics(s)
{
}
ESpellCastResult ScuttleBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
//check if spell works at all
if(env->getRandomGenerator().nextInt(99) >= owner->getPower(schoolLevel)) //power is % chance of success
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
iw.text.addReplacement(parameters.caster->name);
env->sendAndApply(&iw);
return ESpellCastResult::OK;
}
if(!env->getMap()->isInTheMap(parameters.pos))
{
env->complain("Invalid dst tile for scuttle!");
return ESpellCastResult::ERROR;
}
//TODO: test range, visibility
const TerrainTile *t = &env->getMap()->getTile(parameters.pos);
if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
{
env->complain("There is no boat to scuttle!");
return ESpellCastResult::ERROR;
}
RemoveObject ro;
ro.id = t->visitableObjects.back()->id;
env->sendAndApply(&ro);
return ESpellCastResult::OK;
}
///DimensionDoorMechanics
DimensionDoorMechanics::DimensionDoorMechanics(const CSpell * s):
AdventureSpellMechanics(s)
{
}
ESpellCastResult DimensionDoorMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
if(!env->getMap()->isInTheMap(parameters.pos))
{
env->complain("Destination is out of map!");
return ESpellCastResult::ERROR;
}
const TerrainTile * dest = env->getCb()->getTile(parameters.pos);
const TerrainTile * curr = env->getCb()->getTile(parameters.caster->getSightCenter());
if(nullptr == dest)
{
env->complain("Destination tile doesn't exist!");
return ESpellCastResult::ERROR;
}
if(nullptr == curr)
{
env->complain("Source tile doesn't exist!");
return ESpellCastResult::ERROR;
}
if(parameters.caster->movement <= 0) //unlike town portal non-zero MP is enough
{
env->complain("Hero needs movement points to cast Dimension Door!");
return ESpellCastResult::ERROR;
}
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
const int movementCost = GameConstants::BASE_MOVEMENT_COST * ((schoolLevel >= 3) ? 2 : 3);
std::stringstream cachingStr;
cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << owner->id.num;
if(parameters.caster->getBonuses(Selector::source(Bonus::SPELL_EFFECT, owner->id), Selector::all, cachingStr.str())->size() >= owner->getPower(schoolLevel)) //limit casts per turn
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
iw.text.addReplacement(parameters.caster->name);
env->sendAndApply(&iw);
return ESpellCastResult::CANCEL;
}
GiveBonus gb;
gb.id = parameters.caster->id.getNum();
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, owner->id);
env->sendAndApply(&gb);
if(!dest->isClear(curr)) //wrong dest tile
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
env->sendAndApply(&iw);
}
else if(env->moveHero(parameters.caster->id, parameters.pos + parameters.caster->getVisitableOffset(), true))
{
SetMovePoints smp;
smp.hid = parameters.caster->id;
if(movementCost < parameters.caster->movement)
smp.val = parameters.caster->movement - movementCost;
else
smp.val = 0;
env->sendAndApply(&smp);
}
return ESpellCastResult::OK;
}
///TownPortalMechanics
TownPortalMechanics::TownPortalMechanics(const CSpell * s):
AdventureSpellMechanics(s)
{
}
ESpellCastResult TownPortalMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
const CGTownInstance * destination = nullptr;
const int moveCost = movementCost(parameters);
if(parameters.caster->getSpellSchoolLevel(owner) < 2)
{
std::vector <const CGTownInstance*> pool = getPossibleTowns(env, parameters);
destination = findNearestTown(env, parameters, pool);
if(nullptr == destination)
return ESpellCastResult::ERROR;
if(parameters.caster->movement < moveCost)
return ESpellCastResult::ERROR;
if(destination->visitingHero)
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 123);
env->sendAndApply(&iw);
return ESpellCastResult::CANCEL;
}
}
else if(env->getMap()->isInTheMap(parameters.pos))
{
const TerrainTile & tile = env->getMap()->getTile(parameters.pos);
if(tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN)
{
env->complain("No town at destination tile");
return ESpellCastResult::ERROR;
}
destination = dynamic_cast<CGTownInstance*>(tile.visitableObjects.back());
if(nullptr == destination)
{
env->complain("[Internal error] invalid town object");
return ESpellCastResult::ERROR;
}
const auto relations = env->getCb()->getPlayerRelations(destination->tempOwner, parameters.caster->tempOwner);
if(relations == PlayerRelations::ENEMIES)
{
env->complain("Can't teleport to enemy!");
return ESpellCastResult::ERROR;
}
if(parameters.caster->movement < moveCost)
{
env->complain("This hero has not enough movement points!");
return ESpellCastResult::ERROR;
}
if(destination->visitingHero)
{
env->complain("Can't teleport to occupied town!");
return ESpellCastResult::ERROR;
}
}
else
{
env->complain("Invalid destination tile");
return ESpellCastResult::ERROR;
}
if(env->moveHero(parameters.caster->id, destination->visitablePos() + parameters.caster->getVisitableOffset(), true))
{
SetMovePoints smp;
smp.hid = parameters.caster->id;
smp.val = std::max<ui32>(0, parameters.caster->movement - moveCost);
env->sendAndApply(&smp);
}
return ESpellCastResult::OK;
}
ESpellCastResult TownPortalMechanics::beginCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
std::vector<const CGTownInstance *> towns = getPossibleTowns(env, parameters);
if(towns.empty())
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 124);
env->sendAndApply(&iw);
return ESpellCastResult::CANCEL;
}
const int moveCost = movementCost(parameters);
if(parameters.caster->movement < moveCost)
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 125);
env->sendAndApply(&iw);
return ESpellCastResult::CANCEL;
}
if(!parameters.pos.valid() && parameters.caster->getSpellSchoolLevel(owner) >= 2)
{
auto queryCallback = [=](const JsonNode & reply) -> void
{
if(reply.getType() == JsonNode::JsonType::DATA_INTEGER)
{
ObjectInstanceID townId(reply.Integer());
const CGObjectInstance * o = env->getCb()->getObj(townId, true);
if(o == nullptr)
{
env->complain("Invalid object instance selected");
return;
}
if(!dynamic_cast<const CGTownInstance *>(o))
{
env->complain("Object instance is not town");
return;
}
AdventureSpellCastParameters p;
p.caster = parameters.caster;
p.pos = o->visitablePos();
performCast(env, p);
}
};
MapObjectSelectDialog request;
for(auto t : towns)
{
if(t->visitingHero == nullptr) //empty town
request.objects.push_back(t->id);
}
if(request.objects.empty())
{
InfoWindow iw;
iw.player = parameters.caster->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 124);
env->sendAndApply(&iw);
return ESpellCastResult::CANCEL;
}
request.player = parameters.caster->getOwner();
request.title.addTxt(MetaString::JK_TXT, 40);
request.description.addTxt(MetaString::JK_TXT, 41);
request.icon.id = Component::SPELL;
request.icon.subtype = owner->id.toEnum();
env->genericQuery(&request, request.player, queryCallback);
return ESpellCastResult::PENDING;
}
return ESpellCastResult::OK;
}
const CGTownInstance * TownPortalMechanics::findNearestTown(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const std::vector <const CGTownInstance *> & pool) const
{
if(pool.empty())
return nullptr;
auto nearest = pool.cbegin(); //nearest town's iterator
si32 dist = (*nearest)->pos.dist2dSQ(parameters.caster->pos);
for(auto i = nearest + 1; i != pool.cend(); ++i)
{
si32 curDist = (*i)->pos.dist2dSQ(parameters.caster->pos);
if(curDist < dist)
{
nearest = i;
dist = curDist;
}
}
return *nearest;
}
std::vector <const CGTownInstance*> TownPortalMechanics::getPossibleTowns(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
std::vector <const CGTownInstance*> ret;
const TeamState * team = env->getCb()->getPlayerTeam(parameters.caster->getOwner());
for(const auto & color : team->players)
{
for(auto currTown : env->getCb()->getPlayer(color)->towns)
{
ret.push_back(currTown.get());
}
}
return ret;
}
int TownPortalMechanics::movementCost(const AdventureSpellCastParameters & parameters) const
{
return GameConstants::BASE_MOVEMENT_COST * ((parameters.caster->getSpellSchoolLevel(owner) >= 3) ? 2 : 3);
}
///ViewMechanics
ViewMechanics::ViewMechanics(const CSpell * s):
AdventureSpellMechanics(s)
{
}
ESpellCastResult ViewMechanics::applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const
{
ShowWorldViewEx pack;
pack.player = parameters.caster->getOwner();
const int spellLevel = parameters.caster->getSpellSchoolLevel(owner);
const auto & fowMap = env->getCb()->getPlayerTeam(parameters.caster->getOwner())->fogOfWarMap;
for(const CGObjectInstance * obj : env->getMap()->objects)
{
//deleted object remain as empty pointer
if(obj && filterObject(obj, spellLevel))
{
ObjectPosInfo posInfo(obj);
if(fowMap[posInfo.pos.x][posInfo.pos.y][posInfo.pos.z] == 0)
pack.objectPositions.push_back(posInfo);
}
}
env->sendAndApply(&pack);
return ESpellCastResult::OK;
}
///ViewAirMechanics
ViewAirMechanics::ViewAirMechanics(const CSpell * s):
ViewMechanics(s)
{
}
bool ViewAirMechanics::filterObject(const CGObjectInstance * obj, const int spellLevel) const
{
return (obj->ID == Obj::ARTIFACT) || (spellLevel > 1 && obj->ID == Obj::HERO) || (spellLevel > 2 && obj->ID == Obj::TOWN);
}
///ViewEarthMechanics
ViewEarthMechanics::ViewEarthMechanics(const CSpell * s):
ViewMechanics(s)
{
}
bool ViewEarthMechanics::filterObject(const CGObjectInstance * obj, const int spellLevel) const
{
return (obj->ID == Obj::RESOURCE) || (spellLevel > 1 && obj->ID == Obj::MINE);
}