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vcmi/lib/spells/BattleSpellMechanics.cpp
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00

721 lines
21 KiB
C++

/*
* BattleSpellMechanics.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleSpellMechanics.h"
#include "../NetPacks.h"
#include "../BattleState.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
///HealingSpellMechanics
void HealingSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
EHealLevel healLevel = getHealLevel(parameters.effectLevel);
int hpGained = calculateHealedHP(env, parameters, ctx);
StacksHealedOrResurrected shr;
shr.lifeDrain = false;
shr.tentHealing = false;
const bool resurrect = (healLevel != EHealLevel::HEAL);
for(auto & attackedCre : ctx.attackedCres)
{
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = (attackedCre)->ID;
int stackHPgained = parameters.caster->getSpellBonus(owner, hpGained, attackedCre);
hi.healedHP = attackedCre->calculateHealedHealthPoints(stackHPgained, resurrect);
hi.lowLevelResurrection = (healLevel == EHealLevel::RESURRECT);
shr.healedStacks.push_back(hi);
}
if(!shr.healedStacks.empty())
env->sendAndApply(&shr);
}
int HealingSpellMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
{
if(parameters.effectValue != 0)
return parameters.effectValue; //Archangel
return owner->calculateRawEffectValue(parameters.effectLevel, parameters.effectPower); //???
}
///AntimagicMechanics
void AntimagicMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
DefaultSpellMechanics::applyBattle(battle, packet);
doDispell(battle, packet, [this](const Bonus * b) -> bool
{
if(b->source == Bonus::SPELL_EFFECT)
{
return b->sid != owner->id; //effect from this spell
}
return false; //not a spell effect
});
}
///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, const 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);
ssp.stackID = clonedStack->ID;
ssp.which = BattleSetStackProperty::HAS_CLONE;
ssp.val = bsa.newStackID;
ssp.absolute = 1;
env->sendAndApply(&ssp);
}
ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
//can't clone already cloned creature
if(vstd::contains(obj->state, EBattleStackState::CLONED))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
if(obj->cloneID != -1)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
ui8 schoolLevel;
if(caster)
{
schoolLevel = caster->getEffectLevel(owner);
}
else
{
schoolLevel = 3;//todo: remove
}
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::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
DefaultSpellMechanics::applyBattle(battle, packet);
doDispell(battle, packet, [](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
});
}
HealingSpellMechanics::EHealLevel CureMechanics::getHealLevel(int effectLevel) const
{
return EHealLevel::HEAL;
}
///DispellMechanics
void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
DefaultSpellMechanics::applyBattle(battle, packet);
doDispell(battle, packet, Selector::sourceType(Bonus::SPELL_EFFECT));
}
ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
{
//just in case
if(!obj->alive())
return ESpellCastProblem::WRONG_SPELL_TARGET;
}
//DISPELL ignores all immunities, except specific absolute immunity
{
//SPELL_IMMUNITY absolute case
std::stringstream cachingStr;
cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << owner->id.toEnum() << "addInfo_1";
if(obj->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, owner->id.toEnum(), 1), cachingStr.str()))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
{
std::stringstream cachingStr;
cachingStr << "source_" << Bonus::SPELL_EFFECT;
if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
{
return ESpellCastProblem::OK;
}
}
return ESpellCastProblem::WRONG_SPELL_TARGET;
//any other immunities are ignored - do not execute default algorithm
}
void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx);
if(parameters.spellLvl > 2)
{
//expert DISPELL also removes spell-created obstacles
ObstaclesRemoved packet;
for(const auto obstacle : parameters.cb->obstacles)
{
if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
|| obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
|| obstacle->obstacleType == CObstacleInstance::LAND_MINE)
packet.obstacles.insert(obstacle->uniqueID);
}
if(!packet.obstacles.empty())
env->sendAndApply(&packet);
}
}
///EarthquakeMechanics
void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
if(nullptr == parameters.cb->battleGetDefendedTown())
{
env->complain("EarthquakeMechanics: not town siege");
return;
}
if(CGTownInstance::NONE == parameters.cb->battleGetDefendedTown()->fortLevel())
{
env->complain("EarthquakeMechanics: town has no fort");
return;
}
//start with all destructible parts
std::set<EWallPart::EWallPart> possibleTargets =
{
EWallPart::KEEP,
EWallPart::BOTTOM_TOWER,
EWallPart::BOTTOM_WALL,
EWallPart::BELOW_GATE,
EWallPart::OVER_GATE,
EWallPart::UPPER_WALL,
EWallPart::UPPER_TOWER,
EWallPart::GATE
};
assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
CatapultAttack ca;
ca.attacker = -1;
for(int i = 0; i < targetsToAttack; i++)
{
//Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
auto & currentHP = parameters.cb->si.wallState;
if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
continue;
CatapultAttack::AttackInfo attackInfo;
attackInfo.damageDealt = 1;
attackInfo.attackedPart = target;
attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
ca.attackedParts.push_back(attackInfo);
//removing creatures in turrets / keep if one is destroyed
BattleHex posRemove;
switch(target)
{
case EWallPart::KEEP:
posRemove = -2;
break;
case EWallPart::BOTTOM_TOWER:
posRemove = -3;
break;
case EWallPart::UPPER_TOWER:
posRemove = -4;
break;
}
if(posRemove != BattleHex::INVALID)
{
BattleStacksRemoved bsr;
for(auto & elem : parameters.cb->stacks)
{
if(elem->position == posRemove)
{
bsr.stackIDs.insert(elem->ID);
break;
}
}
if(bsr.stackIDs.size() > 0)
env->sendAndApply(&bsr);
}
};
env->sendAndApply(&ca);
}
ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
{
if(nullptr == cb->battleGetDefendedTown())
{
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
{
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
CSpell::TargetInfo ti(owner, 0);//TODO: use real spell level
if(ti.smart)
{
//if spell targeting is smart, then only attacker can use it
if(cb->playerToSide(player) != 0)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
return ESpellCastProblem::OK;
}
///HypnotizeMechanics
ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
//todo: maybe do not resist on passive cast
if(nullptr != caster)
{
//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 = caster->getSpellBonus(owner, owner->calculateRawEffectValue(caster->getEffectLevel(owner), caster->getEffectPower(owner)), obj);
if (subjectHealth > maxHealth)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return DefaultSpellMechanics::isImmuneByStack(caster, obj);
}
///ObstacleMechanics
void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
auto placeObstacle = [&, this](const BattleHex & pos)
{
static int obstacleIdToGive = parameters.cb->obstacles.size()
? (parameters.cb->obstacles.back()->uniqueID+1)
: 0;
auto obstacle = std::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.effectLevel;
obstacle->casterSpellPower = parameters.effectPower;
obstacle->uniqueID = obstacleIdToGive++;
BattleObstaclePlaced bop;
bop.obstacle = obstacle;
env->sendAndApply(&bop);
};
const BattleHex destination = parameters.getFirstDestinationHex();
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:
if(!destination.isValid())
{
env->complain("Invalid destination for FORCE_FIELD");
return;
}
placeObstacle(destination);
break;
case SpellID::FIRE_WALL:
{
if(!destination.isValid())
{
env->complain("Invalid destination for FIRE_WALL");
return;
}
//fire wall is build from multiple obstacles - one fire piece for each affected hex
auto affectedHexes = owner->rangeInHexes(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
{
std::vector<BattleHex> ret;
//Special case - shape of obstacle depends on caster's side
//TODO make it possible through spell 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, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.getFirstDestinationHex(), false))
{
ObstaclesRemoved obr;
obr.obstacles.insert(obstacleToRemove->uniqueID);
env->sendAndApply(&obr);
}
else
env->complain("There's no obstacle to remove!");
}
HealingSpellMechanics::EHealLevel RisingSpellMechanics::getHealLevel(int effectLevel) const
{
//this may be even distinct class
if((effectLevel <= 1) && (owner->id == SpellID::RESURRECTION))
return EHealLevel::RESURRECT;
return EHealLevel::TRUE_RESURRECT;
}
///SacrificeMechanics
ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
{
// for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
bool targetExists = false;
bool targetToSacrificeExists = false;
const CGHeroInstance * caster = nullptr; //todo: use ISpellCaster
if(cb->battleHasHero(cb->playerToSide(player)))
caster = cb->battleGetFightingHero(cb->playerToSide(player));
for(const CStack * stack : cb->battleGetAllStacks())
{
//using isImmuneBy directly as this mechanics does not have overridden immunity check
//therefore we do not need to check caster and casting mode
//TODO: check that we really should check immunity for both stacks
ESpellCastProblem::ESpellCastProblem res = owner->internalIsImmune(caster, stack);
const bool immune = ESpellCastProblem::OK != res && ESpellCastProblem::NOT_DECIDED != res;
const bool casterStack = stack->owner == player;
if(!immune && casterStack)
{
if(stack->alive())
targetToSacrificeExists = true;
else
targetExists = true;
if(targetExists && targetToSacrificeExists)
break;
}
}
if(targetExists && targetToSacrificeExists)
return ESpellCastProblem::OK;
else
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
const CStack * victim = nullptr;
if(parameters.destinations.size() == 2)
{
victim = parameters.destinations[1].stackValue;
}
else
{
//todo: remove and report error
victim = parameters.selectedStack;
}
if(nullptr == victim)
{
env->complain("SacrificeMechanics: No stack to sacrifice");
return;
}
//resurrect target after basic checks
RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
//it is safe to remove even active stack
BattleStacksRemoved bsr;
bsr.stackIDs.insert(victim->ID);
env->sendAndApply(&bsr);
}
int SacrificeMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
{
int res = 0;
const CStack * victim = nullptr;
if(parameters.destinations.size() == 2)
{
victim = parameters.destinations[1].stackValue;
}
else
{
//todo: remove and report error
victim = parameters.selectedStack;
}
if(nullptr == victim)
{
env->complain("SacrificeMechanics: No stack to sacrifice");
return 0;
}
res = (parameters.effectPower + victim->MaxHealth() + owner->getPower(parameters.effectLevel)) * victim->count;
return res;
}
///SpecialRisingSpellMechanics
ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const ISpellCaster * 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;
//FIXME: Archangels can cast immune stack and this should be applied for them and not hero
// if(caster)
// {
// auto maxHealth = calculateHealedHP(caster, obj, nullptr);
// 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
ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
{
const ui8 side = cb->playerToSide(player);
//check if there are summoned elementals of other type
auto otherSummoned = cb->battleGetStacksIf([side, this](const CStack * st)
{
return (st->attackerOwned == !side)
&& (vstd::contains(st->state, EBattleStackState::SUMMONED))
&& (st->getCreature()->idNumber != creatureToSummon);
});
if(!otherSummoned.empty())
return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
return ESpellCastProblem::OK;
}
void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
BattleStackAdded bsa;
bsa.creID = creatureToSummon;
bsa.attacker = !(bool)parameters.casterSide;
bsa.summoned = true;
bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, !(bool)parameters.casterSide); //TODO: unify it
//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
int percentBonus = parameters.casterHero ? parameters.casterHero->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
bsa.amount = parameters.effectPower
* 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, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
//todo: check legal teleport
if(parameters.destinations.size() == 2)
{
//first destination creature to move
const CStack * target = parameters.destinations[0].stackValue;
if(nullptr == target)
{
env->complain("TeleportMechanics: no stack to teleport");
return;
}
//second destination hex to move to
const BattleHex destination = parameters.destinations[1].hexValue;
if(!destination.isValid())
{
env->complain("TeleportMechanics: invalid teleport destination");
return;
}
BattleStackMoved bsm;
bsm.distance = -1;
bsm.stack = target->ID;
std::vector<BattleHex> tiles;
tiles.push_back(destination);
bsm.tilesToMove = tiles;
bsm.teleporting = true;
env->sendAndApply(&bsm);
}
else
{
//todo: remove and report error
BattleStackMoved bsm;
bsm.distance = -1;
bsm.stack = parameters.selectedStack->ID;
std::vector<BattleHex> tiles;
tiles.push_back(parameters.getFirstDestinationHex());
bsm.tilesToMove = tiles;
bsm.teleporting = true;
env->sendAndApply(&bsm);
}
}