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vcmi/lib/CSpellHandler.cpp

1185 lines
30 KiB
C++

#include "StdInc.h"
#include "CSpellHandler.h"
#include "CGeneralTextHandler.h"
#include "filesystem/Filesystem.h"
#include "JsonNode.h"
#include <cctype>
#include "BattleHex.h"
#include "CModHandler.h"
#include "StringConstants.h"
#include "mapObjects/CGHeroInstance.h"
#include "BattleState.h"
#include "CBattleCallback.h"
#include "SpellMechanics.h"
/*
* CSpellHandler.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
*
*/
namespace SpellConfig
{
static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"};
}
namespace SRSLPraserHelpers
{
static int XYToHex(int x, int y)
{
return x + 17 * y;
}
static int XYToHex(std::pair<int, int> xy)
{
return XYToHex(xy.first, xy.second);
}
static int hexToY(int battleFieldPosition)
{
return battleFieldPosition/17;
}
static int hexToX(int battleFieldPosition)
{
int pos = battleFieldPosition - hexToY(battleFieldPosition) * 17;
return pos;
}
static std::pair<int, int> hexToPair(int battleFieldPosition)
{
return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
}
//moves hex by one hex in given direction
//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
static std::pair<int, int> gotoDir(int x, int y, int direction)
{
switch(direction)
{
case 0: //top left
return std::make_pair((y%2) ? x-1 : x, y-1);
case 1: //top right
return std::make_pair((y%2) ? x : x+1, y-1);
case 2: //right
return std::make_pair(x+1, y);
case 3: //right bottom
return std::make_pair((y%2) ? x : x+1, y+1);
case 4: //left bottom
return std::make_pair((y%2) ? x-1 : x, y+1);
case 5: //left
return std::make_pair(x-1, y);
default:
throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
}
}
static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
{
return gotoDir(xy.first, xy.second, direction);
}
static bool isGoodHex(std::pair<int, int> xy)
{
return xy.first >=0 && xy.first < 17 && xy.second >= 0 && xy.second < 11;
}
//helper function for std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const
static std::set<ui16> getInRange(unsigned int center, int low, int high)
{
std::set<ui16> ret;
if(low == 0)
{
ret.insert(center);
}
std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
for(auto & elem : mainPointForLayer)
elem = hexToPair(center);
for(int it=1; it<=high; ++it) //it - distance to the center
{
for(int b=0; b<6; ++b)
mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
if(it>=low)
{
std::pair<int, int> curHex;
//adding lines (A-b, B-c, C-d, etc)
for(int v=0; v<6; ++v)
{
curHex = mainPointForLayer[v];
for(int h=0; h<it; ++h)
{
if(isGoodHex(curHex))
ret.insert(XYToHex(curHex));
curHex = gotoDir(curHex, (v+2)%6);
}
}
} //if(it>=low)
}
return ret;
}
}
///ISpellMechanics
ISpellMechanics::ISpellMechanics(CSpell * s):
owner(s)
{
}
///CSpell::LevelInfo
CSpell::LevelInfo::LevelInfo()
:description(""),cost(0),power(0),AIValue(0),smartTarget(true),range("0")
{
}
CSpell::LevelInfo::~LevelInfo()
{
}
///CSpell
CSpell::CSpell():
id(SpellID::NONE), level(0),
earth(false), water(false), fire(false), air(false),
combatSpell(false), creatureAbility(false),
positiveness(ESpellPositiveness::NEUTRAL),
mainEffectAnim(-1),
defaultProbability(0),
isRising(false), isDamage(false), isOffensive(false),
targetType(ETargetType::NO_TARGET),
mechanics(nullptr)
{
levels.resize(GameConstants::SPELL_SCHOOL_LEVELS);
}
CSpell::~CSpell()
{
delete mechanics;
}
const CSpell::LevelInfo & CSpell::getLevelInfo(const int level) const
{
if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
{
logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
throw new std::runtime_error("Invalid school level");
}
return levels.at(level);
}
ui32 CSpell::calculateBonus(ui32 baseDamage, const CGHeroInstance* caster, const CStack* affectedCreature) const
{
ui32 ret = baseDamage;
//applying sorcery secondary skill
if(caster)
{
ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, id.toEnum())) / 100.0;
for(const SpellSchoolInfo & cnf : spellSchoolConfig)
{
if(school.at(cnf.id))
{
ret *= (100.0 + caster->valOfBonuses(cnf.damagePremyBonus)) / 100.0;
break; //only bonus from one school is used
}
}
if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, id.toEnum()) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
}
return ret;
}
ui32 CSpell::calculateDamage(const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const
{
ui32 ret = 0; //value to return
//check if spell really does damage - if not, return 0
if(!isDamageSpell())
return 0;
ret = usedSpellPower * power;
ret += getPower(spellSchoolLevel);
//affected creature-specific part
if(nullptr != affectedCreature)
{
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
for(const SpellSchoolInfo & cnf : spellSchoolConfig)
{
if(school.at(cnf.id) && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id))
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id);
ret /= 100;
break; //only bonus from one school is used
}
}
//general spell dmg reduction
//FIXME?
if(air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1))
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
ret /= 100;
}
//dmg increasing
if(affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, id))
{
ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, id.toEnum());
ret /= 100;
}
}
ret = calculateBonus(ret, caster, affectedCreature);
return ret;
}
ui32 CSpell::calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const
{
//todo: use Mechanics class
int healedHealth;
if(!isHealingSpell())
{
logGlobal->errorStream() << "calculateHealedHP called for nonhealing spell "<< name;
return 0;
}
const int spellPowerSkill = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
const int levelPower = getPower(caster->getSpellSchoolLevel(this));
if (id == SpellID::SACRIFICE && sacrificedStack)
healedHealth = (spellPowerSkill + sacrificedStack->MaxHealth() + levelPower) * sacrificedStack->count;
else
healedHealth = spellPowerSkill * power + levelPower; //???
healedHealth = calculateBonus(healedHealth, caster, stack);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0));
}
std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
{
using namespace SRSLPraserHelpers;
std::vector<BattleHex> ret;
if(id == SpellID::FIRE_WALL || id == SpellID::FORCE_FIELD)
{
//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;
}
std::string rng = getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling
if(rng.size() >= 1 && rng[0] != 'X') //there is at lest one hex in range
{
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* > CSpell::getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, PlayerColor casterColor, int spellLvl, BattleHex destination, const CGHeroInstance * caster) const
{
std::set<const CStack* > attackedCres;//std::set to exclude multiple occurrences of two hex creatures
const ui8 attackerSide = cb->playerToSide(casterColor) == 1;
const auto attackedHexes = rangeInHexes(destination, spellLvl, attackerSide);
const CSpell::TargetInfo ti = getTargetInfoEx(spellLvl, mode);
//TODO: more generic solution for mass spells
if (id == SpellID::CHAIN_LIGHTNING)
{
std::set<BattleHex> possibleHexes;
for (auto stack : cb->battleGetAllStacks())
{
if (stack->isValidTarget())
{
for (auto hex : stack->getHexes())
{
possibleHexes.insert (hex);
}
}
}
int targetsOnLevel[4] = {4, 4, 5, 5};
BattleHex lightningHex = destination;
for (int i = 0; i < targetsOnLevel[spellLvl]; ++i)
{
auto stack = 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, destination, possibleHexes);
}
}
else if (getLevelInfo(spellLvl).range.size() > 1) //custom many-hex range
{
for(BattleHex hex : attackedHexes)
{
if(const CStack * st = cb->battleGetStackByPos(hex, ti.onlyAlive))
{
attackedCres.insert(st);
}
}
}
else if(getTargetType() == CSpell::CREATURE)
{
auto predicate = [=](const CStack * s){
const bool positiveToAlly = isPositive() && s->owner == casterColor;
const bool negativeToEnemy = isNegative() && s->owner != 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(destination);
//handle smart targeting
const bool positivenessFlag = !ti.smart || isNeutral() || positiveToAlly || negativeToEnemy;
return rangeCovers && positivenessFlag && validTarget;
};
TStacks stacks = 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 = cb->battleGetStackByPos(hex, ti.onlyAlive))
attackedCres.insert(st);
}
}
//now handle immunities
auto predicate = [&, this](const CStack * s)->bool
{
bool hitDirectly = ti.alwaysHitDirectly && s->coversPos(destination);
bool notImmune = (ESpellCastProblem::OK == isImmuneByStack(caster, s));
return !(hitDirectly || notImmune);
};
vstd::erase_if(attackedCres, predicate);
return attackedCres;
}
CSpell::ETargetType CSpell::getTargetType() const
{
return targetType;
}
CSpell::TargetInfo CSpell::getTargetInfo(const int level) const
{
TargetInfo info;
auto & levelInfo = getLevelInfo(level);
info.type = getTargetType();
info.smart = levelInfo.smartTarget;
info.massive = levelInfo.range == "X";
info.onlyAlive = !isRisingSpell();
info.alwaysHitDirectly = false;
return info;
}
CSpell::TargetInfo CSpell::getTargetInfoEx(const int level, ECastingMode::ECastingMode mode) const
{
TargetInfo info = getTargetInfo(level);
if(mode == ECastingMode::ENCHANTER_CASTING)
{
info.smart = true; //FIXME: not sure about that, this makes all spells smart in this mode
info.massive = true;
}
else if(mode == ECastingMode::SPELL_LIKE_ATTACK)
{
info.alwaysHitDirectly = true;
}
return info;
}
bool CSpell::isCombatSpell() const
{
return combatSpell;
}
bool CSpell::isAdventureSpell() const
{
return !combatSpell;
}
bool CSpell::isCreatureAbility() const
{
return creatureAbility;
}
bool CSpell::isPositive() const
{
return positiveness == POSITIVE;
}
bool CSpell::isNegative() const
{
return positiveness == NEGATIVE;
}
bool CSpell::isNeutral() const
{
return positiveness == NEUTRAL;
}
bool CSpell::isHealingSpell() const
{
return isRisingSpell() || (id == SpellID::CURE);
}
bool CSpell::isRisingSpell() const
{
return isRising;
}
bool CSpell::isDamageSpell() const
{
return isDamage;
}
bool CSpell::isOffensiveSpell() const
{
return isOffensive;
}
bool CSpell::isSpecialSpell() const
{
return isSpecial;
}
bool CSpell::hasEffects() const
{
return !levels[0].effects.empty();
}
const std::string& CSpell::getIconImmune() const
{
return iconImmune;
}
const std::string& CSpell::getCastSound() const
{
return castSound;
}
si32 CSpell::getCost(const int skillLevel) const
{
return getLevelInfo(skillLevel).cost;
}
si32 CSpell::getPower(const int skillLevel) const
{
return getLevelInfo(skillLevel).power;
}
//si32 CSpell::calculatePower(const int skillLevel) const
//{
// return power + getPower(skillLevel);
//}
si32 CSpell::getProbability(const TFaction factionId) const
{
if(!vstd::contains(probabilities,factionId))
{
return defaultProbability;
}
return probabilities.at(factionId);
}
void CSpell::getEffects(std::vector<Bonus>& lst, const int level) const
{
if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
{
logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
return;
}
const std::vector<Bonus> & effects = levels[level].effects;
if(effects.empty())
{
logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") has no effects for level " << level;
return;
}
lst.reserve(lst.size() + effects.size());
for(const Bonus & b : effects)
{
lst.push_back(Bonus(b));
}
}
ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj) const
{
//0. check receptivity
if (isPositive() && obj->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
return ESpellCastProblem::OK;
//todo: use new bonus API
//1. Check absolute limiters
for(auto b : absoluteLimiters)
{
if (!obj->hasBonusOfType(b))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
//2. Check absolute immunities
for(auto b : absoluteImmunities)
{
if (obj->hasBonusOfType(b))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
//3. Check negation
//FIXME: Orb of vulnerability mechanics is not such trivial
if(obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability
return ESpellCastProblem::NOT_DECIDED;
//4. Check negatable limit
for(auto b : limiters)
{
if (!obj->hasBonusOfType(b))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
//5. Check negatable immunities
for(auto b : immunities)
{
if (obj->hasBonusOfType(b))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
auto battleTestElementalImmunity = [&,this](Bonus::BonusType element) -> bool
{
if(obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
else if(!isPositive()) //negative or indifferent
{
if((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return ESpellCastProblem::NOT_DECIDED;
};
//6. Check elemental immunities
for(const SpellSchoolInfo & cnf : spellSchoolConfig)
{
if(school.at(cnf.id))
if(battleTestElementalImmunity(cnf.immunityBonus))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
TBonusListPtr levelImmunities = obj->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
if(obj->hasBonusOfType(Bonus::SPELL_IMMUNITY, id)
|| ( levelImmunities->size() > 0 && levelImmunities->totalValue() >= level && level))
{
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return ESpellCastProblem::NOT_DECIDED;
}
ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const
{
const auto immuneResult = mechanics->isImmuneByStack(caster,obj);
if (ESpellCastProblem::NOT_DECIDED != immuneResult)
return immuneResult;
return ESpellCastProblem::OK;
}
void CSpell::setIsOffensive(const bool val)
{
isOffensive = val;
if(val)
{
positiveness = CSpell::NEGATIVE;
isDamage = true;
}
}
void CSpell::setIsRising(const bool val)
{
isRising = val;
if(val)
{
positiveness = CSpell::POSITIVE;
}
}
void CSpell::setup()
{
setupMechanics();
school[ESpellSchool::AIR] = air;
school[ESpellSchool::FIRE] = fire;
school[ESpellSchool::WATER] = water;
school[ESpellSchool::EARTH] = earth;
}
void CSpell::setupMechanics()
{
if(nullptr != mechanics)
{
logGlobal->errorStream() << "Spell " << this->name << " mechanics already set";
delete mechanics;
mechanics = nullptr;
}
switch (id)
{
case SpellID::CLONE:
mechanics = new CloneMechanics(this);
break;
case SpellID::DISPEL_HELPFUL_SPELLS:
mechanics = new DispellHelpfulMechanics(this);
break;
case SpellID::SACRIFICE:
mechanics = new SacrificeMechanics(this);
break;
default:
if(isRisingSpell())
mechanics = new SpecialRisingSpellMechanics(this);
else if(isOffensiveSpell())
mechanics = new OffenciveSpellMechnics(this);
else
mechanics = new DefaultSpellMechanics(this);
break;
}
}
bool DLL_LINKAGE isInScreenRange(const int3 &center, const int3 &pos)
{
int3 diff = pos - center;
if(diff.x >= -9 && diff.x <= 9 && diff.y >= -8 && diff.y <= 8)
return true;
else
return false;
}
///CSpellHandler
CSpellHandler::CSpellHandler()
{
}
std::vector<JsonNode> CSpellHandler::loadLegacyData(size_t dataSize)
{
using namespace SpellConfig;
std::vector<JsonNode> legacyData;
CLegacyConfigParser parser("DATA/SPTRAITS.TXT");
auto readSchool = [&](JsonMap& schools, const std::string& name)
{
if (parser.readString() == "x")
{
schools[name].Bool() = true;
}
};
auto read = [&,this](bool combat, bool ability)
{
do
{
JsonNode lineNode(JsonNode::DATA_STRUCT);
const si32 id = legacyData.size();
lineNode["index"].Float() = id;
lineNode["type"].String() = ability ? "ability" : (combat ? "combat" : "adventure");
lineNode["name"].String() = parser.readString();
parser.readString(); //ignored unused abbreviated name
lineNode["level"].Float() = parser.readNumber();
auto& schools = lineNode["school"].Struct();
readSchool(schools, "earth");
readSchool(schools, "water");
readSchool(schools, "fire");
readSchool(schools, "air");
auto& levels = lineNode["levels"].Struct();
auto getLevel = [&](const size_t idx)->JsonMap&
{
assert(idx < GameConstants::SPELL_SCHOOL_LEVELS);
return levels[LEVEL_NAMES[idx]].Struct();
};
auto costs = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
lineNode["power"].Float() = parser.readNumber();
auto powers = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
auto& chances = lineNode["gainChance"].Struct();
for(size_t i = 0; i < GameConstants::F_NUMBER ; i++){
chances[ETownType::names[i]].Float() = parser.readNumber();
}
auto AIVals = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
std::vector<std::string> descriptions;
for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS ; i++)
descriptions.push_back(parser.readString());
std::string attributes = parser.readString();
std::string targetType = "NO_TARGET";
if(attributes.find("CREATURE_TARGET_1") != std::string::npos
|| attributes.find("CREATURE_TARGET_2") != std::string::npos)
targetType = "CREATURE_EXPERT_MASSIVE";
else if(attributes.find("CREATURE_TARGET") != std::string::npos)
targetType = "CREATURE";
else if(attributes.find("OBSTACLE_TARGET") != std::string::npos)
targetType = "OBSTACLE";
//save parsed level specific data
for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++)
{
auto& level = getLevel(i);
level["description"].String() = descriptions[i];
level["cost"].Float() = costs[i];
level["power"].Float() = powers[i];
level["aiValue"].Float() = AIVals[i];
}
if(targetType == "CREATURE_EXPERT_MASSIVE")
{
lineNode["targetType"].String() = "CREATURE";
getLevel(3)["range"].String() = "X";
}
else
{
lineNode["targetType"].String() = targetType;
}
legacyData.push_back(lineNode);
}
while (parser.endLine() && !parser.isNextEntryEmpty());
};
auto skip = [&](int cnt)
{
for(int i=0; i<cnt; i++)
parser.endLine();
};
skip(5);// header
read(false,false); //read adventure map spells
skip(3);
read(true,false); //read battle spells
skip(3);
read(true,true);//read creature abilities
//TODO: maybe move to config
//clone Acid Breath attributes for Acid Breath damage effect
JsonNode temp = legacyData[SpellID::ACID_BREATH_DEFENSE];
temp["index"].Float() = SpellID::ACID_BREATH_DAMAGE;
legacyData.push_back(temp);
objects.resize(legacyData.size());
return legacyData;
}
const std::string CSpellHandler::getTypeName() const
{
return "spell";
}
CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
{
using namespace SpellConfig;
CSpell * spell = new CSpell();
const auto type = json["type"].String();
if(type == "ability")
{
spell->creatureAbility = true;
spell->combatSpell = true;
}
else
{
spell->creatureAbility = false;
spell->combatSpell = type == "combat";
}
spell->name = json["name"].String();
logGlobal->traceStream() << __FUNCTION__ << ": loading spell " << spell->name;
const auto schoolNames = json["school"];
spell->air = schoolNames["air"].Bool();
spell->earth = schoolNames["earth"].Bool();
spell->fire = schoolNames["fire"].Bool();
spell->water = schoolNames["water"].Bool();
spell->level = json["level"].Float();
spell->power = json["power"].Float();
spell->defaultProbability = json["defaultGainChance"].Float();
for(const auto & node : json["gainChance"].Struct())
{
const int chance = node.second.Float();
VLC->modh->identifiers.requestIdentifier(node.second.meta, "faction",node.first, [=](si32 factionID)
{
spell->probabilities[factionID] = chance;
});
}
const std::string targetType = json["targetType"].String();
if(targetType == "NO_TARGET")
spell->targetType = CSpell::NO_TARGET;
else if(targetType == "CREATURE")
spell->targetType = CSpell::CREATURE;
else if(targetType == "OBSTACLE")
spell->targetType = CSpell::OBSTACLE;
else
logGlobal->warnStream() << "Spell " << spell->name << ". Target type " << (targetType.empty() ? "empty" : "unknown ("+targetType+")") << ". Assumed NO_TARGET.";
spell->mainEffectAnim = json["anim"].Float();
for(const auto & counteredSpell: json["counters"].Struct())
if (counteredSpell.second.Bool())
{
VLC->modh->identifiers.requestIdentifier(json.meta, counteredSpell.first, [=](si32 id)
{
spell->counteredSpells.push_back(SpellID(id));
});
}
//TODO: more error checking - f.e. conflicting flags
const auto flags = json["flags"];
//by default all flags are set to false in constructor
spell->isDamage = flags["damage"].Bool(); //do this before "offensive"
if(flags["offensive"].Bool())
{
spell->setIsOffensive(true);
}
if(flags["rising"].Bool())
{
spell->setIsRising(true);
}
const bool implicitPositiveness = spell->isOffensive || spell->isRising; //(!) "damage" does not mean NEGATIVE --AVS
if(flags["indifferent"].Bool())
{
spell->positiveness = CSpell::NEUTRAL;
}
else if(flags["negative"].Bool())
{
spell->positiveness = CSpell::NEGATIVE;
}
else if(flags["positive"].Bool())
{
spell->positiveness = CSpell::POSITIVE;
}
else if(!implicitPositiveness)
{
spell->positiveness = CSpell::NEUTRAL; //duplicates constructor but, just in case
logGlobal->warnStream() << "Spell " << spell->name << ": no positiveness specified, assumed NEUTRAL";
}
spell->isSpecial = flags["special"].Bool();
auto findBonus = [&](const std::string & name, std::vector<Bonus::BonusType> &vec)
{
auto it = bonusNameMap.find(name);
if(it == bonusNameMap.end())
{
logGlobal->errorStream() << spell->name << ": invalid bonus name" << name;
}
else
{
vec.push_back((Bonus::BonusType)it->second);
}
};
auto readBonusStruct = [&](const std::string & name, std::vector<Bonus::BonusType> &vec)
{
for(auto bonusData: json[name].Struct())
{
const std::string bonusId = bonusData.first;
const bool flag = bonusData.second.Bool();
if(flag)
findBonus(bonusId, vec);
}
};
readBonusStruct("immunity", spell->immunities);
readBonusStruct("absoluteImmunity", spell->absoluteImmunities);
readBonusStruct("limit", spell->limiters);
readBonusStruct("absoluteLimit", spell->absoluteLimiters);
const JsonNode & graphicsNode = json["graphics"];
spell->iconImmune = graphicsNode["iconImmune"].String();
spell->iconBook = graphicsNode["iconBook"].String();
spell->iconEffect = graphicsNode["iconEffect"].String();
spell->iconScenarioBonus = graphicsNode["iconScenarioBonus"].String();
spell->iconScroll = graphicsNode["iconScroll"].String();
const JsonNode & soundsNode = json["sounds"];
spell->castSound = soundsNode["cast"].String();
//load level attributes
const int levelsCount = GameConstants::SPELL_SCHOOL_LEVELS;
for(int levelIndex = 0; levelIndex < levelsCount; levelIndex++)
{
const JsonNode & levelNode = json["levels"][LEVEL_NAMES[levelIndex]];
CSpell::LevelInfo & levelObject = spell->levels[levelIndex];
const si32 levelPower = levelNode["power"].Float();
levelObject.description = levelNode["description"].String();
levelObject.cost = levelNode["cost"].Float();
levelObject.power = levelPower;
levelObject.AIValue = levelNode["aiValue"].Float();
levelObject.smartTarget = levelNode["targetModifier"]["smart"].Bool();
levelObject.range = levelNode["range"].String();
for(const auto & elem : levelNode["effects"].Struct())
{
const JsonNode & bonusNode = elem.second;
Bonus * b = JsonUtils::parseBonus(bonusNode);
const bool usePowerAsValue = bonusNode["val"].isNull();
//TODO: make this work. see CSpellHandler::afterLoadFinalization()
//b->sid = spell->id; //for all
b->source = Bonus::SPELL_EFFECT;//for all
if(usePowerAsValue)
b->val = levelPower;
levelObject.effects.push_back(*b);
}
}
return spell;
}
void CSpellHandler::afterLoadFinalization()
{
//FIXME: it is a bad place for this code, should refactor loadFromJson to know object id during loading
for(auto spell: objects)
{
for(auto & level: spell->levels)
for(auto & bonus: level.effects)
bonus.sid = spell->id;
spell->setup();
}
}
void CSpellHandler::beforeValidate(JsonNode & object)
{
//handle "base" level info
JsonNode& levels = object["levels"];
JsonNode& base = levels["base"];
auto inheritNode = [&](const std::string & name){
JsonUtils::inherit(levels[name],base);
};
inheritNode("none");
inheritNode("basic");
inheritNode("advanced");
inheritNode("expert");
}
CSpellHandler::~CSpellHandler()
{
}
std::vector<bool> CSpellHandler::getDefaultAllowed() const
{
std::vector<bool> allowedSpells;
allowedSpells.resize(GameConstants::SPELLS_QUANTITY, true);
return allowedSpells;
}