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vcmi/lib/spells/CDefaultSpellMechanics.cpp
2015-03-18 17:48:32 +03:00

727 lines
21 KiB
C++

/*
* CDefaultSpellMechanics.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 "CDefaultSpellMechanics.h"
#include "../NetPacks.h"
#include "../BattleState.h"
namespace SRSLPraserHelpers
{
static int XYToHex(int x, int y)
{
return x + GameConstants::BFIELD_WIDTH * y;
}
static int XYToHex(std::pair<int, int> xy)
{
return XYToHex(xy.first, xy.second);
}
static int hexToY(int battleFieldPosition)
{
return battleFieldPosition/GameConstants::BFIELD_WIDTH;
}
static int hexToX(int battleFieldPosition)
{
int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
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 < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
}
//helper function for rangeInHexes
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;
}
}
///DefaultSpellMechanics
void DefaultSpellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
if (packet->castedByHero)
{
if (packet->side < 2)
{
battle->sides[packet->side].castSpellsCount++;
}
}
//handle countering spells
for(auto stackID : packet->affectedCres)
{
if(vstd::contains(packet->resisted, stackID))
continue;
CStack * s = battle->getStack(stackID);
s->popBonuses([&](const Bonus * b) -> bool
{
//check for each bonus if it should be removed
const bool isSpellEffect = Selector::sourceType(Bonus::SPELL_EFFECT)(b);
const int spellID = isSpellEffect ? b->sid : -1;
return isSpellEffect && vstd::contains(owner->counteredSpells, spellID);
});
}
}
bool DefaultSpellMechanics::adventureCast(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
{
if(!owner->isAdventureSpell())
{
env->complain("Attempt to cast non adventure spell in adventure mode");
return false;
}
const CGHeroInstance * caster = parameters.caster;
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;
}
{
AdvmapSpellCast asc;
asc.caster = caster;
asc.spellID = owner->id;
env->sendAndApply(&asc);
}
if(applyAdventureEffects(env, parameters))
{
SetMana sm;
sm.hid = caster->id;
sm.absolute = false;
sm.val = -cost;
env->sendAndApply(&sm);
return true;
}
return false;
}
bool DefaultSpellMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
{
if(owner->hasEffects())
{
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
std::vector<Bonus> bonuses;
owner->getEffects(bonuses, schoolLevel);
for(Bonus b : bonuses)
{
GiveBonus gb;
gb.id = parameters.caster->id.getNum();
gb.bonus = b;
env->sendAndApply(&gb);
}
return true;
}
else
{
//There is no generic algorithm of adventure cast
env->complain("Unimplemented adventure spell");
return false;
}
}
void DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const
{
BattleSpellCast sc;
sc.side = parameters.casterSide;
sc.id = owner->id;
sc.skill = parameters.spellLvl;
sc.tile = parameters.destination;
sc.dmgToDisplay = 0;
sc.castedByHero = nullptr != parameters.caster;
sc.casterStack = (parameters.casterStack ? parameters.casterStack->ID : -1);
sc.manaGained = 0;
int spellCost = 0;
//calculate spell cost
if(parameters.caster)
{
spellCost = parameters.cb->battleGetSpellCost(owner, parameters.caster);
if(parameters.secHero && parameters.mode == ECastingMode::HERO_CASTING) //handle mana channel
{
int manaChannel = 0;
for(const CStack * stack : parameters.cb->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
{
if(stack->owner == parameters.secHero->tempOwner)
{
vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
}
}
sc.manaGained = (manaChannel * spellCost) / 100;
}
}
//calculating affected creatures for all spells
//must be vector, as in Chain Lightning order matters
std::vector<const CStack*> attackedCres; //CStack vector is somewhat more suitable than ID vector
auto creatures = owner->getAffectedStacks(parameters.cb, parameters.mode, parameters.casterColor, parameters.spellLvl, parameters.destination, parameters.caster);
std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
for (auto cre : attackedCres)
{
sc.affectedCres.insert(cre->ID);
}
//checking if creatures resist
//resistance is applied only to negative spells
if(owner->isNegative())
{
for(auto s : attackedCres)
{
const int prob = std::min((s)->magicResistance(), 100); //probability of resistance in %
if(env->getRandomGenerator().nextInt(99) < prob)
{
sc.resisted.push_back(s->ID);
}
}
}
StacksInjured si;
SpellCastContext ctx(attackedCres, sc, si);
applyBattleEffects(env, parameters, ctx);
env->sendAndApply(&sc);
//spend mana
if(parameters.caster)
{
SetMana sm;
sm.absolute = false;
sm.hid = parameters.caster->id;
sm.val = -spellCost;
env->sendAndApply(&sm);
if(sc.manaGained > 0)
{
assert(parameters.secHero);
sm.hid = parameters.secHero->id;
sm.val = sc.manaGained;
env->sendAndApply(&sm);
}
}
if(!si.stacks.empty()) //after spellcast info shows
env->sendAndApply(&si);
//reduce number of casts remaining
//TODO: this should be part of BattleSpellCast apply
if (parameters.mode == ECastingMode::CREATURE_ACTIVE_CASTING || parameters.mode == ECastingMode::ENCHANTER_CASTING)
{
assert(parameters.casterStack);
BattleSetStackProperty ssp;
ssp.stackID = parameters.casterStack->ID;
ssp.which = BattleSetStackProperty::CASTS;
ssp.val = -1;
ssp.absolute = false;
env->sendAndApply(&ssp);
}
//Magic Mirror effect
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
{
for(auto & attackedCre : attackedCres)
{
int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
if(mirrorChance > env->getRandomGenerator().nextInt(99))
{
std::vector<const CStack *> mirrorTargets;
auto battleStacks = parameters.cb->battleGetAllStacks(true);
for(auto & battleStack : battleStacks)
{
if(battleStack->owner == parameters.casterColor) //get enemy stacks which can be affected by this spell
{
if (ESpellCastProblem::OK == owner->isImmuneByStack(nullptr, battleStack))
mirrorTargets.push_back(battleStack);
}
}
if(!mirrorTargets.empty())
{
int targetHex = (*RandomGeneratorUtil::nextItem(mirrorTargets, env->getRandomGenerator()))->position;
BattleSpellCastParameters mirrorParameters = parameters;
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);
}
}
ui32 DefaultSpellMechanics::calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const
{
int healedHealth;
if(!owner->isHealingSpell())
{
logGlobal->errorStream() << "calculateHealedHP called for nonhealing spell "<< owner->name;
return 0;
}
const int spellPowerSkill = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
const int levelPower = owner->getPower(caster->getSpellSchoolLevel(owner));
if (owner->id == SpellID::SACRIFICE && sacrificedStack)
healedHealth = (spellPowerSkill + sacrificedStack->MaxHealth() + levelPower) * sacrificedStack->count;
else
healedHealth = spellPowerSkill * owner->power + levelPower; //???
healedHealth = owner->calculateBonus(healedHealth, caster, stack);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (owner->isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0));
}
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 = 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::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
{
//no problems by default, this method is for spell-specific problems
return ESpellCastProblem::OK;
}
ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
{
//by default use general algorithm
return owner->isImmuneBy(obj);
}