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727 lines
21 KiB
C++
727 lines
21 KiB
C++
/*
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* CDefaultSpellMechanics.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 "CDefaultSpellMechanics.h"
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#include "../NetPacks.h"
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#include "../BattleState.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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///DefaultSpellMechanics
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void DefaultSpellMechanics::applyBattle(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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bool DefaultSpellMechanics::adventureCast(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
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{
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if(!owner->isAdventureSpell())
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{
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env->complain("Attempt to cast non adventure spell in adventure mode");
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return false;
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}
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const CGHeroInstance * caster = parameters.caster;
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const int cost = caster->getSpellCost(owner);
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if(!caster->canCastThisSpell(owner))
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{
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env->complain("Hero cannot cast this spell!");
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return false;
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}
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if(caster->mana < cost)
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{
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env->complain("Hero doesn't have enough spell points to cast this spell!");
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return false;
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}
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{
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AdvmapSpellCast asc;
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asc.caster = caster;
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asc.spellID = owner->id;
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env->sendAndApply(&asc);
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}
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if(applyAdventureEffects(env, parameters))
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{
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SetMana sm;
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sm.hid = caster->id;
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sm.absolute = false;
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sm.val = -cost;
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env->sendAndApply(&sm);
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return true;
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}
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return false;
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}
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bool DefaultSpellMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
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{
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if(owner->hasEffects())
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{
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const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
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std::vector<Bonus> bonuses;
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owner->getEffects(bonuses, schoolLevel);
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for(Bonus b : bonuses)
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{
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GiveBonus gb;
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gb.id = parameters.caster->id.getNum();
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gb.bonus = b;
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env->sendAndApply(&gb);
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}
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return true;
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}
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else
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{
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//There is no generic algorithm of adventure cast
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env->complain("Unimplemented adventure spell");
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return false;
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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;
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mirrorParameters.casterSide = 1-parameters.casterSide;
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mirrorParameters.casterColor = (attackedCre)->owner;
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mirrorParameters.caster = nullptr;
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mirrorParameters.destination = targetHex;
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mirrorParameters.secHero = parameters.caster;
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mirrorParameters.mode = ECastingMode::MAGIC_MIRROR;
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mirrorParameters.casterStack = (attackedCre);
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mirrorParameters.selectedStack = nullptr;
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battleCast(env, mirrorParameters);
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}
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}
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}
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}
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}
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int DefaultSpellMechanics::calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const
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{
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if(!caster)
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{
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if (!usedSpellPower)
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return 3; //default duration of all creature spells
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else
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return usedSpellPower; //use creature spell power
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}
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switch(owner->id)
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{
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case SpellID::FRENZY:
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return 1;
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default: //other spells
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return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
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}
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}
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ui32 DefaultSpellMechanics::calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const
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{
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int healedHealth;
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if(!owner->isHealingSpell())
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{
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logGlobal->errorStream() << "calculateHealedHP called for nonhealing spell "<< owner->name;
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return 0;
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}
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const int spellPowerSkill = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
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const int levelPower = owner->getPower(caster->getSpellSchoolLevel(owner));
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if (owner->id == SpellID::SACRIFICE && sacrificedStack)
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healedHealth = (spellPowerSkill + sacrificedStack->MaxHealth() + levelPower) * sacrificedStack->count;
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else
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healedHealth = spellPowerSkill * owner->power + levelPower; //???
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healedHealth = owner->calculateBonus(healedHealth, caster, stack);
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return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (owner->isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0));
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}
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void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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//applying effects
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if(owner->isOffensiveSpell())
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{
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int spellDamage = 0;
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if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
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{
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int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
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if(unitSpellPower)
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ctx.sc.dmgToDisplay = spellDamage = parameters.casterStack->count * unitSpellPower; //TODO: handle immunities
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else //Faerie Dragon
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{
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parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
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ctx.sc.dmgToDisplay = 0;
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}
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}
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int chainLightningModifier = 0;
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for(auto & attackedCre : ctx.attackedCres)
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{
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if(vstd::contains(ctx.sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
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continue;
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BattleStackAttacked bsa;
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if(spellDamage)
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bsa.damageAmount = spellDamage >> chainLightningModifier;
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else
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bsa.damageAmount = owner->calculateDamage(parameters.caster, attackedCre, parameters.spellLvl, parameters.usedSpellPower) >> chainLightningModifier;
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ctx.sc.dmgToDisplay += bsa.damageAmount;
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bsa.stackAttacked = (attackedCre)->ID;
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if(parameters.mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
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bsa.attackerID = parameters.casterStack->ID;
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else
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bsa.attackerID = -1;
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(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
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ctx.si.stacks.push_back(bsa);
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if(owner->id == SpellID::CHAIN_LIGHTNING)
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++chainLightningModifier;
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}
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}
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if(owner->hasEffects())
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{
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int stackSpellPower = 0;
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if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
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{
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stackSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
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}
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SetStackEffect sse;
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Bonus pseudoBonus;
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pseudoBonus.sid = owner->id;
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pseudoBonus.val = parameters.spellLvl;
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pseudoBonus.turnsRemain = calculateDuration(parameters.caster, stackSpellPower ? stackSpellPower : parameters.usedSpellPower);
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CStack::stackEffectToFeature(sse.effect, pseudoBonus);
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if(owner->id == SpellID::SHIELD || owner->id == SpellID::AIR_SHIELD)
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{
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sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shield should display damage reduction
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}
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if(owner->id == SpellID::BIND && parameters.casterStack)//bind
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{
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sse.effect.back().additionalInfo = parameters.casterStack->ID; //we need to know who casted Bind
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}
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const Bonus * bonus = nullptr;
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if(parameters.caster)
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bonus = parameters.caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, owner->id));
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//TODO does hero specialty should affects his stack casting spells?
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si32 power = 0;
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for(const CStack * affected : ctx.attackedCres)
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{
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if(vstd::contains(ctx.sc.resisted, affected->ID)) //this creature resisted the spell
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continue;
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sse.stacks.push_back(affected->ID);
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//Apply hero specials - peculiar enchants
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const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
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if(bonus)
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{
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switch(bonus->additionalInfo)
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{
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case 0: //normal
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{
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switch(tier)
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{
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case 1: case 2:
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power = 3;
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break;
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case 3: case 4:
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power = 2;
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break;
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case 5: case 6:
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power = 1;
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break;
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}
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Bonus specialBonus(sse.effect.back());
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specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
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sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
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}
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break;
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case 1: //only Coronius as yet
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{
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power = std::max(5 - tier, 0);
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|
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) 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);
|
|
}
|