1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/lib/CStack.cpp
ArseniyShestakov a4c0ad94b1 Code style: remove default value hints in definitions (#342)
Some are outdated and this is something IDE are useful for.
2017-07-15 14:08:20 +03:00

888 lines
21 KiB
C++

/*
* CStack.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 "CStack.h"
#include "CGeneralTextHandler.h"
#include "battle/BattleInfo.h"
#include "spells/CSpellHandler.h"
#include "CRandomGenerator.h"
#include "NetPacks.h"
///CAmmo
CAmmo::CAmmo(const CStack * Owner, CSelector totalSelector):
CStackResource(Owner), totalProxy(Owner, totalSelector)
{
}
int32_t CAmmo::available() const
{
return total() - used;
}
bool CAmmo::canUse(int32_t amount) const
{
return available() - amount >= 0;
}
void CAmmo::reset()
{
used = 0;
}
int32_t CAmmo::total() const
{
return totalProxy->totalValue();
}
void CAmmo::use(int32_t amount)
{
if(available() - amount < 0)
{
logGlobal->error("Stack ammo overuse");
used += available();
}
else
used += amount;
}
///CShots
CShots::CShots(const CStack * Owner):
CAmmo(Owner, Selector::type(Bonus::SHOTS))
{
}
void CShots::use(int32_t amount)
{
//don't remove ammo if we control a working ammo cart
bool hasAmmoCart = false;
for(const CStack * st : owner->battle->stacks)
{
if(owner->battle->battleMatchOwner(st, owner, true) && st->getCreature()->idNumber == CreatureID::AMMO_CART && st->alive())
{
hasAmmoCart = true;
break;
}
}
if(!hasAmmoCart)
CAmmo::use(amount);
}
///CCasts
CCasts::CCasts(const CStack * Owner):
CAmmo(Owner, Selector::type(Bonus::CASTS))
{
}
///CRetaliations
CRetaliations::CRetaliations(const CStack * Owner):
CAmmo(Owner, Selector::type(Bonus::ADDITIONAL_RETALIATION)), totalCache(0)
{
}
int32_t CRetaliations::total() const
{
//after dispell bonus should remain during current round
int32_t val = 1 + totalProxy->totalValue();
vstd::amax(totalCache, val);
return totalCache;
}
void CRetaliations::reset()
{
CAmmo::reset();
totalCache = 0;
}
///CHealth
CHealth::CHealth(const IUnitHealthInfo * Owner):
owner(Owner)
{
reset();
}
CHealth::CHealth(const CHealth & other):
owner(other.owner),
firstHPleft(other.firstHPleft),
fullUnits(other.fullUnits),
resurrected(other.resurrected)
{
}
void CHealth::init()
{
reset();
fullUnits = owner->unitBaseAmount() > 1 ? owner->unitBaseAmount() - 1 : 0;
firstHPleft = owner->unitBaseAmount() > 0 ? owner->unitMaxHealth() : 0;
}
void CHealth::addResurrected(int32_t amount)
{
resurrected += amount;
vstd::amax(resurrected, 0);
}
int64_t CHealth::available() const
{
return static_cast<int64_t>(firstHPleft) + owner->unitMaxHealth() * fullUnits;
}
int64_t CHealth::total() const
{
return static_cast<int64_t>(owner->unitMaxHealth()) * owner->unitBaseAmount();
}
void CHealth::damage(int32_t & amount)
{
const int32_t oldCount = getCount();
const bool withKills = amount >= firstHPleft;
if(withKills)
{
int64_t totalHealth = available();
if(amount > totalHealth)
amount = totalHealth;
totalHealth -= amount;
if(totalHealth <= 0)
{
fullUnits = 0;
firstHPleft = 0;
}
else
{
setFromTotal(totalHealth);
}
}
else
{
firstHPleft -= amount;
}
addResurrected(getCount() - oldCount);
}
void CHealth::heal(int32_t & amount, EHealLevel level, EHealPower power)
{
const int32_t unitHealth = owner->unitMaxHealth();
const int32_t oldCount = getCount();
int32_t maxHeal = std::numeric_limits<int32_t>::max();
switch(level)
{
case EHealLevel::HEAL:
maxHeal = std::max(0, unitHealth - firstHPleft);
break;
case EHealLevel::RESURRECT:
maxHeal = total() - available();
break;
default:
assert(level == EHealLevel::OVERHEAL);
break;
}
vstd::amax(maxHeal, 0);
vstd::abetween(amount, 0, maxHeal);
if(amount == 0)
return;
int64_t availableHealth = available();
availableHealth += amount;
setFromTotal(availableHealth);
if(power == EHealPower::ONE_BATTLE)
addResurrected(getCount() - oldCount);
else
assert(power == EHealPower::PERMANENT);
}
void CHealth::setFromTotal(const int64_t totalHealth)
{
const int32_t unitHealth = owner->unitMaxHealth();
firstHPleft = totalHealth % unitHealth;
fullUnits = totalHealth / unitHealth;
if(firstHPleft == 0 && fullUnits > 1)
{
firstHPleft = unitHealth;
fullUnits -= 1;
}
}
void CHealth::reset()
{
fullUnits = 0;
firstHPleft = 0;
resurrected = 0;
}
int32_t CHealth::getCount() const
{
return fullUnits + (firstHPleft > 0 ? 1 : 0);
}
int32_t CHealth::getFirstHPleft() const
{
return firstHPleft;
}
int32_t CHealth::getResurrected() const
{
return resurrected;
}
void CHealth::fromInfo(const CHealthInfo & info)
{
firstHPleft = info.firstHPleft;
fullUnits = info.fullUnits;
resurrected = info.resurrected;
}
void CHealth::toInfo(CHealthInfo & info) const
{
info.firstHPleft = firstHPleft;
info.fullUnits = fullUnits;
info.resurrected = resurrected;
}
void CHealth::takeResurrected()
{
if(resurrected != 0)
{
int64_t totalHealth = available();
totalHealth -= resurrected * owner->unitMaxHealth();
vstd::amax(totalHealth, 0);
setFromTotal(totalHealth);
resurrected = 0;
}
}
///CStack
CStack::CStack(const CStackInstance * Base, PlayerColor O, int I, ui8 Side, SlotID S):
base(Base), ID(I), owner(O), slot(S), side(Side),
counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
position()
{
assert(base);
type = base->type;
baseAmount = base->count;
health.init(); //???
setNodeType(STACK_BATTLE);
}
CStack::CStack():
counterAttacks(this), shots(this), casts(this), health(this)
{
init();
setNodeType(STACK_BATTLE);
}
CStack::CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S):
base(nullptr), ID(I), owner(O), slot(S), side(Side),
counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
position()
{
type = stack->type;
baseAmount = stack->count;
health.init(); //???
setNodeType(STACK_BATTLE);
}
int32_t CStack::getKilled() const
{
int32_t res = baseAmount - health.getCount() + health.getResurrected();
vstd::amax(res, 0);
return res;
}
int32_t CStack::getCount() const
{
return health.getCount();
}
int32_t CStack::getFirstHPleft() const
{
return health.getFirstHPleft();
}
const CCreature * CStack::getCreature() const
{
return type;
}
void CStack::init()
{
base = nullptr;
type = nullptr;
ID = -1;
baseAmount = -1;
owner = PlayerColor::NEUTRAL;
slot = SlotID(255);
side = 1;
position = BattleHex();
cloneID = -1;
}
void CStack::localInit(BattleInfo * battleInfo)
{
battle = battleInfo;
cloneID = -1;
assert(type);
exportBonuses();
if(base) //stack originating from "real" stack in garrison -> attach to it
{
attachTo(const_cast<CStackInstance *>(base));
}
else //attach directly to obj to which stack belongs and creature type
{
CArmedInstance * army = battle->battleGetArmyObject(side);
attachTo(army);
attachTo(const_cast<CCreature *>(type));
}
shots.reset();
counterAttacks.reset();
casts.reset();
health.init();
}
ui32 CStack::level() const
{
if(base)
return base->getLevel(); //creatture or commander
else
return std::max(1, (int)getCreature()->level); //war machine, clone etc
}
si32 CStack::magicResistance() const
{
si32 magicResistance;
if(base) //TODO: make war machines receive aura of magic resistance
{
magicResistance = base->magicResistance();
int auraBonus = 0;
for(const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
{
if(stack->owner == owner)
{
vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
}
}
magicResistance += auraBonus;
vstd::amin(magicResistance, 100);
}
else
magicResistance = type->magicResistance();
return magicResistance;
}
bool CStack::willMove(int turn) const
{
return (turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING))
&& !moved(turn)
&& canMove(turn);
}
bool CStack::canMove(int turn) const
{
return alive()
&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
}
bool CStack::canCast() const
{
return casts.canUse(1);//do not check specific cast abilities here
}
bool CStack::isCaster() const
{
return casts.total() > 0;//do not check specific cast abilities here
}
bool CStack::canShoot() const
{
return shots.canUse(1) && hasBonusOfType(Bonus::SHOOTER);
}
bool CStack::isShooter() const
{
return shots.total() > 0 && hasBonusOfType(Bonus::SHOOTER);
}
bool CStack::moved(int turn) const
{
if(!turn)
return vstd::contains(state, EBattleStackState::MOVED);
else
return false;
}
bool CStack::waited(int turn) const
{
if(!turn)
return vstd::contains(state, EBattleStackState::WAITING);
else
return false;
}
bool CStack::doubleWide() const
{
return getCreature()->doubleWide;
}
BattleHex CStack::occupiedHex() const
{
return occupiedHex(position);
}
BattleHex CStack::occupiedHex(BattleHex assumedPos) const
{
if(doubleWide())
{
if(side == BattleSide::ATTACKER)
return assumedPos - 1;
else
return assumedPos + 1;
}
else
{
return BattleHex::INVALID;
}
}
std::vector<BattleHex> CStack::getHexes() const
{
return getHexes(position);
}
std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
{
return getHexes(assumedPos, doubleWide(), side);
}
std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, ui8 side)
{
std::vector<BattleHex> hexes;
hexes.push_back(assumedPos);
if(twoHex)
{
if(side == BattleSide::ATTACKER)
hexes.push_back(assumedPos - 1);
else
hexes.push_back(assumedPos + 1);
}
return hexes;
}
bool CStack::coversPos(BattleHex pos) const
{
return vstd::contains(getHexes(), pos);
}
std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
{
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
std::vector<BattleHex> hexes;
if(doubleWide())
{
const int WN = GameConstants::BFIELD_WIDTH;
if(side == BattleSide::ATTACKER)
{
//position is equal to front hex
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 2 : WN + 1), hexes);
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 1 : WN), hexes);
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN : WN - 1), hexes);
BattleHex::checkAndPush(hex - 2, hexes);
BattleHex::checkAndPush(hex + 1, hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 2 : WN - 1), hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 1 : WN), hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN : WN + 1), hexes);
}
else
{
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 1 : WN), hexes);
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN : WN - 1), hexes);
BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN - 1 : WN - 2), hexes);
BattleHex::checkAndPush(hex + 2, hexes);
BattleHex::checkAndPush(hex - 1, hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 1 : WN), hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN : WN + 1), hexes);
BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN + 1 : WN + 2), hexes);
}
return hexes;
}
else
{
return hex.neighbouringTiles();
}
}
BattleHex::EDir CStack::destShiftDir() const
{
if(doubleWide())
{
if(side == BattleSide::ATTACKER)
return BattleHex::EDir::RIGHT;
else
return BattleHex::EDir::LEFT;
}
else
{
return BattleHex::EDir::NONE;
}
}
std::vector<si32> CStack::activeSpells() const
{
std::vector<si32> ret;
std::stringstream cachingStr;
cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT)
.And(CSelector([](const Bonus * b)->bool
{
return b->type != Bonus::NONE;
}));
TBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
for(const std::shared_ptr<Bonus> it : *spellEffects)
{
if(!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
ret.push_back(it->sid);
}
return ret;
}
CStack::~CStack()
{
detachFromAll();
}
const CGHeroInstance * CStack::getMyHero() const
{
if(base)
return dynamic_cast<const CGHeroInstance *>(base->armyObj);
else //we are attached directly?
for(const CBonusSystemNode * n : getParentNodes())
if(n->getNodeType() == HERO)
return dynamic_cast<const CGHeroInstance *>(n);
return nullptr;
}
std::string CStack::nodeName() const
{
std::ostringstream oss;
oss << "Battle stack [" << ID << "]: " << health.getCount() << " creatures of ";
if(type)
oss << type->namePl;
else
oss << "[UNDEFINED TYPE]";
oss << " from slot " << slot;
if(base && base->armyObj)
oss << " of armyobj=" << base->armyObj->id.getNum();
return oss.str();
}
CHealth CStack::healthAfterAttacked(int32_t & damage) const
{
return healthAfterAttacked(damage, health);
}
CHealth CStack::healthAfterAttacked(int32_t & damage, const CHealth & customHealth) const
{
CHealth res = customHealth;
if(isClone())
{
// block ability should not kill clone (0 damage)
if(damage > 0)
{
damage = 1;//??? what should be actual damage against clone?
res.reset();
}
}
else
{
res.damage(damage);
}
return res;
}
CHealth CStack::healthAfterHealed(int32_t & toHeal, EHealLevel level, EHealPower power) const
{
CHealth res = health;
if(level == EHealLevel::HEAL && power == EHealPower::ONE_BATTLE)
logGlobal->error("Heal for one battle does not make sense", nodeName(), toHeal);
else if(isClone())
logGlobal->error("Attempt to heal clone: %s for %d HP", nodeName(), toHeal);
else
res.heal(toHeal, level, power);
return res;
}
void CStack::prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand) const
{
prepareAttacked(bsa, rand, health);
}
void CStack::prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand, const CHealth & customHealth) const
{
CHealth afterAttack = healthAfterAttacked(bsa.damageAmount, customHealth);
bsa.killedAmount = customHealth.getCount() - afterAttack.getCount();
afterAttack.toInfo(bsa.newHealth);
bsa.newHealth.stackId = ID;
bsa.newHealth.delta = -bsa.damageAmount;
if(afterAttack.available() <= 0 && isClone())
{
bsa.flags |= BattleStackAttacked::CLONE_KILLED;
return; // no rebirth I believe
}
if(afterAttack.available() <= 0) //stack killed
{
bsa.flags |= BattleStackAttacked::KILLED;
int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
if(resurrectFactor > 0 && canCast()) //there must be casts left
{
int resurrectedStackCount = baseAmount * resurrectFactor / 100;
// last stack has proportional chance to rebirth
//FIXME: diff is always 0
auto diff = baseAmount * resurrectFactor / 100.0 - resurrectedStackCount;
if(diff > rand.nextDouble(0, 0.99))
{
resurrectedStackCount += 1;
}
if(hasBonusOfType(Bonus::REBIRTH, 1))
{
// resurrect at least one Sacred Phoenix
vstd::amax(resurrectedStackCount, 1);
}
if(resurrectedStackCount > 0)
{
bsa.flags |= BattleStackAttacked::REBIRTH;
//TODO: use StackHealedOrResurrected
bsa.newHealth.firstHPleft = MaxHealth();
bsa.newHealth.fullUnits = resurrectedStackCount - 1;
bsa.newHealth.resurrected = 0; //TODO: add one-battle rebirth?
}
}
}
}
bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos, BattleHex defenderPos)
{
if(!attackerPos.isValid())
attackerPos = attacker->position;
if(!defenderPos.isValid())
defenderPos = defender->position;
return
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0)//front <=> front
|| (attacker->doubleWide()//back <=> front
&& BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos) >= 0)
|| (defender->doubleWide()//front <=> back
&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0)
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
&& BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0);
}
bool CStack::ableToRetaliate() const
{
return alive()
&& (counterAttacks.canUse() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
&& !hasBonusOfType(Bonus::HYPNOTIZED)
&& !hasBonusOfType(Bonus::NO_RETALIATION);
}
std::string CStack::getName() const
{
return (health.getCount() == 1) ? type->nameSing : type->namePl; //War machines can't use base
}
bool CStack::isValidTarget(bool allowDead) const
{
return (alive() || (allowDead && isDead())) && position.isValid() && !isTurret();
}
bool CStack::isDead() const
{
return !alive() && !isGhost();
}
bool CStack::isClone() const
{
return vstd::contains(state, EBattleStackState::CLONED);
}
bool CStack::isGhost() const
{
return vstd::contains(state, EBattleStackState::GHOST);
}
bool CStack::isTurret() const
{
return type->idNumber == CreatureID::ARROW_TOWERS;
}
bool CStack::canBeHealed() const
{
return getFirstHPleft() < MaxHealth()
&& isValidTarget()
&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
}
void CStack::makeGhost()
{
state.erase(EBattleStackState::ALIVE);
state.insert(EBattleStackState::GHOST_PENDING);
}
bool CStack::alive() const //determines if stack is alive
{
return vstd::contains(state, EBattleStackState::ALIVE);
}
ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
{
int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
vstd::abetween(skill, 0, 3);
return skill;
}
ui32 CStack::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
{
//stacks does not have sorcery-like bonuses (yet?)
return base;
}
int CStack::getEffectLevel(const CSpell * spell) const
{
return getSpellSchoolLevel(spell);
}
int CStack::getEffectPower(const CSpell * spell) const
{
return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * health.getCount() / 100;
}
int CStack::getEnchantPower(const CSpell * spell) const
{
int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
if(res <= 0)
res = 3;//default for creatures
return res;
}
int CStack::getEffectValue(const CSpell * spell) const
{
return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * health.getCount();
}
const PlayerColor CStack::getOwner() const
{
return battle->battleGetOwner(this);
}
void CStack::getCasterName(MetaString & text) const
{
//always plural name in case of spell cast.
addNameReplacement(text, true);
}
void CStack::getCastDescription(const CSpell * spell, const std::vector<const CStack *> & attacked, MetaString & text) const
{
text.addTxt(MetaString::GENERAL_TXT, 565);//The %s casts %s
//todo: use text 566 for single creature
getCasterName(text);
text.addReplacement(MetaString::SPELL_NAME, spell->id.toEnum());
}
int32_t CStack::unitMaxHealth() const
{
return MaxHealth();
}
int32_t CStack::unitBaseAmount() const
{
return baseAmount;
}
void CStack::addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural) const
{
if(boost::logic::indeterminate(plural))
serial = VLC->generaltexth->pluralText(serial, health.getCount());
else if(plural)
serial = VLC->generaltexth->pluralText(serial, 2);
else
serial = VLC->generaltexth->pluralText(serial, 1);
text.addTxt(type, serial);
}
void CStack::addNameReplacement(MetaString & text, const boost::logic::tribool & plural) const
{
if(boost::logic::indeterminate(plural))
text.addCreReplacement(type->idNumber, health.getCount());
else if(plural)
text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
else
text.addReplacement(MetaString::CRE_SING_NAMES, type->idNumber.num);
}
std::string CStack::formatGeneralMessage(const int32_t baseTextId) const
{
const int32_t textId = VLC->generaltexth->pluralText(baseTextId, health.getCount());
MetaString text;
text.addTxt(MetaString::GENERAL_TXT, textId);
text.addCreReplacement(type->idNumber, health.getCount());
return text.toString();
}
void CStack::setHealth(const CHealthInfo & value)
{
health.reset();
health.fromInfo(value);
}
void CStack::setHealth(const CHealth & value)
{
health = value;
}