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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
256 lines
6.7 KiB
C++
256 lines
6.7 KiB
C++
/*
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* Timed.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 "Timed.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../../NetPacks.h"
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#include "../../battle/IBattleState.h"
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#include "../../battle/Unit.h"
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#include "../../serializer/JsonSerializeFormat.h"
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static const std::string EFFECT_NAME = "core:timed";
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namespace spells
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{
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namespace effects
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{
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VCMI_REGISTER_SPELL_EFFECT(Timed, EFFECT_NAME);
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Timed::Timed()
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: UnitEffect(),
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cumulative(false),
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bonus()
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{
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}
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Timed::~Timed() = default;
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void Timed::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
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{
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SetStackEffect sse;
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prepareEffects(sse, m, target, battleState->describe);
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if(!(sse.toAdd.empty() && sse.toUpdate.empty()))
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battleState->apply(&sse);
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}
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void Timed::convertBonus(const Mechanics * m, int32_t & duration, std::vector<Bonus> & converted) const
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{
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int32_t maxDuration = 0;
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for(const std::shared_ptr<Bonus> & b : bonus)
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{
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Bonus nb(*b);
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//use configured duration if present
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if(nb.turnsRemain == 0)
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nb.turnsRemain = duration;
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vstd::amax(maxDuration, nb.turnsRemain);
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nb.sid = m->getSpellIndex(); //for all
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nb.source = Bonus::SPELL_EFFECT;//for all
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//fix to original config: shield should display damage reduction
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if((nb.sid == SpellID::SHIELD || nb.sid == SpellID::AIR_SHIELD) && (nb.type == Bonus::GENERAL_DAMAGE_REDUCTION))
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nb.val = 100 - nb.val;
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//we need to know who cast Bind
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else if(nb.sid == SpellID::BIND && nb.type == Bonus::BIND_EFFECT && m->casterUnit)
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nb.additionalInfo = m->casterUnit->unitId();
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converted.push_back(nb);
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}
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//if all spell effects have special duration, use it later for special bonuses
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duration = maxDuration;
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}
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void Timed::describeEffect(std::vector<MetaString> & log, const Mechanics * m, const std::vector<Bonus> & bonuses, const battle::Unit * target) const
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{
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auto addLogLine = [&](const int32_t baseTextID, const boost::logic::tribool & plural)
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{
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MetaString line;
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target->addText(line, MetaString::GENERAL_TXT, baseTextID, plural);
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target->addNameReplacement(line, plural);
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log.push_back(std::move(line));
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};
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if(m->getSpellIndex() == SpellID::DISEASE)
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{
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addLogLine(553, boost::logic::indeterminate);
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return;
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}
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for(const auto & bonus : bonuses)
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{
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switch(bonus.type)
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{
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case Bonus::NOT_ACTIVE:
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{
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switch(bonus.subtype)
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{
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case SpellID::STONE_GAZE:
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addLogLine(558, boost::logic::indeterminate);
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return;
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case SpellID::PARALYZE:
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addLogLine(563, boost::logic::indeterminate);
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return;
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default:
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break;
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}
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}
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break;
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case Bonus::POISON:
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addLogLine(561, boost::logic::indeterminate);
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return;
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case Bonus::BIND_EFFECT:
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addLogLine(-560, true);
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return;
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case Bonus::STACK_HEALTH:
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{
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if(bonus.val < 0)
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{
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BonusList unitHealth = *target->getBonuses(Selector::type(Bonus::STACK_HEALTH));
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auto oldHealth = unitHealth.totalValue();
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unitHealth.push_back(std::make_shared<Bonus>(bonus));
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auto newHealth = unitHealth.totalValue();
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//"The %s shrivel with age, and lose %d hit points."
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MetaString line;
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target->addText(line, MetaString::GENERAL_TXT, 551);
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target->addNameReplacement(line);
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line.addReplacement(oldHealth - newHealth);
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log.push_back(std::move(line));
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return;
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}
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}
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break;
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default:
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break;
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}
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}
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}
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void Timed::prepareEffects(SetStackEffect & sse, const Mechanics * m, const EffectTarget & target, bool describe) const
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{
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//get default spell duration (spell power with bonuses for heroes)
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int32_t duration = m->getEffectDuration();
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std::vector<Bonus> converted;
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convertBonus(m, duration, converted);
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std::shared_ptr<Bonus> bonus = nullptr;
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auto casterHero = dynamic_cast<const CGHeroInstance *>(m->caster);
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if(casterHero)
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bonus = casterHero->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, m->getSpellIndex()));
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//TODO: does hero specialty should affects his stack casting spells?
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for(auto & t : target)
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{
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std::vector<Bonus> buffer;
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std::copy(converted.begin(), converted.end(), std::back_inserter(buffer));
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const battle::Unit * affected = t.unitValue;
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if(!affected)
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{
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logGlobal->error("[Internal error] Invalid target for timed effect");
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continue;
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}
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if(!affected->alive())
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continue;
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if(describe)
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describeEffect(sse.battleLog, m, converted, affected);
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si32 power = 0;
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//Apply hero specials - peculiar enchants
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const auto tier = std::max(affected->creatureLevel(), 1); //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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switch(tier)
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{
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case 1:
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case 2:
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power = 3;
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break;
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case 3:
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case 4:
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power = 2;
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break;
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case 5:
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case 6:
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power = 1;
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break;
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}
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for(const Bonus & b : converted)
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{
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Bonus specialBonus(b);
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specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
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specialBonus.turnsRemain = duration;
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//additional premy to given effect
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buffer.push_back(specialBonus);
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}
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break;
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case 1: //only Coronius as yet
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power = std::max(5 - tier, 0);
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Bonus specialBonus(Bonus::N_TURNS, Bonus::PRIMARY_SKILL, Bonus::SPELL_EFFECT, power, m->getSpellIndex(), PrimarySkill::ATTACK);
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specialBonus.turnsRemain = duration;
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buffer.push_back(specialBonus);
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break;
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}
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}
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if(casterHero && casterHero->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, m->getSpellIndex())) //TODO: better handling of bonus percentages
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{
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int damagePercent = casterHero->level * casterHero->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, m->getSpellIndex()) / tier;
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Bonus specialBonus(Bonus::N_TURNS, Bonus::CREATURE_DAMAGE, Bonus::SPELL_EFFECT, damagePercent, m->getSpellIndex(), 0, Bonus::PERCENT_TO_ALL);
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specialBonus.turnsRemain = duration;
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buffer.push_back(specialBonus);
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}
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if(cumulative)
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sse.toAdd.push_back(std::make_pair(affected->unitId(), buffer));
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else
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sse.toUpdate.push_back(std::make_pair(affected->unitId(), buffer));
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}
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}
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void Timed::serializeJsonUnitEffect(JsonSerializeFormat & handler)
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{
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assert(!handler.saving);
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handler.serializeBool("cumulative", cumulative, false);
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{
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auto guard = handler.enterStruct("bonus");
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const JsonNode & data = handler.getCurrent();
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for(const auto & p : data.Struct())
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{
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//TODO: support JsonSerializeFormat in Bonus
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auto guard = handler.enterStruct(p.first);
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const JsonNode & bonusNode = handler.getCurrent();
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auto b = JsonUtils::parseBonus(bonusNode);
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bonus.push_back(b);
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}
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}
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}
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}
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}
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