1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/server/battles/BattleActionProcessor.cpp
2023-08-21 17:55:49 +03:00

1397 lines
44 KiB
C++

/*
* BattleActionProcessor.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 "BattleActionProcessor.h"
#include "BattleProcessor.h"
#include "../CGameHandler.h"
#include "../CVCMIServer.h"
#include "../processors/HeroPoolProcessor.h"
#include "../queries/QueriesProcessor.h"
#include "../queries/BattleQueries.h"
#include "../../lib/ArtifactUtils.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CStack.h"
#include "../../lib/CondSh.h"
#include "../../lib/GameSettings.h"
#include "../../lib/ScopeGuard.h"
#include "../../lib/TerrainHandler.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/battle/BattleInfo.h"
#include "../../lib/battle/CUnitState.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/modding/IdentifierStorage.h"
#include "../../lib/serializer/Cast.h"
#include "../../lib/spells/AbilityCaster.h"
#include "../../lib/spells/BonusCaster.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/spells/ObstacleCasterProxy.h"
#include "../../lib/spells/Problem.h"
BattleActionProcessor::BattleActionProcessor(BattleProcessor * owner)
: owner(owner)
, gameHandler(nullptr)
{
}
void BattleActionProcessor::setGameHandler(CGameHandler * newGameHandler)
{
gameHandler = newGameHandler;
}
bool BattleActionProcessor::doEmptyAction(const BattleAction & ba)
{
return true;
}
bool BattleActionProcessor::doEndTacticsAction(const BattleAction & ba)
{
return true;
}
bool BattleActionProcessor::doWaitAction(const BattleAction & ba)
{
return true;
}
bool BattleActionProcessor::doBadMoraleAction(const BattleAction & ba)
{
return true;
}
bool BattleActionProcessor::doRetreatAction(const BattleAction & ba)
{
if (!gameHandler->gameState()->curB->battleCanFlee(gameHandler->gameState()->curB->sides.at(ba.side).color))
{
gameHandler->complain("Cannot retreat!");
return false;
}
owner->setBattleResult(EBattleResult::ESCAPE, !ba.side);
return true;
}
bool BattleActionProcessor::doSurrenderAction(const BattleAction & ba)
{
PlayerColor player = gameHandler->gameState()->curB->sides.at(ba.side).color;
int cost = gameHandler->gameState()->curB->battleGetSurrenderCost(player);
if (cost < 0)
{
gameHandler->complain("Cannot surrender!");
return false;
}
if (gameHandler->getResource(player, EGameResID::GOLD) < cost)
{
gameHandler->complain("Not enough gold to surrender!");
return false;
}
gameHandler->giveResource(player, EGameResID::GOLD, -cost);
owner->setBattleResult(EBattleResult::SURRENDER, !ba.side);
return true;
}
bool BattleActionProcessor::doHeroSpellAction(const BattleAction & ba)
{
const CGHeroInstance *h = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
if (!h)
{
logGlobal->error("Wrong caster!");
return false;
}
const CSpell * s = SpellID(ba.actionSubtype).toSpell();
if (!s)
{
logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
return false;
}
spells::BattleCast parameters(gameHandler->gameState()->curB, h, spells::Mode::HERO, s);
spells::detail::ProblemImpl problem;
auto m = s->battleMechanics(&parameters);
if(!m->canBeCast(problem))//todo: should we check aimed cast?
{
logGlobal->warn("Spell cannot be cast!");
std::vector<std::string> texts;
problem.getAll(texts);
for(auto s : texts)
logGlobal->warn(s);
return false;
}
parameters.cast(gameHandler->spellEnv, ba.getTarget(gameHandler->gameState()->curB));
return true;
}
bool BattleActionProcessor::doWalkAction(const BattleAction & ba)
{
const CStack * stack = gameHandler->battleGetStackByID(ba.stackNumber);
battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
if (!canStackAct(stack))
return false;
if(target.size() < 1)
{
gameHandler->complain("Destination required for move action.");
return false;
}
int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
if (!walkedTiles)
{
gameHandler->complain("Stack failed movement!");
return false;
}
return true;
}
bool BattleActionProcessor::doDefendAction(const BattleAction & ba)
{
const CStack * stack = gameHandler->battleGetStackByID(ba.stackNumber);
if (!canStackAct(stack))
return false;
//defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
SetStackEffect sse;
Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE), -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
int oldDefenceValue = defence.totalValue();
defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
defence.push_back(std::make_shared<Bonus>(bonus2));
int difference = defence.totalValue() - oldDefenceValue;
std::vector<Bonus> buffer;
if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
{
difference = 1;
buffer.push_back(alternativeWeakCreatureBonus);
}
else
{
buffer.push_back(defenseBonusToAdd);
}
buffer.push_back(bonus2);
sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
gameHandler->sendAndApply(&sse);
BattleLogMessage message;
MetaString text;
stack->addText(text, EMetaText::GENERAL_TXT, 120);
stack->addNameReplacement(text);
text.replaceNumber(difference);
message.lines.push_back(text);
gameHandler->sendAndApply(&message);
return true;
}
bool BattleActionProcessor::doAttackAction(const BattleAction & ba)
{
const CStack * stack = gameHandler->battleGetStackByID(ba.stackNumber);
battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
if (!canStackAct(stack))
return false;
if(target.size() < 2)
{
gameHandler->complain("Two destinations required for attack action.");
return false;
}
BattleHex attackPos = target.at(0).hexValue;
BattleHex destinationTile = target.at(1).hexValue;
const CStack * destinationStack = gameHandler->gameState()->curB->battleGetStackByPos(destinationTile, true);
if(!destinationStack)
{
gameHandler->complain("Invalid target to attack");
return false;
}
BattleHex startingPos = stack->getPosition();
int distance = moveStack(ba.stackNumber, attackPos);
logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
if(stack->getPosition() != attackPos && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) )
{
// we were not able to reach destination tile, nor occupy specified hex
// abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
return true;
}
if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
{
destinationStack = nullptr;
}
if(!destinationStack)
{
gameHandler->complain("Unit can not attack itself");
return false;
}
if(!CStack::isMeleeAttackPossible(stack, destinationStack))
{
gameHandler->complain("Attack cannot be performed!");
return false;
}
//attack
int totalAttacks = stack->totalAttacks.getMeleeValue();
//TODO: move to CUnitState
const auto * attackingHero = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
if(attackingHero)
{
totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
}
const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
const bool retaliation = destinationStack->ableToRetaliate();
for (int i = 0; i < totalAttacks; ++i)
{
//first strike
if(i == 0 && firstStrike && retaliation)
{
makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
}
//move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
{
makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
}
//counterattack
//we check retaliation twice, so if it unblocked during attack it will work only on next attack
if(stack->alive()
&& !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
&& (i == 0 && !firstStrike)
&& retaliation && destinationStack->ableToRetaliate())
{
makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
}
}
//return
if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
&& target.size() == 3
&& startingPos != stack->getPosition()
&& startingPos == target.at(2).hexValue
&& stack->alive())
{
moveStack(ba.stackNumber, startingPos);
//NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
}
return true;
}
bool BattleActionProcessor::doShootAction(const BattleAction & ba)
{
const CStack * stack = gameHandler->battleGetStackByID(ba.stackNumber);
battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
if (!canStackAct(stack))
return false;
if(target.size() < 1)
{
gameHandler->complain("Destination required for shot action.");
return false;
}
auto destination = target.at(0).hexValue;
const CStack * destinationStack = gameHandler->gameState()->curB->battleGetStackByPos(destination);
if (!gameHandler->gameState()->curB->battleCanShoot(stack, destination))
{
gameHandler->complain("Cannot shoot!");
return false;
}
if (!destinationStack)
{
gameHandler->complain("No target to shoot!");
return false;
}
makeAttack(stack, destinationStack, 0, destination, true, true, false);
//ranged counterattack
if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
&& !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
&& destinationStack->ableToRetaliate()
&& gameHandler->gameState()->curB->battleCanShoot(destinationStack, stack->getPosition())
&& stack->alive()) //attacker may have died (fire shield)
{
makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
}
//allow more than one additional attack
int totalRangedAttacks = stack->totalAttacks.getRangedValue();
//TODO: move to CUnitState
const auto * attackingHero = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
if(attackingHero)
{
totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
}
for(int i = 1; i < totalRangedAttacks; ++i)
{
if(
stack->alive()
&& destinationStack->alive()
&& stack->shots.canUse()
)
{
makeAttack(stack, destinationStack, 0, destination, false, true, false);
}
}
return true;
}
bool BattleActionProcessor::doCatapultAction(const BattleAction & ba)
{
const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
if (!canStackAct(stack))
return false;
std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
if(!catapultAbility || catapultAbility->subtype < 0)
{
gameHandler->complain("We do not know how to shoot :P");
}
else
{
const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
spells::BattleCast parameters(gameHandler->gameState()->curB, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
parameters.setSpellLevel(shotLevel);
parameters.cast(gameHandler->spellEnv, target);
}
return true;
}
bool BattleActionProcessor::doUnitSpellAction(const BattleAction & ba)
{
const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
SpellID spellID = SpellID(ba.actionSubtype);
if (!canStackAct(stack))
return false;
std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
//TODO special bonus for genies ability
if (randSpellcaster && gameHandler->battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
spellID = gameHandler->battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
if (spellID < 0)
gameHandler->complain("That stack can't cast spells!");
else
{
const CSpell * spell = SpellID(spellID).toSpell();
spells::BattleCast parameters(gameHandler->gameState()->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
int32_t spellLvl = 0;
if(spellcaster)
vstd::amax(spellLvl, spellcaster->val);
if(randSpellcaster)
vstd::amax(spellLvl, randSpellcaster->val);
parameters.setSpellLevel(spellLvl);
parameters.cast(gameHandler->spellEnv, target);
}
return true;
}
bool BattleActionProcessor::doHealAction(const BattleAction & ba)
{
const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
if (!canStackAct(stack))
return false;
if(target.size() < 1)
{
gameHandler->complain("Destination required for heal action.");
return false;
}
const battle::Unit * destStack = nullptr;
std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
if(target.at(0).unitValue)
destStack = target.at(0).unitValue;
else
destStack = gameHandler->gameState()->curB->battleGetUnitByPos(target.at(0).hexValue);
if(stack == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
{
gameHandler->complain("There is either no healer, no destination, or healer cannot heal :P");
}
else
{
const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
spells::BattleCast parameters(gameHandler->gameState()->curB, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
auto dest = battle::Destination(destStack, target.at(0).hexValue);
parameters.setSpellLevel(0);
parameters.cast(gameHandler->spellEnv, {dest});
}
return true;
}
bool BattleActionProcessor::canStackAct(const CStack * stack)
{
const bool isAboutActiveStack = stack->unitId() == gameHandler->gameState()->curB->getActiveStackID();
if (!stack)
{
gameHandler->complain("No such stack!");
return false;
}
if (!stack->alive())
{
gameHandler->complain("This stack is dead: " + stack->nodeName());
return false;
}
if (gameHandler->battleTacticDist())
{
if (stack && stack->unitSide() != gameHandler->battleGetTacticsSide())
{
gameHandler->complain("This is not a stack of side that has tactics!");
return false;
}
}
else if (!isAboutActiveStack)
{
gameHandler->complain("Action has to be about active stack!");
return false;
}
return true;
}
bool BattleActionProcessor::dispatchBattleAction(const BattleAction & ba)
{
switch(ba.actionType)
{
case EActionType::NO_ACTION:
return doEmptyAction(ba);
case EActionType::END_TACTIC_PHASE:
return doEndTacticsAction(ba);
case EActionType::RETREAT:
return doRetreatAction(ba);
case EActionType::SURRENDER:
return doSurrenderAction(ba);
case EActionType::HERO_SPELL:
return doHeroSpellAction(ba);
case EActionType::WALK:
return doWalkAction(ba);
case EActionType::WAIT:
return doWaitAction(ba);
case EActionType::DEFEND:
return doDefendAction(ba);
case EActionType::WALK_AND_ATTACK:
return doAttackAction(ba);
case EActionType::SHOOT:
return doShootAction(ba);
case EActionType::CATAPULT:
return doCatapultAction(ba);
case EActionType::MONSTER_SPELL:
return doUnitSpellAction(ba);
case EActionType::BAD_MORALE:
return doBadMoraleAction(ba);
case EActionType::STACK_HEAL:
return doHealAction(ba);
}
gameHandler->complain("Unrecognized action type received!!");
return false;
}
bool BattleActionProcessor::makeBattleAction(const BattleAction &ba)
{
logGlobal->trace("Making action: %s", ba.toString());
const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
StartAction startAction(ba);
gameHandler->sendAndApply(&startAction);
bool result = dispatchBattleAction(ba);
EndAction endAction;
gameHandler->sendAndApply(&endAction);
if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *stack);
return result;
}
int BattleActionProcessor::moveStack(int stack, BattleHex dest)
{
int ret = 0;
const CStack *curStack = gameHandler->battleGetStackByID(stack);
const CStack *stackAtEnd = gameHandler->gameState()->curB->battleGetStackByPos(dest);
assert(curStack);
assert(dest < GameConstants::BFIELD_SIZE);
if (gameHandler->gameState()->curB->tacticDistance)
{
assert(gameHandler->gameState()->curB->isInTacticRange(dest));
}
auto start = curStack->getPosition();
if (start == dest)
return 0;
//initing necessary tables
auto accessibility = gameHandler->getAccesibility(curStack);
std::set<BattleHex> passed;
//Ignore obstacles on starting position
passed.insert(curStack->getPosition());
if(curStack->doubleWide())
passed.insert(curStack->occupiedHex());
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
{
BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
if(accessibility.accessible(shifted, curStack))
dest = shifted;
}
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
{
gameHandler->complain("Given destination is not accessible!");
return 0;
}
bool canUseGate = false;
auto dbState = gameHandler->gameState()->curB->si.gateState;
if(gameHandler->battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
dbState != EGateState::DESTROYED &&
dbState != EGateState::BLOCKED)
{
canUseGate = true;
}
std::pair< std::vector<BattleHex>, int > path = gameHandler->gameState()->curB->getPath(start, dest, curStack);
ret = path.second;
int creSpeed = curStack->speed(0, true);
if (gameHandler->gameState()->curB->tacticDistance > 0 && creSpeed > 0)
creSpeed = GameConstants::BFIELD_SIZE;
bool hasWideMoat = vstd::contains_if(gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
{
return obst->obstacleType == CObstacleInstance::MOAT;
});
auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
{
if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
return true;
if (hex == ESiegeHex::GATE_OUTER)
return true;
if (hex == ESiegeHex::GATE_INNER)
return true;
return false;
};
auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
{
if (isGateDrawbridgeHex(hex))
return true;
if (curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
return true;
}
return false;
};
if (curStack->hasBonusOfType(BonusType::FLYING))
{
if (path.second <= creSpeed && path.first.size() > 0)
{
if (canUseGate && dbState != EGateState::OPENED &&
occupyGateDrawbridgeHex(dest))
{
BattleUpdateGateState db;
db.state = EGateState::OPENED;
gameHandler->sendAndApply(&db);
}
//inform clients about move
BattleStackMoved sm;
sm.stack = curStack->unitId();
std::vector<BattleHex> tiles;
tiles.push_back(path.first[0]);
sm.tilesToMove = tiles;
sm.distance = path.second;
sm.teleporting = false;
gameHandler->sendAndApply(&sm);
}
}
else //for non-flying creatures
{
std::vector<BattleHex> tiles;
const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
int v = (int)path.first.size()-1;
path.first.push_back(start);
// check if gate need to be open or closed at some point
BattleHex openGateAtHex, gateMayCloseAtHex;
if (canUseGate)
{
for (int i = (int)path.first.size()-1; i >= 0; i--)
{
auto needOpenGates = [&](BattleHex hex) -> bool
{
if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
return true;
if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
return true;
else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
return true;
return false;
};
auto hex = path.first[i];
if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
{
if (needOpenGates(hex))
openGateAtHex = path.first[i+1];
//TODO we need find batter way to handle double-wide stacks
//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
if (curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
if (otherHex.isValid() && needOpenGates(otherHex))
openGateAtHex = path.first[i+2];
}
//gate may be opened and then closed during stack movement, but not other way around
if (openGateAtHex.isValid())
dbState = EGateState::OPENED;
}
if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
{
if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
{
gateMayCloseAtHex = path.first[i-1];
}
if (hasWideMoat)
{
if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
{
gateMayCloseAtHex = path.first[i-1];
}
else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
path.first[i-1] != ESiegeHex::GATE_INNER &&
path.first[i-1] != ESiegeHex::GATE_BRIDGE)
{
gateMayCloseAtHex = path.first[i-1];
}
}
else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
{
gateMayCloseAtHex = path.first[i-1];
}
}
}
}
bool stackIsMoving = true;
while(stackIsMoving)
{
if (v<tilesToMove)
{
logGlobal->error("Movement terminated abnormally");
break;
}
bool gateStateChanging = false;
//special handling for opening gate on from starting hex
if (openGateAtHex.isValid() && openGateAtHex == start)
gateStateChanging = true;
else
{
for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
{
BattleHex hex = path.first[v];
tiles.push_back(hex);
if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
{
gateStateChanging = true;
}
//if we walked onto something, finalize this portion of stack movement check into obstacle
if(!gameHandler->battleGetAllObstaclesOnPos(hex, false).empty())
obstacleHit = true;
if (curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
//two hex creature hit obstacle by backside
auto obstacle2 = gameHandler->battleGetAllObstaclesOnPos(otherHex, false);
if(otherHex.isValid() && !obstacle2.empty())
obstacleHit = true;
}
if(!obstacleHit)
passed.insert(hex);
}
}
if (!tiles.empty())
{
//commit movement
BattleStackMoved sm;
sm.stack = curStack->unitId();
sm.distance = path.second;
sm.teleporting = false;
sm.tilesToMove = tiles;
gameHandler->sendAndApply(&sm);
tiles.clear();
}
//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
if (curStack->getPosition() != dest)
{
if(stackIsMoving && start != curStack->getPosition())
{
stackIsMoving = gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
passed.insert(curStack->getPosition());
if(curStack->doubleWide())
passed.insert(curStack->occupiedHex());
}
if (gateStateChanging)
{
if (curStack->getPosition() == openGateAtHex)
{
openGateAtHex = BattleHex();
//only open gate if stack is still alive
if (curStack->alive())
{
BattleUpdateGateState db;
db.state = EGateState::OPENED;
gameHandler->sendAndApply(&db);
}
}
else if (curStack->getPosition() == gateMayCloseAtHex)
{
gateMayCloseAtHex = BattleHex();
owner->updateGateState();
}
}
}
else
//movement finished normally: we reached destination
stackIsMoving = false;
}
}
//handle last hex separately for deviation
if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
{
if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
|| start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
passed.clear(); //Just empty passed, obstacles will handled automatically
}
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
return ret;
}
void BattleActionProcessor::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
{
if(first && !counter)
handleAttackBeforeCasting(ranged, attacker, defender);
FireShieldInfo fireShield;
BattleAttack bat;
BattleLogMessage blm;
bat.stackAttacking = attacker->unitId();
bat.tile = targetHex;
std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
if(ranged)
bat.flags |= BattleAttack::SHOT;
if(counter)
bat.flags |= BattleAttack::COUNTER;
const int attackerLuck = attacker->luckVal();
if(attackerLuck > 0)
{
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
bat.flags |= BattleAttack::LUCKY;
}
if(attackerLuck < 0)
{
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
bat.flags |= BattleAttack::UNLUCKY;
}
if (gameHandler->getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
{
bat.flags |= BattleAttack::DEATH_BLOW;
}
const auto * owner = gameHandler->gameState()->curB->getHero(attacker->unitOwner());
if(owner)
{
int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
if (chance > gameHandler->getRandomGenerator().nextInt(99))
bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
}
int64_t drainedLife = 0;
// only primary target
if(defender->alive())
drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
//multiple-hex normal attack
std::set<const CStack*> attackedCreatures = gameHandler->gameState()->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
for(const CStack * stack : attackedCreatures)
{
if(stack != defender && stack->alive()) //do not hit same stack twice
drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
}
std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
if(bonus && ranged) //TODO: make it work in melee?
{
//this is need for displaying hit animation
bat.flags |= BattleAttack::SPELL_LIKE;
bat.spellID = SpellID(bonus->subtype);
//TODO: should spell override creature`s projectile?
auto spell = bat.spellID.toSpell();
battle::Target target;
target.emplace_back(defender, targetHex);
spells::BattleCast event(gameHandler->gameState()->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
event.setSpellLevel(bonus->val);
auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
//TODO: get exact attacked hex for defender
for(const CStack * stack : attackedCreatures)
{
if(stack != defender && stack->alive()) //do not hit same stack twice
{
drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
}
}
//now add effect info for all attacked stacks
for (BattleStackAttacked & bsa : bat.bsa)
{
if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
{
//this is need for displaying affect animation
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = SpellID(bonus->subtype);
}
}
}
attackerState->afterAttack(ranged, counter);
{
UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
attackerState->save(info.data);
bat.attackerChanges.changedStacks.push_back(info);
}
if (drainedLife > 0)
bat.flags |= BattleAttack::LIFE_DRAIN;
gameHandler->sendAndApply(&bat);
{
const bool multipleTargets = bat.bsa.size() > 1;
int64_t totalDamage = 0;
int32_t totalKills = 0;
for(const BattleStackAttacked & bsa : bat.bsa)
{
totalDamage += bsa.damageAmount;
totalKills += bsa.killedAmount;
}
{
MetaString text;
attacker->addText(text, EMetaText::GENERAL_TXT, 376);
attacker->addNameReplacement(text);
text.replaceNumber(totalDamage);
blm.lines.push_back(text);
}
addGenericKilledLog(blm, defender, totalKills, multipleTargets);
}
// drain life effect (as well as log entry) must be applied after the attack
if(drainedLife > 0)
{
MetaString text;
attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
attackerState->addNameReplacement(text, false);
text.replaceNumber(drainedLife);
defender->addNameReplacement(text, true);
blm.lines.push_back(std::move(text));
}
if(!fireShield.empty())
{
//todo: this should be "virtual" spell instead, we only need fire spell school bonus here
const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
int64_t totalDamage = 0;
for(const auto & item : fireShield)
{
const CStack * actor = item.first;
int64_t rawDamage = item.second;
const CGHeroInstance * actorOwner = gameHandler->gameState()->curB->getHero(actor->unitOwner());
if(actorOwner)
{
rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
}
else
{
rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
}
totalDamage+=rawDamage;
//FIXME: add custom effect on actor
}
if (totalDamage > 0)
{
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
bsa.stackAttacked = attacker->unitId(); //invert
bsa.attackerID = defender->unitId();
bsa.damageAmount = totalDamage;
attacker->prepareAttacked(bsa, gameHandler->getRandomGenerator());
StacksInjured pack;
pack.stacks.push_back(bsa);
gameHandler->sendAndApply(&pack);
// TODO: this is already implemented in Damage::describeEffect()
{
MetaString text;
text.appendLocalString(EMetaText::GENERAL_TXT, 376);
text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
text.replaceNumber(totalDamage);
blm.lines.push_back(std::move(text));
}
addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
}
}
gameHandler->sendAndApply(&blm);
handleAfterAttackCasting(ranged, attacker, defender);
}
void BattleActionProcessor::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
{
if(attacker->hasBonusOfType(attackMode))
{
std::set<SpellID> spellsToCast;
TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
for(const auto & sf : *spells)
{
spellsToCast.insert(SpellID(sf->subtype));
}
for(SpellID spellID : spellsToCast)
{
bool castMe = false;
if(!defender->alive())
{
logGlobal->debug("attackCasting: all attacked creatures have been killed");
return;
}
int32_t spellLevel = 0;
TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
for(const auto & sf : *spellsByType)
{
int meleeRanged;
if(sf->additionalInfo.size() < 2)
{
// legacy format
vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
meleeRanged = sf->additionalInfo[0] / 1000;
}
else
{
vstd::amax(spellLevel, sf->additionalInfo[0]);
meleeRanged = sf->additionalInfo[1];
}
if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
castMe = true;
}
int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
vstd::amin(chance, 100);
const CSpell * spell = SpellID(spellID).toSpell();
spells::AbilityCaster caster(attacker, spellLevel);
spells::Target target;
target.emplace_back(defender);
spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
auto m = spell->battleMechanics(&parameters);
spells::detail::ProblemImpl ignored;
if(!m->canBeCastAt(target, ignored))
continue;
//check if spell should be cast (probability handling)
if(gameHandler->getRandomGenerator().nextInt(99) >= chance)
continue;
//casting
if(castMe)
{
parameters.cast(gameHandler->spellEnv, target);
}
}
}
}
void BattleActionProcessor::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
{
attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
}
void BattleActionProcessor::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
{
if(!attacker->alive() || !defender->alive()) // can be already dead
return;
attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
if(!defender->alive())
{
//don't try death stare or acid breath on dead stack (crash!)
return;
}
if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
{
// mechanics of Death Stare as in H3:
// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
//original formula x = min(x, (gorgons_count + 9)/10);
double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
vstd::amin(chanceToKill, 1); //cap at 100%
std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
int staredCreatures = distribution(gameHandler->getRandomGenerator().getStdGenerator());
double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
vstd::amin(staredCreatures, maxToKill);
staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
if(staredCreatures)
{
//TODO: death stare was not originally available for multiple-hex attacks, but...
const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
spells::AbilityCaster caster(attacker, 0);
spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
spells::Target target;
target.emplace_back(defender);
parameters.setEffectValue(staredCreatures);
parameters.cast(gameHandler->spellEnv, target);
}
}
if(!defender->alive())
return;
int64_t acidDamage = 0;
TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
for(const auto & b : *acidBreath)
{
if(b->additionalInfo[0] > gameHandler->getRandomGenerator().nextInt(99))
acidDamage += b->val;
}
if(acidDamage > 0)
{
const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
spells::AbilityCaster caster(attacker, 0);
spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
spells::Target target;
target.emplace_back(defender);
parameters.setEffectValue(acidDamage * attacker->getCount());
parameters.cast(gameHandler->spellEnv, target);
}
if(!defender->alive())
return;
if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
{
double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
vstd::amin(chanceToTrigger, 1); //cap at 100%
if(gameHandler->getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
return;
int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
if(defender->unitType()->getId() == bonusAdditionalInfo ||
(bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
return;
battle::UnitInfo resurrectInfo;
resurrectInfo.id = gameHandler->gameState()->curB->battleNextUnitId();
resurrectInfo.summoned = false;
resurrectInfo.position = defender->getPosition();
resurrectInfo.side = defender->unitSide();
if(bonusAdditionalInfo != CAddInfo::NONE)
resurrectInfo.type = CreatureID(bonusAdditionalInfo);
else
resurrectInfo.type = attacker->creatureId();
if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
resurrectInfo.count = defender->getCount();
else
return; //wrong subtype
BattleUnitsChanged addUnits;
addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
resurrectInfo.save(addUnits.changedStacks.back().data);
BattleUnitsChanged removeUnits;
removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
gameHandler->sendAndApply(&removeUnits);
gameHandler->sendAndApply(&addUnits);
}
if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
{
double chanceToTrigger = 0;
int amountToDie = 0;
if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
{
chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
}
else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
{
chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
}
vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
if(gameHandler->getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
return;
BattleStackAttacked bsa;
bsa.attackerID = -1;
bsa.stackAttacked = defender->unitId();
bsa.damageAmount = amountToDie * defender->getMaxHealth();
bsa.flags = BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = SpellID::SLAYER;
defender->prepareAttacked(bsa, gameHandler->getRandomGenerator());
StacksInjured si;
si.stacks.push_back(bsa);
gameHandler->sendAndApply(&si);
sendGenericKilledLog(defender, bsa.killedAmount, false);
}
}
int64_t BattleActionProcessor::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
{
BattleStackAttacked bsa;
if(secondary)
bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
bsa.attackerID = attackerState->unitId();
bsa.stackAttacked = def->unitId();
{
BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
bai.deathBlow = bat.deathBlow();
bai.doubleDamage = bat.ballistaDoubleDmg();
bai.luckyStrike = bat.lucky();
bai.unluckyStrike = bat.unlucky();
auto range = gameHandler->gameState()->curB->calculateDmgRange(bai);
bsa.damageAmount = gameHandler->gameState()->curB->getActualDamage(range.damage, attackerState->getCount(), gameHandler->getRandomGenerator());
CStack::prepareAttacked(bsa, gameHandler->getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
}
int64_t drainedLife = 0;
//life drain handling
if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
{
int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
drainedLife += toHeal;
}
//soul steal handling
if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
{
//we can have two bonuses - one with subtype 0 and another with subtype 1
//try to use permanent first, use only one of two
for(si32 subtype = 1; subtype >= 0; subtype--)
{
if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
{
int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
drainedLife += toHeal;
break;
}
}
}
bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
//fire shield handling
if(!bat.shot() &&
!def->isClone() &&
def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
!attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
)
{
//TODO: use damage with bonus but without penalties
auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
fireShield.push_back(std::make_pair(def, fireShieldDamage));
}
return drainedLife;
}
void BattleActionProcessor::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
{
if(killed > 0)
{
BattleLogMessage blm;
addGenericKilledLog(blm, defender, killed, multiple);
gameHandler->sendAndApply(&blm);
}
}
void BattleActionProcessor::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
{
if(killed > 0)
{
const int32_t txtIndex = (killed > 1) ? 379 : 378;
std::string formatString = VLC->generaltexth->allTexts[txtIndex];
// these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
boost::algorithm::trim(formatString);
boost::format txt(formatString);
if(killed > 1)
{
txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
}
else //killed == 1
{
txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
}
MetaString line;
line.appendRawString(txt.str());
blm.lines.push_back(std::move(line));
}
}