mirror of
https://github.com/vcmi/vcmi.git
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1397 lines
44 KiB
C++
1397 lines
44 KiB
C++
/*
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* BattleActionProcessor.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 "BattleActionProcessor.h"
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#include "BattleProcessor.h"
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#include "../CGameHandler.h"
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#include "../CVCMIServer.h"
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#include "../processors/HeroPoolProcessor.h"
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#include "../queries/QueriesProcessor.h"
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#include "../queries/BattleQueries.h"
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#include "../../lib/ArtifactUtils.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CondSh.h"
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#include "../../lib/GameSettings.h"
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#include "../../lib/ScopeGuard.h"
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#include "../../lib/TerrainHandler.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/battle/BattleInfo.h"
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#include "../../lib/battle/CUnitState.h"
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#include "../../lib/gameState/CGameState.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/modding/IdentifierStorage.h"
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#include "../../lib/serializer/Cast.h"
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#include "../../lib/spells/AbilityCaster.h"
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#include "../../lib/spells/BonusCaster.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/spells/ObstacleCasterProxy.h"
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#include "../../lib/spells/Problem.h"
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BattleActionProcessor::BattleActionProcessor(BattleProcessor * owner)
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: owner(owner)
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, gameHandler(nullptr)
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{
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}
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void BattleActionProcessor::setGameHandler(CGameHandler * newGameHandler)
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{
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gameHandler = newGameHandler;
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}
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bool BattleActionProcessor::doEmptyAction(const BattleAction & ba)
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{
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return true;
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}
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bool BattleActionProcessor::doEndTacticsAction(const BattleAction & ba)
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{
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return true;
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}
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bool BattleActionProcessor::doWaitAction(const BattleAction & ba)
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{
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return true;
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}
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bool BattleActionProcessor::doBadMoraleAction(const BattleAction & ba)
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{
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return true;
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}
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bool BattleActionProcessor::doRetreatAction(const BattleAction & ba)
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{
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if (!gameHandler->gameState()->curB->battleCanFlee(gameHandler->gameState()->curB->sides.at(ba.side).color))
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{
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gameHandler->complain("Cannot retreat!");
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return false;
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}
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owner->setBattleResult(EBattleResult::ESCAPE, !ba.side);
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return true;
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}
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bool BattleActionProcessor::doSurrenderAction(const BattleAction & ba)
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{
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PlayerColor player = gameHandler->gameState()->curB->sides.at(ba.side).color;
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int cost = gameHandler->gameState()->curB->battleGetSurrenderCost(player);
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if (cost < 0)
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{
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gameHandler->complain("Cannot surrender!");
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return false;
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}
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if (gameHandler->getResource(player, EGameResID::GOLD) < cost)
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{
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gameHandler->complain("Not enough gold to surrender!");
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return false;
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}
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gameHandler->giveResource(player, EGameResID::GOLD, -cost);
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owner->setBattleResult(EBattleResult::SURRENDER, !ba.side);
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return true;
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}
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bool BattleActionProcessor::doHeroSpellAction(const BattleAction & ba)
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{
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const CGHeroInstance *h = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
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if (!h)
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{
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logGlobal->error("Wrong caster!");
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return false;
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}
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const CSpell * s = SpellID(ba.actionSubtype).toSpell();
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if (!s)
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{
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logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
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return false;
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}
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spells::BattleCast parameters(gameHandler->gameState()->curB, h, spells::Mode::HERO, s);
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spells::detail::ProblemImpl problem;
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auto m = s->battleMechanics(¶meters);
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if(!m->canBeCast(problem))//todo: should we check aimed cast?
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{
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logGlobal->warn("Spell cannot be cast!");
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std::vector<std::string> texts;
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problem.getAll(texts);
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for(auto s : texts)
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logGlobal->warn(s);
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return false;
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}
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parameters.cast(gameHandler->spellEnv, ba.getTarget(gameHandler->gameState()->curB));
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return true;
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}
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bool BattleActionProcessor::doWalkAction(const BattleAction & ba)
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{
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const CStack * stack = gameHandler->battleGetStackByID(ba.stackNumber);
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battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
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if (!canStackAct(stack))
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return false;
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if(target.size() < 1)
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{
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gameHandler->complain("Destination required for move action.");
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return false;
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}
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int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
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if (!walkedTiles)
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{
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gameHandler->complain("Stack failed movement!");
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return false;
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}
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return true;
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}
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bool BattleActionProcessor::doDefendAction(const BattleAction & ba)
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{
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const CStack * stack = gameHandler->battleGetStackByID(ba.stackNumber);
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if (!canStackAct(stack))
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return false;
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//defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
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SetStackEffect sse;
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Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
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Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE), -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
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Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
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BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
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int oldDefenceValue = defence.totalValue();
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defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
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defence.push_back(std::make_shared<Bonus>(bonus2));
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int difference = defence.totalValue() - oldDefenceValue;
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std::vector<Bonus> buffer;
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if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
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{
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difference = 1;
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buffer.push_back(alternativeWeakCreatureBonus);
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}
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else
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{
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buffer.push_back(defenseBonusToAdd);
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}
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buffer.push_back(bonus2);
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sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
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gameHandler->sendAndApply(&sse);
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BattleLogMessage message;
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MetaString text;
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stack->addText(text, EMetaText::GENERAL_TXT, 120);
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stack->addNameReplacement(text);
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text.replaceNumber(difference);
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message.lines.push_back(text);
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gameHandler->sendAndApply(&message);
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return true;
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}
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bool BattleActionProcessor::doAttackAction(const BattleAction & ba)
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{
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const CStack * stack = gameHandler->battleGetStackByID(ba.stackNumber);
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battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
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if (!canStackAct(stack))
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return false;
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if(target.size() < 2)
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{
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gameHandler->complain("Two destinations required for attack action.");
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return false;
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}
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BattleHex attackPos = target.at(0).hexValue;
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BattleHex destinationTile = target.at(1).hexValue;
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const CStack * destinationStack = gameHandler->gameState()->curB->battleGetStackByPos(destinationTile, true);
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if(!destinationStack)
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{
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gameHandler->complain("Invalid target to attack");
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return false;
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}
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BattleHex startingPos = stack->getPosition();
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int distance = moveStack(ba.stackNumber, attackPos);
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logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
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if(stack->getPosition() != attackPos && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) )
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{
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// we were not able to reach destination tile, nor occupy specified hex
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// abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
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return true;
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}
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if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
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{
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destinationStack = nullptr;
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}
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if(!destinationStack)
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{
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gameHandler->complain("Unit can not attack itself");
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return false;
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}
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if(!CStack::isMeleeAttackPossible(stack, destinationStack))
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{
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gameHandler->complain("Attack cannot be performed!");
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return false;
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}
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//attack
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int totalAttacks = stack->totalAttacks.getMeleeValue();
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//TODO: move to CUnitState
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const auto * attackingHero = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
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if(attackingHero)
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{
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totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
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}
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const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
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const bool retaliation = destinationStack->ableToRetaliate();
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for (int i = 0; i < totalAttacks; ++i)
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{
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//first strike
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if(i == 0 && firstStrike && retaliation)
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{
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makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
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}
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//move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
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if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
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{
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makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
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}
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//counterattack
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//we check retaliation twice, so if it unblocked during attack it will work only on next attack
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if(stack->alive()
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&& !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
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&& (i == 0 && !firstStrike)
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&& retaliation && destinationStack->ableToRetaliate())
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{
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makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
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}
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}
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//return
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if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
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&& target.size() == 3
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&& startingPos != stack->getPosition()
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&& startingPos == target.at(2).hexValue
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&& stack->alive())
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{
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moveStack(ba.stackNumber, startingPos);
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//NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
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}
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return true;
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}
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bool BattleActionProcessor::doShootAction(const BattleAction & ba)
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{
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const CStack * stack = gameHandler->battleGetStackByID(ba.stackNumber);
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battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
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if (!canStackAct(stack))
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return false;
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if(target.size() < 1)
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{
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gameHandler->complain("Destination required for shot action.");
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return false;
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}
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auto destination = target.at(0).hexValue;
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const CStack * destinationStack = gameHandler->gameState()->curB->battleGetStackByPos(destination);
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if (!gameHandler->gameState()->curB->battleCanShoot(stack, destination))
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{
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gameHandler->complain("Cannot shoot!");
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return false;
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}
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if (!destinationStack)
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{
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gameHandler->complain("No target to shoot!");
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return false;
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}
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makeAttack(stack, destinationStack, 0, destination, true, true, false);
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//ranged counterattack
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if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
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&& !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
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&& destinationStack->ableToRetaliate()
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&& gameHandler->gameState()->curB->battleCanShoot(destinationStack, stack->getPosition())
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&& stack->alive()) //attacker may have died (fire shield)
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{
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makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
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}
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//allow more than one additional attack
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int totalRangedAttacks = stack->totalAttacks.getRangedValue();
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//TODO: move to CUnitState
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const auto * attackingHero = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
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if(attackingHero)
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{
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totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
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}
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for(int i = 1; i < totalRangedAttacks; ++i)
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{
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if(
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stack->alive()
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&& destinationStack->alive()
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&& stack->shots.canUse()
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)
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{
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makeAttack(stack, destinationStack, 0, destination, false, true, false);
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}
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}
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return true;
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}
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bool BattleActionProcessor::doCatapultAction(const BattleAction & ba)
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{
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const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
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battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
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if (!canStackAct(stack))
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return false;
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std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
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if(!catapultAbility || catapultAbility->subtype < 0)
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{
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gameHandler->complain("We do not know how to shoot :P");
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}
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else
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{
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const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
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spells::BattleCast parameters(gameHandler->gameState()->curB, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
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auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
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parameters.setSpellLevel(shotLevel);
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parameters.cast(gameHandler->spellEnv, target);
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}
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return true;
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}
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bool BattleActionProcessor::doUnitSpellAction(const BattleAction & ba)
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{
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const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
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battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
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SpellID spellID = SpellID(ba.actionSubtype);
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if (!canStackAct(stack))
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return false;
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std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
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std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
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//TODO special bonus for genies ability
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if (randSpellcaster && gameHandler->battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
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spellID = gameHandler->battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
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if (spellID < 0)
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gameHandler->complain("That stack can't cast spells!");
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else
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{
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const CSpell * spell = SpellID(spellID).toSpell();
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spells::BattleCast parameters(gameHandler->gameState()->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
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int32_t spellLvl = 0;
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if(spellcaster)
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vstd::amax(spellLvl, spellcaster->val);
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if(randSpellcaster)
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vstd::amax(spellLvl, randSpellcaster->val);
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parameters.setSpellLevel(spellLvl);
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parameters.cast(gameHandler->spellEnv, target);
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}
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return true;
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}
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bool BattleActionProcessor::doHealAction(const BattleAction & ba)
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{
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const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
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battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
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if (!canStackAct(stack))
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return false;
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if(target.size() < 1)
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{
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gameHandler->complain("Destination required for heal action.");
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return false;
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}
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const battle::Unit * destStack = nullptr;
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std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
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if(target.at(0).unitValue)
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destStack = target.at(0).unitValue;
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else
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destStack = gameHandler->gameState()->curB->battleGetUnitByPos(target.at(0).hexValue);
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if(stack == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
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{
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gameHandler->complain("There is either no healer, no destination, or healer cannot heal :P");
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}
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else
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{
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const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
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spells::BattleCast parameters(gameHandler->gameState()->curB, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
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auto dest = battle::Destination(destStack, target.at(0).hexValue);
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parameters.setSpellLevel(0);
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parameters.cast(gameHandler->spellEnv, {dest});
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}
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return true;
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}
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bool BattleActionProcessor::canStackAct(const CStack * stack)
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{
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const bool isAboutActiveStack = stack->unitId() == gameHandler->gameState()->curB->getActiveStackID();
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if (!stack)
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{
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gameHandler->complain("No such stack!");
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return false;
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}
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if (!stack->alive())
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{
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gameHandler->complain("This stack is dead: " + stack->nodeName());
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return false;
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|
}
|
|
|
|
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(¶meters);
|
|
|
|
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));
|
|
}
|
|
}
|