mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
630 lines
14 KiB
C++
630 lines
14 KiB
C++
/*
|
|
* BattleSpellMechanics.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 "BattleSpellMechanics.h"
|
|
|
|
#include "Problem.h"
|
|
#include "CSpellHandler.h"
|
|
|
|
#include "../battle/IBattleState.h"
|
|
#include "../battle/CBattleInfoCallback.h"
|
|
|
|
#include "../CStack.h"
|
|
#include "../NetPacks.h"
|
|
|
|
namespace spells
|
|
{
|
|
|
|
namespace SRSLPraserHelpers
|
|
{
|
|
static int XYToHex(int x, int y)
|
|
{
|
|
return x + GameConstants::BFIELD_WIDTH * y;
|
|
}
|
|
|
|
static int XYToHex(std::pair<int, int> xy)
|
|
{
|
|
return XYToHex(xy.first, xy.second);
|
|
}
|
|
|
|
static int hexToY(int battleFieldPosition)
|
|
{
|
|
return battleFieldPosition/GameConstants::BFIELD_WIDTH;
|
|
}
|
|
|
|
static int hexToX(int battleFieldPosition)
|
|
{
|
|
int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
|
|
return pos;
|
|
}
|
|
|
|
static std::pair<int, int> hexToPair(int battleFieldPosition)
|
|
{
|
|
return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
|
|
}
|
|
|
|
//moves hex by one hex in given direction
|
|
//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
|
|
static std::pair<int, int> gotoDir(int x, int y, int direction)
|
|
{
|
|
switch(direction)
|
|
{
|
|
case 0: //top left
|
|
return std::make_pair((y%2) ? x-1 : x, y-1);
|
|
case 1: //top right
|
|
return std::make_pair((y%2) ? x : x+1, y-1);
|
|
case 2: //right
|
|
return std::make_pair(x+1, y);
|
|
case 3: //right bottom
|
|
return std::make_pair((y%2) ? x : x+1, y+1);
|
|
case 4: //left bottom
|
|
return std::make_pair((y%2) ? x-1 : x, y+1);
|
|
case 5: //left
|
|
return std::make_pair(x-1, y);
|
|
default:
|
|
throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
|
|
}
|
|
}
|
|
|
|
static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
|
|
{
|
|
return gotoDir(xy.first, xy.second, direction);
|
|
}
|
|
|
|
static bool isGoodHex(std::pair<int, int> xy)
|
|
{
|
|
return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
|
|
}
|
|
|
|
//helper function for rangeInHexes
|
|
static std::set<ui16> getInRange(unsigned int center, int low, int high)
|
|
{
|
|
std::set<ui16> ret;
|
|
if(low == 0)
|
|
{
|
|
ret.insert(center);
|
|
}
|
|
|
|
std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
|
|
for(auto & elem : mainPointForLayer)
|
|
elem = hexToPair(center);
|
|
|
|
for(int it=1; it<=high; ++it) //it - distance to the center
|
|
{
|
|
for(int b=0; b<6; ++b)
|
|
mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
|
|
|
|
if(it>=low)
|
|
{
|
|
std::pair<int, int> curHex;
|
|
|
|
//adding lines (A-b, B-c, C-d, etc)
|
|
for(int v=0; v<6; ++v)
|
|
{
|
|
curHex = mainPointForLayer[v];
|
|
for(int h=0; h<it; ++h)
|
|
{
|
|
if(isGoodHex(curHex))
|
|
ret.insert(XYToHex(curHex));
|
|
curHex = gotoDir(curHex, (v+2)%6);
|
|
}
|
|
}
|
|
|
|
} //if(it>=low)
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
|
|
BattleSpellMechanics::BattleSpellMechanics(const IBattleCast * event, std::shared_ptr<effects::Effects> effects_, std::shared_ptr<IReceptiveCheck> targetCondition_)
|
|
: BaseMechanics(event),
|
|
effects(effects_),
|
|
targetCondition(targetCondition_)
|
|
{}
|
|
|
|
BattleSpellMechanics::~BattleSpellMechanics() = default;
|
|
|
|
void BattleSpellMechanics::applyEffects(BattleStateProxy * battleState, vstd::RNG & rng, const Target & targets, bool indirect, bool ignoreImmunity) const
|
|
{
|
|
auto callback = [&](const effects::Effect * effect, bool & stop)
|
|
{
|
|
if(indirect == effect->indirect)
|
|
{
|
|
if(ignoreImmunity)
|
|
{
|
|
effect->apply(battleState, rng, this, targets);
|
|
}
|
|
else
|
|
{
|
|
EffectTarget filtered = effect->filterTarget(this, targets);
|
|
effect->apply(battleState, rng, this, filtered);
|
|
}
|
|
}
|
|
};
|
|
|
|
effects->forEachEffect(getEffectLevel(), callback);
|
|
}
|
|
|
|
bool BattleSpellMechanics::canBeCast(Problem & problem) const
|
|
{
|
|
return effects->applicable(problem, this);
|
|
}
|
|
|
|
bool BattleSpellMechanics::canBeCastAt(const Target & target) const
|
|
{
|
|
detail::ProblemImpl problem;
|
|
|
|
//TODO: send problem to caller (for battle log message in BattleInterface)
|
|
|
|
Target spellTarget = transformSpellTarget(target);
|
|
|
|
return effects->applicable(problem, this, target, spellTarget);
|
|
}
|
|
|
|
std::vector<const CStack *> BattleSpellMechanics::getAffectedStacks(const Target & target) const
|
|
{
|
|
Target spellTarget = transformSpellTarget(target);
|
|
|
|
EffectTarget all;
|
|
|
|
effects->forEachEffect(getEffectLevel(), [&all, &target, &spellTarget, this](const effects::Effect * e, bool & stop)
|
|
{
|
|
EffectTarget one = e->transformTarget(this, target, spellTarget);
|
|
vstd::concatenate(all, one);
|
|
});
|
|
|
|
std::set<const CStack *> stacks;
|
|
|
|
for(const Destination & dest : all)
|
|
{
|
|
if(dest.unitValue)
|
|
{
|
|
//FIXME: remove and return battle::Unit
|
|
stacks.insert(cb->battleGetStackByID(dest.unitValue->unitId(), false));
|
|
}
|
|
}
|
|
|
|
std::vector<const CStack *> res;
|
|
std::copy(stacks.begin(), stacks.end(), std::back_inserter(res));
|
|
return res;
|
|
}
|
|
|
|
void BattleSpellMechanics::cast(const PacketSender * server, vstd::RNG & rng, const Target & target)
|
|
{
|
|
BattleSpellCast sc;
|
|
|
|
int spellCost = 0;
|
|
|
|
sc.side = casterSide;
|
|
sc.spellID = getSpellId();
|
|
sc.tile = target.at(0).hexValue;
|
|
|
|
sc.castByHero = mode == Mode::HERO;
|
|
sc.casterStack = (casterUnit ? casterUnit->unitId() : -1);
|
|
sc.manaGained = 0;
|
|
|
|
sc.activeCast = false;
|
|
affectedUnits.clear();
|
|
|
|
const CGHeroInstance * otherHero = nullptr;
|
|
{
|
|
//check it there is opponent hero
|
|
const ui8 otherSide = cb->otherSide(casterSide);
|
|
|
|
if(cb->battleHasHero(otherSide))
|
|
otherHero = cb->battleGetFightingHero(otherSide);
|
|
}
|
|
|
|
//calculate spell cost
|
|
if(mode == Mode::HERO)
|
|
{
|
|
auto casterHero = dynamic_cast<const CGHeroInstance *>(caster);
|
|
spellCost = cb->battleGetSpellCost(owner, casterHero);
|
|
|
|
if(nullptr != otherHero) //handle mana channel
|
|
{
|
|
int manaChannel = 0;
|
|
for(const CStack * stack : cb->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
|
|
{
|
|
if(stack->owner == otherHero->tempOwner)
|
|
{
|
|
vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
|
|
}
|
|
}
|
|
sc.manaGained = (manaChannel * spellCost) / 100;
|
|
}
|
|
sc.activeCast = true;
|
|
}
|
|
else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER)
|
|
{
|
|
spellCost = 1;
|
|
sc.activeCast = true;
|
|
}
|
|
|
|
beforeCast(sc, rng, target);
|
|
|
|
switch (mode)
|
|
{
|
|
case Mode::CREATURE_ACTIVE:
|
|
case Mode::ENCHANTER:
|
|
case Mode::HERO:
|
|
case Mode::PASSIVE:
|
|
{
|
|
MetaString line;
|
|
caster->getCastDescription(owner, affectedUnits, line);
|
|
sc.battleLog.push_back(line);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1));
|
|
|
|
for(auto & unit : affectedUnits)
|
|
sc.affectedCres.insert(unit->unitId());
|
|
|
|
server->sendAndApply(&sc);
|
|
|
|
{
|
|
BattleStateProxy proxy(server);
|
|
for(auto & p : effectsToApply)
|
|
p.first->apply(&proxy, rng, this, p.second);
|
|
}
|
|
|
|
// afterCast();
|
|
|
|
if(sc.activeCast)
|
|
{
|
|
caster->spendMana(server, spellCost);
|
|
|
|
if(sc.manaGained > 0)
|
|
{
|
|
assert(otherHero);
|
|
otherHero->spendMana(server, -sc.manaGained);
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target)
|
|
{
|
|
affectedUnits.clear();
|
|
|
|
Target spellTarget = transformSpellTarget(target);
|
|
|
|
std::vector <const battle::Unit *> resisted;
|
|
|
|
auto rangeGen = rng.getInt64Range(0, 99);
|
|
|
|
auto filterResisted = [&, this](const battle::Unit * unit) -> bool
|
|
{
|
|
if(isNegativeSpell())
|
|
{
|
|
//magic resistance
|
|
const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in %
|
|
if(rangeGen() < prob)
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
auto filterUnit = [&](const battle::Unit * unit)
|
|
{
|
|
if(filterResisted(unit))
|
|
resisted.push_back(unit);
|
|
else
|
|
affectedUnits.push_back(unit);
|
|
};
|
|
|
|
//prepare targets
|
|
effectsToApply = effects->prepare(this, target, spellTarget);
|
|
|
|
std::set<const battle::Unit *> unitTargets = collectTargets();
|
|
|
|
//process them
|
|
for(auto unit : unitTargets)
|
|
filterUnit(unit);
|
|
|
|
//and update targets
|
|
for(auto & p : effectsToApply)
|
|
{
|
|
vstd::erase_if(p.second, [&](const Destination & d)
|
|
{
|
|
if(!d.unitValue)
|
|
return false;
|
|
return vstd::contains(resisted, d.unitValue);
|
|
});
|
|
}
|
|
|
|
if(mode == Mode::MAGIC_MIRROR)
|
|
{
|
|
if(casterUnit)
|
|
{
|
|
addCustomEffect(sc, casterUnit, 3);
|
|
}
|
|
}
|
|
|
|
for(auto unit : resisted)
|
|
addCustomEffect(sc, unit, 78);
|
|
}
|
|
|
|
void BattleSpellMechanics::cast(IBattleState * battleState, vstd::RNG & rng, const Target & target)
|
|
{
|
|
//TODO: evaluate caster updates (mana usage etc.)
|
|
//TODO: evaluate random values
|
|
|
|
Target spellTarget = transformSpellTarget(target);
|
|
|
|
effectsToApply = effects->prepare(this, target, spellTarget);
|
|
|
|
std::set<const battle::Unit *> stacks = collectTargets();
|
|
|
|
for(const battle::Unit * one : stacks)
|
|
{
|
|
auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1);
|
|
|
|
std::vector<Bonus> buffer;
|
|
auto bl = one->getBonuses(selector);
|
|
|
|
for(auto item : *bl)
|
|
buffer.emplace_back(*item);
|
|
|
|
if(!buffer.empty())
|
|
battleState->removeUnitBonus(one->unitId(), buffer);
|
|
}
|
|
|
|
{
|
|
BattleStateProxy proxy(battleState);
|
|
for(auto & p : effectsToApply)
|
|
p.first->apply(&proxy, rng, this, p.second);
|
|
}
|
|
}
|
|
|
|
void BattleSpellMechanics::addCustomEffect(BattleSpellCast & sc, const battle::Unit * target, ui32 effect)
|
|
{
|
|
CustomEffectInfo customEffect;
|
|
customEffect.effect = effect;
|
|
customEffect.stack = target->unitId();
|
|
sc.customEffects.push_back(customEffect);
|
|
}
|
|
|
|
std::set<const battle::Unit *> BattleSpellMechanics::collectTargets() const
|
|
{
|
|
std::set<const battle::Unit *> result;
|
|
|
|
for(const auto & p : effectsToApply)
|
|
{
|
|
for(const Destination & d : p.second)
|
|
if(d.unitValue)
|
|
result.insert(d.unitValue);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void BattleSpellMechanics::doRemoveEffects(const PacketSender * server, const std::vector<const battle::Unit *> & targets, const CSelector & selector)
|
|
{
|
|
SetStackEffect sse;
|
|
|
|
for(auto unit : targets)
|
|
{
|
|
std::vector<Bonus> buffer;
|
|
auto bl = unit->getBonuses(selector);
|
|
|
|
for(auto item : *bl)
|
|
buffer.emplace_back(*item);
|
|
|
|
if(!buffer.empty())
|
|
sse.toRemove.push_back(std::make_pair(unit->unitId(), buffer));
|
|
}
|
|
|
|
if(!sse.toRemove.empty())
|
|
server->sendAndApply(&sse);
|
|
}
|
|
|
|
bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const
|
|
{
|
|
if(bonus->source != Bonus::SPELL_EFFECT)
|
|
return false;
|
|
|
|
for(const SpellID & id : owner->counteredSpells)
|
|
{
|
|
if(bonus->sid == id.toEnum())
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
std::set<BattleHex> BattleSpellMechanics::spellRangeInHexes(BattleHex centralHex) const
|
|
{
|
|
using namespace SRSLPraserHelpers;
|
|
|
|
std::set<BattleHex> ret;
|
|
std::string rng = owner->getLevelInfo(getRangeLevel()).range + ','; //copy + artificial comma for easier handling
|
|
|
|
if(rng.size() >= 2 && rng[0] != 'X') //there is at least one hex in range (+artificial comma)
|
|
{
|
|
std::string number1, number2;
|
|
int beg, end;
|
|
bool readingFirst = true;
|
|
for(auto & elem : rng)
|
|
{
|
|
if(std::isdigit(elem) ) //reading number
|
|
{
|
|
if(readingFirst)
|
|
number1 += elem;
|
|
else
|
|
number2 += elem;
|
|
}
|
|
else if(elem == ',') //comma
|
|
{
|
|
//calculating variables
|
|
if(readingFirst)
|
|
{
|
|
beg = atoi(number1.c_str());
|
|
number1 = "";
|
|
}
|
|
else
|
|
{
|
|
end = atoi(number2.c_str());
|
|
number2 = "";
|
|
}
|
|
//obtaining new hexes
|
|
std::set<ui16> curLayer;
|
|
if(readingFirst)
|
|
{
|
|
curLayer = getInRange(centralHex, beg, beg);
|
|
}
|
|
else
|
|
{
|
|
curLayer = getInRange(centralHex, beg, end);
|
|
readingFirst = true;
|
|
}
|
|
//adding obtained hexes
|
|
for(auto & curLayer_it : curLayer)
|
|
{
|
|
ret.insert(curLayer_it);
|
|
}
|
|
|
|
}
|
|
else if(elem == '-') //dash
|
|
{
|
|
beg = atoi(number1.c_str());
|
|
number1 = "";
|
|
readingFirst = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const
|
|
{
|
|
Target spellTarget;
|
|
|
|
if(aimPoint.size() < 1)
|
|
{
|
|
logGlobal->error("Aimed spell cast with no destination.");
|
|
}
|
|
else
|
|
{
|
|
const Destination & primary = aimPoint.at(0);
|
|
BattleHex aimPoint = primary.hexValue;
|
|
|
|
//transform primary spell target with spell range (if it`s valid), leave anything else to effects
|
|
|
|
if(aimPoint.isValid())
|
|
{
|
|
auto spellRange = spellRangeInHexes(aimPoint);
|
|
for(auto & hex : spellRange)
|
|
spellTarget.push_back(Destination(hex));
|
|
}
|
|
}
|
|
|
|
if(spellTarget.empty())
|
|
spellTarget.push_back(Destination(BattleHex::INVALID));
|
|
|
|
return std::move(spellTarget);
|
|
}
|
|
|
|
std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
|
|
{
|
|
auto ret = BaseMechanics::getTargetTypes();
|
|
|
|
if(!ret.empty())
|
|
{
|
|
effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop)
|
|
{
|
|
e->adjustTargetTypes(ret);
|
|
stop = ret.empty();
|
|
});
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current) const
|
|
{
|
|
//TODO: BattleSpellMechanics::getPossibleDestinations
|
|
|
|
if(index != 0)
|
|
return std::vector<Destination>();
|
|
|
|
std::vector<Destination> ret;
|
|
|
|
switch(aimType)
|
|
{
|
|
case AimType::CREATURE:
|
|
case AimType::LOCATION:
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
{
|
|
BattleHex dest(i);
|
|
if(dest.isAvailable())
|
|
{
|
|
Target tmp = current;
|
|
tmp.emplace_back(dest);
|
|
|
|
if(canBeCastAt(tmp))
|
|
ret.emplace_back(dest);
|
|
}
|
|
}
|
|
break;
|
|
case AimType::NO_TARGET:
|
|
ret.emplace_back();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const
|
|
{
|
|
return targetCondition->isReceptive(this, target);
|
|
}
|
|
|
|
std::vector<BattleHex> BattleSpellMechanics::rangeInHexes(BattleHex centralHex, bool * outDroppedHexes) const
|
|
{
|
|
if(isMassive() || !centralHex.isValid())
|
|
return std::vector<BattleHex>(1, BattleHex::INVALID);
|
|
|
|
Target aimPoint;
|
|
aimPoint.push_back(Destination(centralHex));
|
|
|
|
Target spellTarget = transformSpellTarget(aimPoint);
|
|
|
|
std::set<BattleHex> effectRange;
|
|
|
|
effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop)
|
|
{
|
|
if(!effect->indirect)
|
|
{
|
|
effect->adjustAffectedHexes(effectRange, this, spellTarget);
|
|
}
|
|
});
|
|
|
|
std::vector<BattleHex> ret;
|
|
ret.reserve(effectRange.size());
|
|
|
|
std::copy(effectRange.begin(), effectRange.end(), std::back_inserter(ret));
|
|
|
|
return ret;
|
|
}
|
|
|
|
}
|
|
|