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vcmi/lib/spells/BattleSpellMechanics.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* 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
2018-02-08 11:37:21 +03:00

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;
}
}