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36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
336 lines
9.0 KiB
C++
336 lines
9.0 KiB
C++
/*
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* Obstacle.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 "Obstacle.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../../battle/IBattleState.h"
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#include "../../battle/CBattleInfoCallback.h"
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#include "../../entities/building/TownFortifications.h"
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#include "../../networkPacks/PacksForClientBattle.h"
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#include "../../serializer/JsonSerializeFormat.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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namespace spells
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{
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namespace effects
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{
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using RelativeShape = std::vector<std::vector<BattleHex::EDir>>;
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static void serializeRelativeShape(JsonSerializeFormat & handler, const std::string & fieldName, RelativeShape & value)
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{
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static const std::vector<std::string> EDirMap =
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{
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"TL",
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"TR",
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"R",
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"BR",
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"BL",
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"L",
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};
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{
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JsonArraySerializer outer = handler.enterArray(fieldName);
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outer.syncSize(value, JsonNode::JsonType::DATA_VECTOR);
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for(size_t outerIndex = 0; outerIndex < outer.size(); outerIndex++)
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{
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JsonArraySerializer inner = outer.enterArray(outerIndex);
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inner.syncSize(value.at(outerIndex), JsonNode::JsonType::DATA_STRING);
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for(size_t innerIndex = 0; innerIndex < inner.size(); innerIndex++)
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{
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std::string temp;
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if(handler.saving)
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{
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auto index = value.at(outerIndex).at(innerIndex);
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if (index < EDirMap.size())
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temp = EDirMap[index];
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}
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inner.serializeString(innerIndex, temp);
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if(!handler.saving)
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{
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value.at(outerIndex).at(innerIndex) = static_cast<BattleHex::EDir>(vstd::find_pos(EDirMap, temp));
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}
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}
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}
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}
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if(!handler.saving)
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{
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if(value.empty())
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value.emplace_back();
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if(value.back().empty())
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value.back().emplace_back(BattleHex::EDir::NONE);
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}
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}
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void ObstacleSideOptions::serializeJson(JsonSerializeFormat & handler)
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{
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serializeRelativeShape(handler, "shape", shape);
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serializeRelativeShape(handler, "range", range);
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handler.serializeStruct("appearSound", appearSound);
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handler.serializeStruct("appearAnimation", appearAnimation);
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handler.serializeStruct("animation", animation);
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handler.serializeInt("offsetY", offsetY);
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}
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void Obstacle::adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const
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{
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EffectTarget effectTarget = transformTarget(m, spellTarget, spellTarget);
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const ObstacleSideOptions & options = sideOptions.at(m->casterSide);
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for(auto & destination : effectTarget)
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{
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for(const auto & transformation : options.shape)
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{
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BattleHex hex = destination.hexValue;
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for(auto direction : transformation)
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hex.moveInDirection(direction, false);
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if(hex.isValid())
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hexes.insert(hex);
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}
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}
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}
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bool Obstacle::applicable(Problem & problem, const Mechanics * m) const
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{
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if(hidden && !hideNative && m->battle()->battleHasNativeStack(m->battle()->otherSide(m->casterSide)))
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return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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return LocationEffect::applicable(problem, m);
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}
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bool Obstacle::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const
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{
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if(!m->isMassive())
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{
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const bool requiresClearTiles = m->requiresClearTiles();
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const ObstacleSideOptions & options = sideOptions.at(m->casterSide);
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if(target.empty())
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return noRoomToPlace(problem, m);
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for(const auto & destination : target)
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{
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for(const auto & transformation : options.shape)
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{
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BattleHex hex = destination.hexValue;
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for(auto direction : transformation)
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hex.moveInDirection(direction, false);
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if(!isHexAvailable(m->battle(), hex, requiresClearTiles))
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return noRoomToPlace(problem, m);
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}
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}
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}
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return LocationEffect::applicable(problem, m, target);
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}
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EffectTarget Obstacle::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
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{
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const ObstacleSideOptions & options = sideOptions.at(m->casterSide);
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EffectTarget ret;
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if(!m->isMassive())
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{
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for(const auto & spellDestination : spellTarget)
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{
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for(const auto & rangeShape : options.range)
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{
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BattleHex hex = spellDestination.hexValue;
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for(auto direction : rangeShape)
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hex.moveInDirection(direction, false);
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ret.emplace_back(hex);
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}
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}
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}
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return ret;
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}
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void Obstacle::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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if(patchCount > 0)
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{
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std::vector<BattleHex> availableTiles;
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auto insertAvailable = [&m](const BattleHex & hex, std::vector<BattleHex> & availableTiles)
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{
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if(isHexAvailable(m->battle(), hex, true))
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availableTiles.push_back(hex);
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};
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if(m->isMassive())
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for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
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insertAvailable(BattleHex(i), availableTiles);
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else
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for(const auto & destination : target)
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insertAvailable(destination.hexValue, availableTiles);
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RandomGeneratorUtil::randomShuffle(availableTiles, *server->getRNG());
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const int patchesToPut = std::min(patchCount, static_cast<int>(availableTiles.size()));
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EffectTarget randomTarget;
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randomTarget.reserve(patchesToPut);
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for(int i = 0; i < patchesToPut; i++)
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randomTarget.emplace_back(availableTiles.at(i));
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placeObstacles(server, m, randomTarget);
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return;
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}
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placeObstacles(server, m, target);
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}
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void Obstacle::serializeJsonEffect(JsonSerializeFormat & handler)
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{
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handler.serializeBool("hidden", hidden);
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handler.serializeBool("passable", passable);
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handler.serializeBool("trap", trap);
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handler.serializeBool("removeOnTrigger", removeOnTrigger);
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handler.serializeBool("hideNative", hideNative);
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handler.serializeInt("patchCount", patchCount);
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handler.serializeInt("turnsRemaining", turnsRemaining, -1);
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handler.serializeId("triggerAbility", triggerAbility, SpellID::NONE);
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handler.serializeStruct("attacker", sideOptions.at(BattleSide::ATTACKER));
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handler.serializeStruct("defender", sideOptions.at(BattleSide::DEFENDER));
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}
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bool Obstacle::isHexAvailable(const CBattleInfoCallback * cb, const BattleHex & hex, const bool mustBeClear)
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{
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if(!hex.isAvailable())
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return false;
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if(!mustBeClear)
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return true;
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if(cb->battleGetUnitByPos(hex, true))
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return false;
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auto obst = cb->battleGetAllObstaclesOnPos(hex, false);
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for(auto & i : obst)
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if(i->obstacleType != CObstacleInstance::MOAT)
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return false;
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if(cb->battleGetFortifications().wallsHealth != 0)
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{
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EWallPart part = cb->battleHexToWallPart(hex);
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if(part == EWallPart::INVALID)
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return true;//no fortification here
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else if(part == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
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return true; // location accessible
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else if(part == EWallPart::INDESTRUCTIBLE_PART)
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return false;//indestructible part (cant be checked by battleGetWallState)
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else if(part == EWallPart::BOTTOM_TOWER || part == EWallPart::UPPER_TOWER)
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return false;//destructible, but should not be available
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else if(cb->battleGetWallState(part) != EWallState::DESTROYED && cb->battleGetWallState(part) != EWallState::NONE)
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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 Obstacle::noRoomToPlace(Problem & problem, const Mechanics * m)
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{
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MetaString text;
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text.appendLocalString(EMetaText::GENERAL_TXT, 181);//No room to place %s here
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text.replaceRawString(m->getSpellName());
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problem.add(std::move(text));
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return false;
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}
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void Obstacle::placeObstacles(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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const ObstacleSideOptions & options = sideOptions.at(m->casterSide);
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BattleObstaclesChanged pack;
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pack.battleID = m->battle()->getBattle()->getBattleID();
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auto all = m->battle()->battleGetAllObstacles(BattleSide::ALL_KNOWING);
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int obstacleIdToGive = 1;
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for(auto & one : all)
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if(one->uniqueID >= obstacleIdToGive)
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obstacleIdToGive = one->uniqueID + 1;
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for(const Destination & destination : target)
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{
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SpellCreatedObstacle obstacle;
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obstacle.uniqueID = obstacleIdToGive++;
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obstacle.pos = destination.hexValue;
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obstacle.obstacleType = CObstacleInstance::SPELL_CREATED;
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obstacle.ID = m->getSpellIndex();
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obstacle.turnsRemaining = turnsRemaining;
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obstacle.casterSpellPower = m->getEffectPower();
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obstacle.spellLevel = m->getEffectLevel();//todo: level of indirect effect should be also configurable
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obstacle.casterSide = m->casterSide;
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obstacle.nativeVisible = !hideNative;
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obstacle.hidden = hidden;
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obstacle.passable = passable;
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obstacle.trigger = triggerAbility;
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obstacle.trap = trap;
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obstacle.removeOnTrigger = removeOnTrigger;
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obstacle.appearSound = options.appearSound;
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obstacle.appearAnimation = options.appearAnimation;
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obstacle.animation = options.animation;
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obstacle.animationYOffset = options.offsetY;
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obstacle.customSize.clear();
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obstacle.customSize.reserve(options.shape.size());
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for(const auto & shape : options.shape)
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{
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BattleHex hex = destination.hexValue;
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for(auto direction : shape)
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hex.moveInDirection(direction, false);
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obstacle.customSize.emplace_back(hex);
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}
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pack.changes.emplace_back();
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obstacle.toInfo(pack.changes.back());
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}
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if(!pack.changes.empty())
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server->apply(&pack);
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}
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}
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}
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VCMI_LIB_NAMESPACE_END
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