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vcmi/lib/CStack.cpp
AlexVinS 4f8c7bd4bb CStack refactoring
* removed all occurrences of attackerOwned
* Use BattleSide enum
* more tweaks
2017-07-01 19:17:08 +03:00

540 lines
14 KiB
C++

/*
* CStack.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 "CStack.h"
#include "battle/BattleInfo.h"
#include "spells/CSpellHandler.h"
#include "CRandomGenerator.h"
#include "NetPacks.h"
CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, ui8 Side, SlotID S)
: base(Base), ID(I), owner(O), slot(S), side(Side),
counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1),
firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
{
assert(base);
type = base->type;
count = baseAmount = base->count;
setNodeType(STACK_BATTLE);
}
CStack::CStack()
{
init();
setNodeType(STACK_BATTLE);
}
CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, ui8 Side, SlotID S)
: base(nullptr), ID(I), owner(O), slot(S), side(Side),
counterAttacksPerformed(0), counterAttacksTotalCache(0), cloneID(-1),
firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
{
type = stack->type;
count = baseAmount = stack->count;
setNodeType(STACK_BATTLE);
}
void CStack::init()
{
base = nullptr;
type = nullptr;
ID = -1;
count = baseAmount = -1;
firstHPleft = -1;
owner = PlayerColor::NEUTRAL;
slot = SlotID(255);
side = 1;
position = BattleHex();
counterAttacksPerformed = 0;
counterAttacksTotalCache = 0;
cloneID = -1;
shots = 0;
casts = 0;
resurrected = 0;
}
void CStack::postInit()
{
assert(type);
assert(getParentNodes().size());
firstHPleft = MaxHealth();
shots = getCreature()->valOfBonuses(Bonus::SHOTS);
counterAttacksPerformed = 0;
counterAttacksTotalCache = 0;
casts = valOfBonuses(Bonus::CASTS);
resurrected = 0;
cloneID = -1;
}
ui32 CStack::level() const
{
if (base)
return base->getLevel(); //creatture or commander
else
return std::max(1, (int)getCreature()->level); //war machine, clone etc
}
si32 CStack::magicResistance() const
{
si32 magicResistance;
if (base) //TODO: make war machines receive aura of magic resistance
{
magicResistance = base->magicResistance();
int auraBonus = 0;
for (const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
{
if (stack->owner == owner)
{
vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
}
}
magicResistance += auraBonus;
vstd::amin (magicResistance, 100);
}
else
magicResistance = type->magicResistance();
return magicResistance;
}
bool CStack::willMove(int turn /*= 0*/) const
{
return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
&& !moved(turn)
&& canMove(turn);
}
bool CStack::canMove( int turn /*= 0*/ ) const
{
return alive()
&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
}
bool CStack::moved( int turn /*= 0*/ ) const
{
if(!turn)
return vstd::contains(state, EBattleStackState::MOVED);
else
return false;
}
bool CStack::waited(int turn /*= 0*/) const
{
if(!turn)
return vstd::contains(state, EBattleStackState::WAITING);
else
return false;
}
bool CStack::doubleWide() const
{
return getCreature()->doubleWide;
}
BattleHex CStack::occupiedHex() const
{
return occupiedHex(position);
}
BattleHex CStack::occupiedHex(BattleHex assumedPos) const
{
if(doubleWide())
{
if(side == BattleSide::ATTACKER)
return assumedPos - 1;
else
return assumedPos + 1;
}
else
{
return BattleHex::INVALID;
}
}
std::vector<BattleHex> CStack::getHexes() const
{
return getHexes(position);
}
std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
{
return getHexes(assumedPos, doubleWide(), side);
}
std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, ui8 side)
{
std::vector<BattleHex> hexes;
hexes.push_back(assumedPos);
if(twoHex)
{
if(side == BattleSide::ATTACKER)
hexes.push_back(assumedPos - 1);
else
hexes.push_back(assumedPos + 1);
}
return hexes;
}
bool CStack::coversPos(BattleHex pos) const
{
return vstd::contains(getHexes(), pos);
}
std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
{
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
std::vector<BattleHex> hexes;
if(doubleWide())
{
const int WN = GameConstants::BFIELD_WIDTH;
if(side == BattleSide::ATTACKER)
{ //position is equal to front hex
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
BattleHex::checkAndPush(hex - 2, hexes);
BattleHex::checkAndPush(hex + 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
}
else
{
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
BattleHex::checkAndPush(hex + 2, hexes);
BattleHex::checkAndPush(hex - 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
}
return hexes;
}
else
{
return hex.neighbouringTiles();
}
}
BattleHex::EDir CStack::destShiftDir() const
{
if(doubleWide())
{
if(side == BattleSide::ATTACKER)
return BattleHex::EDir::RIGHT;
else
return BattleHex::EDir::LEFT;
}
else
{
return BattleHex::EDir::NONE;
}
}
std::vector<si32> CStack::activeSpells() const
{
std::vector<si32> ret;
std::stringstream cachingStr;
cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT)
.And(CSelector([](const Bonus *b)->bool
{
return b->type != Bonus::NONE;
}));
TBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
for(const std::shared_ptr<Bonus> it : *spellEffects)
{
if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
ret.push_back(it->sid);
}
return ret;
}
CStack::~CStack()
{
detachFromAll();
}
const CGHeroInstance * CStack::getMyHero() const
{
if(base)
return dynamic_cast<const CGHeroInstance *>(base->armyObj);
else //we are attached directly?
for(const CBonusSystemNode *n : getParentNodes())
if(n->getNodeType() == HERO)
return dynamic_cast<const CGHeroInstance *>(n);
return nullptr;
}
ui32 CStack::totalHealth() const
{
return ((count > 0) ? MaxHealth() * (count-1) : 0) + firstHPleft;//do not hide possible invalid firstHPleft for dead stack
}
std::string CStack::nodeName() const
{
std::ostringstream oss;
oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
if(type)
oss << type->namePl;
else
oss << "[UNDEFINED TYPE]";
oss << " from slot " << slot;
if(base && base->armyObj)
oss << " of armyobj=" << base->armyObj->id.getNum();
return oss.str();
}
std::pair<int,int> CStack::countKilledByAttack(int damageReceived) const
{
int newRemainingHP = 0;
int killedCount = damageReceived / MaxHealth();
unsigned damageFirst = damageReceived % MaxHealth();
if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
{
killedCount = count;
}
else
{
if( firstHPleft <= damageFirst )
{
killedCount++;
newRemainingHP = firstHPleft + MaxHealth() - damageFirst;
}
else
{
newRemainingHP = firstHPleft - damageFirst;
}
}
if(killedCount == count)
newRemainingHP = 0;
return std::make_pair(killedCount, newRemainingHP);
}
void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount /*= boost::none*/) const
{
auto afterAttack = countKilledByAttack(bsa.damageAmount);
bsa.killedAmount = afterAttack.first;
bsa.newHP = afterAttack.second;
if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
{
bsa.flags |= BattleStackAttacked::CLONE_KILLED;
return; // no rebirth I believe
}
const int countToUse = customCount ? *customCount : count;
if(countToUse <= bsa.killedAmount) //stack killed
{
bsa.newAmount = 0;
bsa.flags |= BattleStackAttacked::KILLED;
bsa.killedAmount = countToUse; //we cannot kill more creatures than we have
int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
if(resurrectFactor > 0 && casts) //there must be casts left
{
int resurrectedStackCount = base->count * resurrectFactor / 100;
// last stack has proportional chance to rebirth
auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount;
if (diff > rand.nextDouble(0, 0.99))
{
resurrectedStackCount += 1;
}
if(hasBonusOfType(Bonus::REBIRTH, 1))
{
// resurrect at least one Sacred Phoenix
vstd::amax(resurrectedStackCount, 1);
}
if(resurrectedStackCount > 0)
{
bsa.flags |= BattleStackAttacked::REBIRTH;
bsa.newAmount = resurrectedStackCount; //risky?
bsa.newHP = MaxHealth(); //resore full health
}
}
}
else
{
bsa.newAmount = countToUse - bsa.killedAmount;
}
}
bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
{
if (!attackerPos.isValid())
{
attackerPos = attacker->position;
}
if (!defenderPos.isValid())
{
defenderPos = defender->position;
}
return
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
|| (attacker->doubleWide() //back <=> front
&& BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos) >= 0)
|| (defender->doubleWide() //front <=> back
&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0)
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
&& BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0);
}
bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
{
return alive()
&& (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
&& !hasBonusOfType(Bonus::HYPNOTIZED)
&& !hasBonusOfType(Bonus::NO_RETALIATION);
}
ui8 CStack::counterAttacksTotal() const
{
//after dispell bonus should remain during current round
ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
vstd::amax(counterAttacksTotalCache, val);
return counterAttacksTotalCache;
}
si8 CStack::counterAttacksRemaining() const
{
return counterAttacksTotal() - counterAttacksPerformed;
}
std::string CStack::getName() const
{
return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
}
bool CStack::isValidTarget(bool allowDead/* = false*/) const
{
return (alive() || (allowDead && isDead())) && position.isValid() && !isTurret();
}
bool CStack::isDead() const
{
return !alive() && !isGhost();
}
bool CStack::isGhost() const
{
return vstd::contains(state,EBattleStackState::GHOST);
}
bool CStack::isTurret() const
{
return type->idNumber == CreatureID::ARROW_TOWERS;
}
bool CStack::canBeHealed() const
{
return firstHPleft < MaxHealth()
&& isValidTarget()
&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
}
void CStack::makeGhost()
{
state.erase(EBattleStackState::ALIVE);
state.insert(EBattleStackState::GHOST_PENDING);
}
bool CStack::alive() const //determines if stack is alive
{
return vstd::contains(state,EBattleStackState::ALIVE);
}
ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const
{
if(!resurrect && !alive())
{
logGlobal->warnStream() <<"Attempt to heal corpse detected.";
return 0;
}
return std::min<ui32>(toHeal, MaxHealth() - firstHPleft + (resurrect ? (baseAmount - count) * MaxHealth() : 0));
}
ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
{
int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
vstd::abetween(skill, 0, 3);
return skill;
}
ui32 CStack::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
{
//stacks does not have sorcery-like bonuses (yet?)
return base;
}
int CStack::getEffectLevel(const CSpell * spell) const
{
return getSpellSchoolLevel(spell);
}
int CStack::getEffectPower(const CSpell * spell) const
{
return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * count / 100;
}
int CStack::getEnchantPower(const CSpell * spell) const
{
int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
if(res<=0)
res = 3;//default for creatures
return res;
}
int CStack::getEffectValue(const CSpell * spell) const
{
return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * count;
}
const PlayerColor CStack::getOwner() const
{
return owner;
}
void CStack::getCasterName(MetaString & text) const
{
//always plural name in case of spell cast.
text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
}
void CStack::getCastDescription(const CSpell * spell, const std::vector<const CStack*> & attacked, MetaString & text) const
{
text.addTxt(MetaString::GENERAL_TXT, 565);//The %s casts %s
//todo: use text 566 for single creature
getCasterName(text);
text.addReplacement(MetaString::SPELL_NAME, spell->id.toEnum());
}