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vcmi/lib/spells/ISpellMechanics.cpp
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/*
* ISpellMechanics.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 "ISpellMechanics.h"
#include "BattleSpellMechanics.h"
#include "TargetCondition.h"
#include "Problem.h"
#include "CSpell.h"
#include "adventure/AdventureSpellMechanics.h"
#include "effects/Effects.h"
#include "../GameLibrary.h"
#include "../bonuses/Bonus.h"
#include "../battle/CBattleInfoCallback.h"
#include "../battle/IBattleState.h"
#include "../battle/Unit.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../serializer/JsonDeserializer.h"
#include "../serializer/JsonSerializer.h"
#include "../BattleFieldHandler.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
static std::shared_ptr<TargetCondition> makeCondition(const CSpell * s)
{
auto res = std::make_shared<TargetCondition>();
JsonDeserializer deser(nullptr, s->targetCondition);
res->serializeJson(deser, TargetConditionItemFactory::getDefault());
return res;
}
class CustomMechanicsFactory : public ISpellMechanicsFactory
{
public:
std::unique_ptr<Mechanics> create(const IBattleCast * event) const override
{
auto * ret = new BattleSpellMechanics(event, effects, targetCondition);
return std::unique_ptr<Mechanics>(ret);
}
protected:
std::shared_ptr<effects::Effects> effects;
CustomMechanicsFactory(const CSpell * s)
: ISpellMechanicsFactory(s), effects(new effects::Effects)
{
targetCondition = makeCondition(s);
}
void loadEffects(const JsonNode & config, const int level)
{
effects->data.at(level) = effects::Effects::loadJson(config, spell->modScope, spell->identifier);
}
private:
std::shared_ptr<IReceptiveCheck> targetCondition;
};
class ConfigurableMechanicsFactory : public CustomMechanicsFactory
{
public:
ConfigurableMechanicsFactory(const CSpell * s)
: CustomMechanicsFactory(s)
{
for(int level = 0; level < GameConstants::SPELL_SCHOOL_LEVELS; level++)
loadEffects(s->getLevelInfo(level).battleEffects, level);
}
};
//to be used for spells configured with old format
class FallbackMechanicsFactory : public CustomMechanicsFactory
{
JsonNode usePowerAsVal(const JsonNode & effectsNode, si32 power) const
{
JsonNode result = effectsNode;
for(auto & [name, bonusNode] : result.Struct())
if(bonusNode["val"].isNull())
bonusNode["val"].Integer() = power;
return result;
}
public:
FallbackMechanicsFactory(const CSpell * s)
: CustomMechanicsFactory(s)
{
for(int level = 0; level < GameConstants::SPELL_SCHOOL_LEVELS; level++)
{
const CSpell::LevelInfo & levelInfo = s->getLevelInfo(level);
assert(levelInfo.battleEffects.isNull());
if(!levelInfo.effects.Struct().empty())
{
JsonNode config;
config["timed"]["type"].String() = "core:timed";
config["timed"]["bonus"] = usePowerAsVal(levelInfo.effects, levelInfo.power);
config.setModScope(s->modScope);
loadEffects(config, level);
}
else if(!levelInfo.cumulativeEffects.Struct().empty())
{
JsonNode config;
config["timed"]["type"].String() = "core:timed";
config["timed"]["cumulative"].Bool() = true;
config["timed"]["bonus"] = usePowerAsVal(levelInfo.cumulativeEffects, levelInfo.power);
config.setModScope(s->modScope);
loadEffects(config, level);
}
}
}
};
BattleCast::BattleCast(const CBattleInfoCallback * cb_, const Caster * caster_, const Mode mode_, const CSpell * spell_):
spell(spell_),
cb(cb_),
caster(caster_),
mode(mode_),
smart(boost::logic::indeterminate),
massive(boost::logic::indeterminate)
{
}
BattleCast::~BattleCast() = default;
const CSpell * BattleCast::getSpell() const
{
return spell;
}
Mode BattleCast::getMode() const
{
return mode;
}
const Caster * BattleCast::getCaster() const
{
return caster;
}
const CBattleInfoCallback * BattleCast::getBattle() const
{
return cb;
}
BattleCast::OptionalValue BattleCast::getSpellLevel() const
{
return magicSkillLevel;
}
BattleCast::OptionalValue BattleCast::getEffectPower() const
{
return effectPower;
}
BattleCast::OptionalValue BattleCast::getEffectDuration() const
{
return effectDuration;
}
BattleCast::OptionalValue64 BattleCast::getEffectValue() const
{
return effectValue;
}
boost::logic::tribool BattleCast::isSmart() const
{
return smart;
}
boost::logic::tribool BattleCast::isMassive() const
{
return massive;
}
void BattleCast::setSpellLevel(BattleCast::Value value)
{
magicSkillLevel = std::make_optional(value);
}
void BattleCast::setEffectPower(BattleCast::Value value)
{
effectPower = std::make_optional(value);
}
void BattleCast::setEffectDuration(BattleCast::Value value)
{
effectDuration = std::make_optional(value);
}
void BattleCast::setEffectValue(BattleCast::Value64 value)
{
effectValue = std::make_optional(value);
}
void BattleCast::applyEffects(ServerCallback * server, const Target & target, bool indirect, bool ignoreImmunity) const
{
auto m = spell->battleMechanics(this);
m->applyEffects(server, target, indirect, ignoreImmunity);
}
void BattleCast::cast(ServerCallback * server, Target target)
{
if(target.empty())
target.emplace_back();
auto m = spell->battleMechanics(this);
m->cast(server, target);
}
void BattleCast::castEval(ServerCallback * server, Target target)
{
//TODO: make equivalent to normal cast
if(target.empty())
target.emplace_back();
auto m = spell->battleMechanics(this);
//TODO: reflection
//TODO: random effects evaluation
m->castEval(server, target);
}
bool BattleCast::castIfPossible(ServerCallback * server, Target target)
{
if(spell->canBeCast(cb, mode, caster))
{
cast(server, std::move(target));
return true;
}
return false;
}
///ISpellMechanicsFactory
ISpellMechanicsFactory::ISpellMechanicsFactory(const CSpell * s)
: spell(s)
{
}
//must be instantiated in .cpp file for access to complete types of all member fields
ISpellMechanicsFactory::~ISpellMechanicsFactory() = default;
std::unique_ptr<ISpellMechanicsFactory> ISpellMechanicsFactory::get(const CSpell * s)
{
if(s->hasBattleEffects())
return std::make_unique<ConfigurableMechanicsFactory>(s);
else
return std::make_unique<FallbackMechanicsFactory>(s);
}
///Mechanics
Mechanics::Mechanics()
: caster(nullptr),
casterSide(BattleSide::NONE)
{
}
Mechanics::~Mechanics() = default;
BaseMechanics::BaseMechanics(const IBattleCast * event):
owner(event->getSpell()),
mode(event->getMode()),
smart(event->isSmart()),
massive(event->isMassive()),
cb(event->getBattle())
{
caster = event->getCaster();
casterSide = cb->playerToSide(caster->getCasterOwner());
{
auto value = event->getSpellLevel();
rangeLevel = value.value_or(caster->getSpellSchoolLevel(owner));
vstd::abetween(rangeLevel, 0, 3);
}
{
auto value = event->getSpellLevel();
effectLevel = value.value_or(caster->getEffectLevel(owner));
vstd::abetween(effectLevel, 0, 3);
}
{
auto value = event->getEffectPower();
effectPower = value.value_or(caster->getEffectPower(owner));
vstd::amax(effectPower, 0);
}
{
auto value = event->getEffectDuration();
effectDuration = value.value_or(caster->getEnchantPower(owner));
vstd::amax(effectDuration, 0); //???
}
{
auto value = event->getEffectValue();
auto casterValue = caster->getEffectValue(owner) ? caster->getEffectValue(owner) : owner->calculateRawEffectValue(effectLevel, effectPower, 1);
effectValue = value.value_or(casterValue);
vstd::amax(effectValue, 0);
}
}
BaseMechanics::~BaseMechanics() = default;
bool BaseMechanics::adaptGenericProblem(Problem & target) const
{
MetaString text;
// %s recites the incantations but they seem to have no effect.
text.appendLocalString(EMetaText::GENERAL_TXT, 541);
assert(caster);
text.replaceTextID(caster->getCasterNameTextID());
target.add(std::move(text), spells::Problem::NORMAL);
return false;
}
bool BaseMechanics::adaptProblem(ESpellCastProblem source, Problem & target) const
{
if(source == ESpellCastProblem::OK)
return true;
switch(source)
{
case ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED:
{
MetaString text;
//TODO: refactor
const auto * hero = dynamic_cast<const CGHeroInstance *>(caster);
if(!hero)
return adaptGenericProblem(target);
//Recanter's Cloak or similar effect. Try to retrieve bonus
const auto b = hero->getFirstBonus(Selector::type()(BonusType::BLOCK_MAGIC_ABOVE));
//TODO what about other values and non-artifact sources?
if(b && b->val == 2 && b->source == BonusSource::ARTIFACT)
{
//The %s prevents %s from casting 3rd level or higher spells.
text.appendLocalString(EMetaText::GENERAL_TXT, 536);
text.replaceName(b->sid.as<ArtifactID>());
text.replaceTextID(caster->getCasterNameTextID());
target.add(std::move(text), spells::Problem::NORMAL);
}
else if(b && b->source == BonusSource::TERRAIN_OVERLAY && LIBRARY->battlefields()->getById(b->sid.as<BattleField>())->identifier == "cursed_ground")
{
text.appendLocalString(EMetaText::GENERAL_TXT, 537);
target.add(std::move(text), spells::Problem::NORMAL);
}
else
{
return adaptGenericProblem(target);
}
}
break;
case ESpellCastProblem::WRONG_SPELL_TARGET:
case ESpellCastProblem::STACK_IMMUNE_TO_SPELL:
case ESpellCastProblem::NO_APPROPRIATE_TARGET:
{
MetaString text;
text.appendLocalString(EMetaText::GENERAL_TXT, 185);
target.add(std::move(text), spells::Problem::NORMAL);
}
break;
case ESpellCastProblem::INVALID:
{
MetaString text;
text.appendRawString("Internal error during check of spell cast.");
target.add(std::move(text), spells::Problem::CRITICAL);
}
break;
default:
return adaptGenericProblem(target);
}
return false;
}
int32_t BaseMechanics::getSpellIndex() const
{
return getSpellId().toEnum();
}
SpellID BaseMechanics::getSpellId() const
{
return owner->getId();
}
std::string BaseMechanics::getSpellName() const
{
return owner->getNameTranslated();
}
std::string BaseMechanics::getCasterNameTextID() const
{
return caster->getCasterNameTextID();
}
int32_t BaseMechanics::getSpellLevel() const
{
return owner->getLevel();
}
bool BaseMechanics::isSmart() const
{
if(boost::logic::indeterminate(smart))
{
const CSpell::TargetInfo targetInfo(owner, getRangeLevel(), mode);
return targetInfo.smart;
}
else
{
return (bool)smart;
}
}
bool BaseMechanics::isMassive() const
{
if(boost::logic::indeterminate(massive))
{
const CSpell::TargetInfo targetInfo(owner, getRangeLevel(), mode);
return targetInfo.massive;
}
else
{
return (bool)massive;
}
}
bool BaseMechanics::requiresClearTiles() const
{
const CSpell::TargetInfo targetInfo(owner, getRangeLevel(), mode);
return targetInfo.clearAffected;
}
bool BaseMechanics::alwaysHitFirstTarget() const
{
return mode == Mode::SPELL_LIKE_ATTACK;
}
bool BaseMechanics::isNegativeSpell() const
{
return owner->isNegative();
}
bool BaseMechanics::isPositiveSpell() const
{
return owner->isPositive();
}
bool BaseMechanics::isNeutralSpell() const
{
return owner->isNeutral();
}
bool BaseMechanics::isMagicalEffect() const
{
return owner->isMagical();
}
int64_t BaseMechanics::adjustEffectValue(const battle::Unit * target) const
{
return owner->adjustRawDamage(caster, target, getEffectValue());
}
int64_t BaseMechanics::applySpellBonus(int64_t value, const battle::Unit * target) const
{
return caster->getSpellBonus(owner, value, target);
}
int64_t BaseMechanics::applySpecificSpellBonus(int64_t value) const
{
return caster->getSpecificSpellBonus(owner, value);
}
int64_t BaseMechanics::calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const
{
return owner->calculateRawEffectValue(getEffectLevel(), basePowerMultiplier, levelPowerMultiplier);
}
Target BaseMechanics::canonicalizeTarget(const Target & aim) const
{
return aim;
}
bool BaseMechanics::ownerMatches(const battle::Unit * unit) const
{
return ownerMatches(unit, owner->getPositiveness());
}
bool BaseMechanics::ownerMatches(const battle::Unit * unit, const boost::logic::tribool positivness) const
{
return cb->battleMatchOwner(caster->getCasterOwner(), unit, positivness);
}
IBattleCast::Value BaseMechanics::getEffectLevel() const
{
return effectLevel;
}
IBattleCast::Value BaseMechanics::getRangeLevel() const
{
return rangeLevel;
}
IBattleCast::Value BaseMechanics::getEffectPower() const
{
return effectPower;
}
IBattleCast::Value BaseMechanics::getEffectDuration() const
{
return effectDuration;
}
IBattleCast::Value64 BaseMechanics::getEffectValue() const
{
return effectValue;
}
PlayerColor BaseMechanics::getCasterColor() const
{
return caster->getCasterOwner();
}
const CGHeroInstance * BaseMechanics::getHeroCaster() const
{
return caster->getHeroCaster();
}
const battle::Unit * BaseMechanics::getUnitCaster() const
{
if (caster->getHeroCaster() != nullptr)
return nullptr;
return battle()->battleGetUnitByID(static_cast<uint32_t>(caster->getCasterUnitId()));
}
std::vector<AimType> BaseMechanics::getTargetTypes() const
{
std::vector<AimType> ret;
auto spellTargetType = owner->getTargetType();
if(isMassive())
spellTargetType = AimType::NOTHING;
else if(spellTargetType == AimType::OBSTACLE)
spellTargetType = AimType::LOCATION;
ret.push_back(spellTargetType);
return ret;
}
const CreatureService * BaseMechanics::creatures() const
{
return LIBRARY->creatures(); //todo: redirect
}
const scripting::Service * BaseMechanics::scripts() const
{
return LIBRARY->scripts(); //todo: redirect
}
const Service * BaseMechanics::spells() const
{
return LIBRARY->spells(); //todo: redirect
}
const CBattleInfoCallback * BaseMechanics::battle() const
{
return cb;
}
BattleID BaseMechanics::getBattleID() const
{
return cb->getBattle()->getBattleID();
}
} //namespace spells
///IAdventureSpellMechanics
IAdventureSpellMechanics::IAdventureSpellMechanics(const CSpell * s)
: owner(s)
{
}
std::unique_ptr<IAdventureSpellMechanics> IAdventureSpellMechanics::createMechanics(const CSpell * s)
{
if (s->isCombat())
return nullptr;
return std::make_unique<AdventureSpellMechanics>(s);
}
VCMI_LIB_NAMESPACE_END