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vcmi/lib/spells/BattleSpellMechanics.cpp
2017-07-16 01:43:50 +03:00

1093 lines
32 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 "../NetPacks.h"
#include "../CStack.h"
#include "../battle/BattleInfo.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
///HealingSpellMechanics
HealingSpellMechanics::HealingSpellMechanics(const CSpell * s):
DefaultSpellMechanics(s)
{
}
void HealingSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
EHealLevel healLevel = getHealLevel(parameters.effectLevel);
EHealPower healPower = getHealPower(parameters.effectLevel);
int hpGained = calculateHealedHP(env, parameters, ctx);
StacksHealedOrResurrected shr;
shr.lifeDrain = false;
shr.tentHealing = false;
//special case for Archangel
shr.cure = parameters.mode == ECastingMode::CREATURE_ACTIVE_CASTING && owner->id == SpellID::RESURRECTION;
for(auto & attackedCre : ctx.attackedCres)
{
int32_t stackHPgained = parameters.caster->getSpellBonus(owner, hpGained, attackedCre);
CHealth health = attackedCre->healthAfterHealed(stackHPgained, healLevel, healPower);
CHealthInfo hi;
health.toInfo(hi);
hi.stackId = attackedCre->ID;
hi.delta = stackHPgained;
shr.healedStacks.push_back(hi);
}
if(!shr.healedStacks.empty())
env->sendAndApply(&shr);
}
int HealingSpellMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
{
return parameters.getEffectValue();
}
///AntimagicMechanics
AntimagicMechanics::AntimagicMechanics(const CSpell * s):
DefaultSpellMechanics(s)
{
}
void AntimagicMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
DefaultSpellMechanics::applyBattle(battle, packet);
doDispell(battle, packet, [this](const Bonus *b) -> bool
{
if(b->source == Bonus::SPELL_EFFECT)
{
const CSpell * sourceSpell = SpellID(b->sid).toSpell();
if(!sourceSpell)
return false;//error
//keep positive effects
if(sourceSpell->isPositive())
return false;
//keep own effects
if(sourceSpell == owner)
return false;
//remove all others
return true;
}
return false; //not a spell effect
});
}
///ChainLightningMechanics
ChainLightningMechanics::ChainLightningMechanics(const CSpell * s):
DefaultSpellMechanics(s)
{
}
std::vector<const CStack *> ChainLightningMechanics::calculateAffectedStacks(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, int spellLvl, BattleHex destination) const
{
std::vector<const CStack *> res;
std::set<BattleHex> possibleHexes;
for(auto stack : cb->battleGetAllStacks())
{
if(stack->isValidTarget())
for(auto hex : stack->getHexes())
possibleHexes.insert(hex);
}
static const std::array<int, 4> targetsOnLevel = {4, 4, 5, 5};
BattleHex lightningHex = destination;
for(int i = 0; i < targetsOnLevel.at(spellLvl); ++i)
{
auto stack = cb->battleGetStackByPos(lightningHex, true);
if(!stack)
break;
res.push_back(stack);
for(auto hex : stack->getHexes())
possibleHexes.erase(hex); //can't hit same stack twice
if(possibleHexes.empty()) //not enough targets
break;
lightningHex = BattleHex::getClosestTile(stack->side, lightningHex, possibleHexes);
}
return res;
}
///CloneMechanics
CloneMechanics::CloneMechanics(const CSpell * s):
DefaultSpellMechanics(s)
{
}
void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
const CStack * clonedStack = vstd::frontOrNull(ctx.attackedCres);
if(!clonedStack)
{
env->complain("No target stack to clone!");
return;
}
BattleStackAdded bsa;
bsa.creID = clonedStack->type->idNumber;
bsa.side = parameters.casterSide;
bsa.summoned = true;
bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, parameters.casterSide);
bsa.amount = clonedStack->getCount();
env->sendAndApply(&bsa);
BattleSetStackProperty ssp;
ssp.stackID = bsa.newStackID;//we know stack ID after apply
ssp.which = BattleSetStackProperty::CLONED;
ssp.val = 0;
ssp.absolute = 1;
env->sendAndApply(&ssp);
ssp.stackID = clonedStack->ID;
ssp.which = BattleSetStackProperty::HAS_CLONE;
ssp.val = bsa.newStackID;
ssp.absolute = 1;
env->sendAndApply(&ssp);
SetStackEffect sse;
sse.stacks.push_back(bsa.newStackID);
Bonus lifeTimeMarker(Bonus::N_TURNS, Bonus::NONE, Bonus::SPELL_EFFECT, 0, owner->id.num);
lifeTimeMarker.turnsRemain = parameters.enchantPower;
sse.effect.push_back(lifeTimeMarker);
env->sendAndApply(&sse);
}
ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
//can't clone already cloned creature
if(obj->isClone())
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
//can`t clone if old clone still alive
if(obj->cloneID != -1)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
ui8 schoolLevel;
if(caster)
schoolLevel = caster->getEffectLevel(owner);
else
schoolLevel = 3;//todo: remove
if(schoolLevel < 3)
{
int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
int creLevel = obj->getCreature()->level;
if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
//use default algorithm only if there is no mechanics-related problem
return DefaultSpellMechanics::isImmuneByStack(caster, obj);
}
///CureMechanics
CureMechanics::CureMechanics(const CSpell * s):
HealingSpellMechanics(s)
{
}
void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
DefaultSpellMechanics::applyBattle(battle, packet);
doDispell(battle, packet, dispellSelector);
}
EHealLevel CureMechanics::getHealLevel(int effectLevel) const
{
return EHealLevel::HEAL;
}
EHealPower CureMechanics::getHealPower(int effectLevel) const
{
return EHealPower::PERMANENT;
}
bool CureMechanics::dispellSelector(const Bonus * b)
{
if(b->source == Bonus::SPELL_EFFECT)
{
const CSpell * sp = SpellID(b->sid).toSpell();
return sp && sp->isNegative();
}
return false; //not a spell effect
}
ESpellCastProblem::ESpellCastProblem CureMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
//Selector method name is ok as cashing string. --AVS
if(!obj->canBeHealed() && !canDispell(obj, dispellSelector, "CureMechanics::dispellSelector"))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
return DefaultSpellMechanics::isImmuneByStack(caster, obj);
}
///DispellMechanics
DispellMechanics::DispellMechanics(const CSpell * s):
DefaultSpellMechanics(s)
{
}
void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
DefaultSpellMechanics::applyBattle(battle, packet);
doDispell(battle, packet, Selector::all);
}
ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
//just in case
if(!obj->alive())
return ESpellCastProblem::WRONG_SPELL_TARGET;
//DISPELL ignores all immunities, except specific absolute immunity
{
//SPELL_IMMUNITY absolute case
std::stringstream cachingStr;
cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << owner->id.toEnum() << "addInfo_1";
if(obj->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, owner->id.toEnum(), 1), cachingStr.str()))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
if(canDispell(obj, Selector::all, "DefaultSpellMechanics::dispellSelector"))
return ESpellCastProblem::OK;
else
return ESpellCastProblem::WRONG_SPELL_TARGET;
//any other immunities are ignored - do not execute default algorithm
}
void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
if(parameters.spellLvl > 2)
{
//expert DISPELL also removes spell-created obstacles
ObstaclesRemoved packet;
for(const auto obstacle : parameters.cb->obstacles)
{
if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
|| obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
|| obstacle->obstacleType == CObstacleInstance::LAND_MINE)
packet.obstacles.insert(obstacle->uniqueID);
}
if(!packet.obstacles.empty())
env->sendAndApply(&packet);
}
}
///EarthquakeMechanics
EarthquakeMechanics::EarthquakeMechanics(const CSpell * s):
SpecialSpellMechanics(s)
{
}
void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
if(nullptr == parameters.cb->battleGetDefendedTown())
{
env->complain("EarthquakeMechanics: not town siege");
return;
}
if(CGTownInstance::NONE == parameters.cb->battleGetDefendedTown()->fortLevel())
{
env->complain("EarthquakeMechanics: town has no fort");
return;
}
//start with all destructible parts
std::set<EWallPart::EWallPart> possibleTargets =
{
EWallPart::KEEP,
EWallPart::BOTTOM_TOWER,
EWallPart::BOTTOM_WALL,
EWallPart::BELOW_GATE,
EWallPart::OVER_GATE,
EWallPart::UPPER_WALL,
EWallPart::UPPER_TOWER,
EWallPart::GATE
};
assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
CatapultAttack ca;
ca.attacker = -1;
for(int i = 0; i < targetsToAttack; i++)
{
//Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
auto & currentHP = parameters.cb->si.wallState;
if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
continue;
CatapultAttack::AttackInfo attackInfo;
attackInfo.damageDealt = 1;
attackInfo.attackedPart = target;
attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
ca.attackedParts.push_back(attackInfo);
//removing creatures in turrets / keep if one is destroyed
BattleHex posRemove;
switch(target)
{
case EWallPart::KEEP:
posRemove = -2;
break;
case EWallPart::BOTTOM_TOWER:
posRemove = -3;
break;
case EWallPart::UPPER_TOWER:
posRemove = -4;
break;
}
if(posRemove != BattleHex::INVALID)
{
BattleStacksRemoved bsr;
for(auto & elem : parameters.cb->stacks)
{
if(elem->position == posRemove)
{
bsr.stackIDs.insert(elem->ID);
break;
}
}
if(bsr.stackIDs.size() > 0)
env->sendAndApply(&bsr);
}
}
env->sendAndApply(&ca);
}
ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const
{
if(mode == ECastingMode::AFTER_ATTACK_CASTING || mode == ECastingMode::SPELL_LIKE_ATTACK || mode == ECastingMode::MAGIC_MIRROR)
{
logGlobal->warn("Invalid spell cast attempt: spell %s, mode %d", owner->name, mode); //should not even try to do it
return ESpellCastProblem::INVALID;
}
if(nullptr == cb->battleGetDefendedTown())
{
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
{
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
CSpell::TargetInfo ti(owner, caster->getSpellSchoolLevel(owner));
if(ti.smart)
{
const auto side = cb->playerToSide(caster->getOwner());
if(!side)
return ESpellCastProblem::INVALID;
//if spell targeting is smart, then only attacker can use it
if(side.get() != BattleSide::ATTACKER)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
const auto attackableBattleHexes = cb->getAttackableBattleHexes();
if(attackableBattleHexes.empty())
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
return ESpellCastProblem::OK;
}
bool EarthquakeMechanics::requiresCreatureTarget() const
{
return false;
}
///HypnotizeMechanics
HypnotizeMechanics::HypnotizeMechanics(const CSpell * s):
DefaultSpellMechanics(s)
{
}
ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
//todo: maybe do not resist on passive cast
if(nullptr != caster)
{
//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
int64_t subjectHealth = obj->health.available();
//apply 'damage' bonus for hypnotize, including hero specialty
int64_t maxHealth = caster->getSpellBonus(owner, owner->calculateRawEffectValue(caster->getEffectLevel(owner), caster->getEffectPower(owner)), obj);
if(subjectHealth > maxHealth)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return DefaultSpellMechanics::isImmuneByStack(caster, obj);
}
///ObstacleMechanics
ObstacleMechanics::ObstacleMechanics(const CSpell * s):
SpecialSpellMechanics(s)
{
}
ESpellCastProblem::ESpellCastProblem ObstacleMechanics::canBeCastAt(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const
{
const auto side = cb->playerToSide(caster->getOwner());
const auto level = caster->getSpellSchoolLevel(owner);
if(!side)
return ESpellCastProblem::INVALID;
bool hexesOutsideBattlefield = false;
auto tilesThatMustBeClear = owner->rangeInHexes(destination, level, side.get(), &hexesOutsideBattlefield);
const CSpell::TargetInfo ti(owner, level, mode);
for(const BattleHex & hex : tilesThatMustBeClear)
if(!isHexAviable(cb, hex, ti.clearAffected))
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(hexesOutsideBattlefield)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
return ESpellCastProblem::OK;
}
bool ObstacleMechanics::isHexAviable(const CBattleInfoCallback * cb, const BattleHex & hex, const bool mustBeClear)
{
if(!hex.isAvailable())
return false;
if(!mustBeClear)
return true;
if(cb->battleGetStackByPos(hex, true))
return false;
auto obst = cb->battleGetAllObstaclesOnPos(hex, false);
for(auto & i : obst)
if(i->obstacleType != CObstacleInstance::MOAT)
return false;
if(cb->battleGetDefendedTown() != nullptr && cb->battleGetDefendedTown()->fortLevel() != CGTownInstance::NONE)
{
EWallPart::EWallPart part = cb->battleHexToWallPart(hex);
if(part == EWallPart::INVALID || part == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
return true;//no fortification here
else if(static_cast<int>(part) < 0)
return false;//indestuctible part (cant be checked by battleGetWallState)
else if(part == EWallPart::BOTTOM_TOWER || part == EWallPart::UPPER_TOWER)
return false;//destructible, but should not be available
else if(cb->battleGetWallState(part) != EWallState::DESTROYED && cb->battleGetWallState(part) != EWallState::NONE)
return false;
}
return true;
}
void ObstacleMechanics::placeObstacle(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, const BattleHex & pos) const
{
const int obstacleIdToGive = parameters.cb->obstacles.size()+1;
auto obstacle = std::make_shared<SpellCreatedObstacle>();
setupObstacle(obstacle.get());
obstacle->pos = pos;
obstacle->casterSide = parameters.casterSide;
obstacle->ID = owner->id;
obstacle->spellLevel = parameters.effectLevel;
obstacle->casterSpellPower = parameters.effectPower;
obstacle->uniqueID = obstacleIdToGive;
BattleObstaclePlaced bop;
bop.obstacle = obstacle;
env->sendAndApply(&bop);
}
///PatchObstacleMechanics
PatchObstacleMechanics::PatchObstacleMechanics(const CSpell * s):
ObstacleMechanics(s)
{
}
void PatchObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
std::vector<BattleHex> availableTiles;
for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
{
BattleHex hex = i;
if(isHexAviable(parameters.cb, hex, true))
availableTiles.push_back(hex);
}
RandomGeneratorUtil::randomShuffle(availableTiles, env->getRandomGenerator());
const int patchesForSkill[] = {4, 4, 6, 8};
const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
//land mines or quicksand patches are handled as spell created obstacles
for (int i = 0; i < patchesToPut; i++)
placeObstacle(env, parameters, availableTiles.at(i));
}
///LandMineMechanics
LandMineMechanics::LandMineMechanics(const CSpell * s):
PatchObstacleMechanics(s)
{
}
ESpellCastProblem::ESpellCastProblem LandMineMechanics::canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const
{
//LandMine are useless if enemy has native stack and can see mines, check for LandMine damage immunity is done in general way by CSpell
const auto side = cb->playerToSide(caster->getOwner());
if(!side)
return ESpellCastProblem::INVALID;
const ui8 otherSide = cb->otherSide(side.get());
if(cb->battleHasNativeStack(otherSide))
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
return DefaultSpellMechanics::canBeCast(cb, mode, caster);
}
bool LandMineMechanics::requiresCreatureTarget() const
{
return true;
}
void LandMineMechanics::setupObstacle(SpellCreatedObstacle * obstacle) const
{
obstacle->obstacleType = CObstacleInstance::LAND_MINE;
obstacle->turnsRemaining = -1;
obstacle->visibleForAnotherSide = false;
}
///QuicksandMechanics
QuicksandMechanics::QuicksandMechanics(const CSpell * s):
PatchObstacleMechanics(s)
{
}
bool QuicksandMechanics::requiresCreatureTarget() const
{
return false;
}
void QuicksandMechanics::setupObstacle(SpellCreatedObstacle * obstacle) const
{
obstacle->obstacleType = CObstacleInstance::QUICKSAND;
obstacle->turnsRemaining = -1;
obstacle->visibleForAnotherSide = false;
}
///WallMechanics
WallMechanics::WallMechanics(const CSpell * s):
ObstacleMechanics(s)
{
}
std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
{
std::vector<BattleHex> ret;
//Special case - shape of obstacle depends on caster's side
//TODO make it possible through spell config
BattleHex::EDir firstStep, secondStep;
if(side)
{
firstStep = BattleHex::TOP_LEFT;
secondStep = BattleHex::TOP_RIGHT;
}
else
{
firstStep = BattleHex::TOP_RIGHT;
secondStep = BattleHex::TOP_LEFT;
}
//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
auto addIfValid = [&](BattleHex hex)
{
if(hex.isValid())
ret.push_back(hex);
else if(outDroppedHexes)
*outDroppedHexes = true;
};
ret.push_back(centralHex);
addIfValid(centralHex.moveInDirection(firstStep, false));
if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
addIfValid(centralHex.moveInDirection(secondStep, false)); //moveInDir function modifies subject hex
return ret;
}
///FireWallMechanics
FireWallMechanics::FireWallMechanics(const CSpell * s):
WallMechanics(s)
{
}
bool FireWallMechanics::requiresCreatureTarget() const
{
return true;
}
void FireWallMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
const BattleHex destination = parameters.getFirstDestinationHex();
if(!destination.isValid())
{
env->complain("Invalid destination for FIRE_WALL");
return;
}
//firewall is build from multiple obstacles - one fire piece for each affected hex
auto affectedHexes = owner->rangeInHexes(destination, parameters.spellLvl, parameters.casterSide);
for(BattleHex hex : affectedHexes)
placeObstacle(env, parameters, hex);
}
void FireWallMechanics::setupObstacle(SpellCreatedObstacle * obstacle) const
{
obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
obstacle->turnsRemaining = 2;
obstacle->visibleForAnotherSide = true;
}
///ForceFieldMechanics
ForceFieldMechanics::ForceFieldMechanics(const CSpell * s):
WallMechanics(s)
{
}
bool ForceFieldMechanics::requiresCreatureTarget() const
{
return false;
}
void ForceFieldMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
const BattleHex destination = parameters.getFirstDestinationHex();
if(!destination.isValid())
{
env->complain("Invalid destination for FORCE_FIELD");
return;
}
placeObstacle(env, parameters, destination);
}
void ForceFieldMechanics::setupObstacle(SpellCreatedObstacle * obstacle) const
{
obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
obstacle->turnsRemaining = 2;
obstacle->visibleForAnotherSide = true;
}
///RemoveObstacleMechanics
RemoveObstacleMechanics::RemoveObstacleMechanics(const CSpell * s):
SpecialSpellMechanics(s)
{
}
void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
auto obstacleToRemove = parameters.cb->battleGetAllObstaclesOnPos(parameters.getFirstDestinationHex(), false);
if(!obstacleToRemove.empty())
{
ObstaclesRemoved obr;
bool complain = true;
for(auto & i : obstacleToRemove)
{
if(canRemove(i.get(), parameters.spellLvl))
{
obr.obstacles.insert(i->uniqueID);
complain = false;
}
}
if(!complain)
env->sendAndApply(&obr);
else if(complain || obr.obstacles.empty())
env->complain("Cant remove this obstacle!");
}
else
env->complain("There's no obstacle to remove!");
}
ESpellCastProblem::ESpellCastProblem RemoveObstacleMechanics::canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const
{
if(mode == ECastingMode::AFTER_ATTACK_CASTING || mode == ECastingMode::SPELL_LIKE_ATTACK || mode == ECastingMode::MAGIC_MIRROR)
{
logGlobal->warn("Invalid spell cast attempt: spell %s, mode %d", owner->name, mode); //should not even try to do it
return ESpellCastProblem::INVALID;
}
const int spellLevel = caster->getSpellSchoolLevel(owner);
for(auto obstacle : cb->battleGetAllObstacles())
if(canRemove(obstacle.get(), spellLevel))
return ESpellCastProblem::OK;
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
ESpellCastProblem::ESpellCastProblem RemoveObstacleMechanics::canBeCastAt(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const
{
const auto level = caster->getSpellSchoolLevel(owner);
auto obstacles = cb->battleGetAllObstaclesOnPos(destination, false);
if(!obstacles.empty())
{
for(auto & i : obstacles)
if(canRemove(i.get(), level))
return ESpellCastProblem::OK;
}
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
bool RemoveObstacleMechanics::canRemove(const CObstacleInstance * obstacle, const int spellLevel) const
{
switch (obstacle->obstacleType)
{
case CObstacleInstance::ABSOLUTE_OBSTACLE: //cliff-like obstacles can't be removed
case CObstacleInstance::MOAT:
return false;
case CObstacleInstance::USUAL:
return true;
case CObstacleInstance::FIRE_WALL:
if(spellLevel >= 2)
return true;
break;
case CObstacleInstance::QUICKSAND:
case CObstacleInstance::LAND_MINE:
case CObstacleInstance::FORCE_FIELD:
if(spellLevel >= 3)
return true;
break;
default:
break;
}
return false;
}
bool RemoveObstacleMechanics::requiresCreatureTarget() const
{
return false;
}
///RisingSpellMechanics
RisingSpellMechanics::RisingSpellMechanics(const CSpell * s):
HealingSpellMechanics(s)
{
}
EHealLevel RisingSpellMechanics::getHealLevel(int effectLevel) const
{
return EHealLevel::RESURRECT;
}
EHealPower RisingSpellMechanics::getHealPower(int effectLevel) const
{
//this may be even distinct class
if((effectLevel <= 1) && (owner->id == SpellID::RESURRECTION))
return EHealPower::ONE_BATTLE;
else
return EHealPower::PERMANENT;
}
///SacrificeMechanics
SacrificeMechanics::SacrificeMechanics(const CSpell * s):
RisingSpellMechanics(s)
{
}
ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const
{
if(mode == ECastingMode::AFTER_ATTACK_CASTING || mode == ECastingMode::SPELL_LIKE_ATTACK || mode == ECastingMode::MAGIC_MIRROR)
{
logGlobal->warn("Invalid spell cast attempt: spell %s, mode %d", owner->name, mode); //should not even try to do it
return ESpellCastProblem::INVALID;
}
// for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
bool targetExists = false;
bool targetToSacrificeExists = false;
for(const CStack * stack : cb->battleGetAllStacks())
{
//using isImmuneBy directly as this mechanics does not have overridden immunity check
//therefore we do not need to check caster and casting mode
//TODO: check that we really should check immunity for both stacks
ESpellCastProblem::ESpellCastProblem res = owner->internalIsImmune(caster, stack);
const bool immune = ESpellCastProblem::OK != res && ESpellCastProblem::NOT_DECIDED != res;
const bool casterStack = stack->owner == caster->getOwner();
if(!immune && casterStack)
{
if(stack->alive())
targetToSacrificeExists = true;
else
targetExists = true;
if(targetExists && targetToSacrificeExists)
break;
}
}
if(targetExists && targetToSacrificeExists)
return ESpellCastProblem::OK;
else
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
const CStack * victim = nullptr;
if(parameters.destinations.size() == 2)
{
victim = parameters.destinations[1].stackValue;
}
if(nullptr == victim)
{
env->complain("SacrificeMechanics: No stack to sacrifice");
return;
}
//resurrect target after basic checks
RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
//it is safe to remove even active stack
BattleStacksRemoved bsr;
bsr.stackIDs.insert(victim->ID);
env->sendAndApply(&bsr);
}
int SacrificeMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
{
const CStack * victim = nullptr;
if(parameters.destinations.size() == 2)
{
victim = parameters.destinations[1].stackValue;
}
if(nullptr == victim)
{
env->complain("SacrificeMechanics: No stack to sacrifice");
return 0;
}
return (parameters.effectPower + victim->MaxHealth() + owner->getPower(parameters.effectLevel)) * victim->getCount();
}
bool SacrificeMechanics::requiresCreatureTarget() const
{
return false;//canBeCast do all target existence checks
}
///SpecialRisingSpellMechanics
SpecialRisingSpellMechanics::SpecialRisingSpellMechanics(const CSpell * s):
RisingSpellMechanics(s)
{
}
ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::canBeCastAt(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const
{
const auto level = caster->getSpellSchoolLevel(owner);
const CSpell::TargetInfo ti(owner, level, mode);
auto mainFilter = [cb, ti, caster, destination, this](const CStack * s) -> bool
{
const bool ownerMatches = !ti.smart || cb->battleMatchOwner(caster->getOwner(), s, owner->getPositiveness());
return ownerMatches && s->coversPos(destination) && ESpellCastProblem::OK == owner->isImmuneByStack(caster, s);
};
//find alive possible target
const CStack * stackToHeal = cb->getStackIf([mainFilter](const CStack * s)
{
return s->isValidTarget(false) && mainFilter(s);
});
if(nullptr == stackToHeal)
{
//find dead possible target if there is no alive target
stackToHeal = cb->getStackIf([mainFilter](const CStack * s)
{
return s->isValidTarget(true) && mainFilter(s);
});
//we have found dead target
if(nullptr != stackToHeal)
{
for(const BattleHex & hex : stackToHeal->getHexes())
{
const CStack * other = cb->getStackIf([hex, stackToHeal](const CStack * s)
{
return s->isValidTarget(true) && s->coversPos(hex) && s != stackToHeal;
});
if(nullptr != other)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;//alive stack blocks resurrection
}
}
}
if(nullptr == stackToHeal)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
return ESpellCastProblem::OK;
}
ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
// following does apply to resurrect and animate dead(?) only
// for sacrifice health calculation and health limit check don't matter
if(obj->getCount() >= obj->baseAmount)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
//FIXME: code duplication with BattleSpellCastParameters
auto getEffectValue = [&]() -> si32
{
si32 effectValue = caster->getEffectValue(owner);
return (effectValue == 0) ? owner->calculateRawEffectValue(caster->getEffectLevel(owner), caster->getEffectPower(owner)) : effectValue;
};
if(caster)
{
auto maxHealth = getEffectValue();
if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
}
///SummonMechanics
SummonMechanics::SummonMechanics(const CSpell * s, CreatureID cre):
SpecialSpellMechanics(s), creatureToSummon(cre)
{
}
ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const
{
if(mode == ECastingMode::AFTER_ATTACK_CASTING || mode == ECastingMode::SPELL_LIKE_ATTACK || mode == ECastingMode::MAGIC_MIRROR)
{
logGlobal->warn("Invalid spell cast attempt: spell %s, mode %d", owner->name, mode); //should not even try to do it
return ESpellCastProblem::INVALID;
}
//check if there are summoned elementals of other type
auto otherSummoned = cb->battleGetStacksIf([caster, this](const CStack * st)
{
return (st->owner == caster->getOwner())
&& (vstd::contains(st->state, EBattleStackState::SUMMONED))
&& (!st->isClone())
&& (st->getCreature()->idNumber != creatureToSummon);
});
if(!otherSummoned.empty())
return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
return ESpellCastProblem::OK;
}
void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
BattleStackAdded bsa;
bsa.creID = creatureToSummon;
bsa.side = parameters.casterSide;
bsa.summoned = true;
bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, parameters.casterSide); //TODO: unify it
//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
int percentBonus = parameters.casterHero ? parameters.casterHero->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
bsa.amount = parameters.effectPower
* owner->getPower(parameters.spellLvl)
* (100 + percentBonus) / 100.0; //new feature - percentage bonus
if(bsa.amount)
env->sendAndApply(&bsa);
else
env->complain("Summoning didn't summon any!");
}
bool SummonMechanics::requiresCreatureTarget() const
{
return false;
}
///TeleportMechanics
TeleportMechanics::TeleportMechanics(const CSpell * s):
DefaultSpellMechanics(s)
{
}
void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
if(parameters.destinations.size() == 2)
{
//first destination hex to move to
const BattleHex destination = parameters.destinations[0].hexValue;
if(!destination.isValid())
{
env->complain("TeleportMechanics: invalid teleport destination");
return;
}
//second destination creature to move
const CStack * target = parameters.destinations[1].stackValue;
if(nullptr == target)
{
env->complain("TeleportMechanics: no stack to teleport");
return;
}
if(!parameters.cb->battleCanTeleportTo(target, destination, parameters.effectLevel))
{
env->complain("TeleportMechanics: forbidden teleport");
return;
}
BattleStackMoved bsm;
bsm.distance = -1;
bsm.stack = target->ID;
std::vector<BattleHex> tiles;
tiles.push_back(destination);
bsm.tilesToMove = tiles;
bsm.teleporting = true;
env->sendAndApply(&bsm);
}
else
{
env->complain("TeleportMechanics: 2 destinations required.");
return;
}
}
ESpellCastProblem::ESpellCastProblem TeleportMechanics::canBeCast(const CBattleInfoCallback* cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const
{
if(mode == ECastingMode::AFTER_ATTACK_CASTING || mode == ECastingMode::SPELL_LIKE_ATTACK || mode == ECastingMode::MAGIC_MIRROR)
{
logGlobal->warn("Invalid spell cast attempt: spell %s, mode %d", owner->name, mode); //should not even try to do it
return ESpellCastProblem::INVALID;
}
return DefaultSpellMechanics::canBeCast(cb, mode, caster);
}