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vcmi/lib/spells/ISpellMechanics.cpp

746 lines
17 KiB
C++

/*
* 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 "../CRandomGenerator.h"
#include "../VCMI_Lib.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 "TargetCondition.h"
#include "Problem.h"
#include "AdventureSpellMechanics.h"
#include "BattleSpellMechanics.h"
#include "effects/Effects.h"
#include "effects/Registry.h"
#include "effects/Damage.h"
#include "effects/Timed.h"
#include "CSpellHandler.h"
#include "../NetPacks.h"
#include "../CHeroHandler.h"//todo: remove
#include "../IGameCallback.h"//todo: remove
#include "../BattleFieldHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
static std::shared_ptr<TargetCondition> makeCondition(const CSpell * s)
{
std::shared_ptr<TargetCondition> 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)
{
JsonDeserializer deser(nullptr, config);
effects->serializeJson(VLC->spellEffects(), deser, level);
}
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
{
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(s->isOffensive())
{
//default constructed object should be enough
effects->add("directDamage", std::make_shared<effects::Damage>(), level);
}
std::shared_ptr<effects::Effect> effect;
if(!levelInfo.effects.empty())
{
auto * timed = new effects::Timed();
timed->cumulative = false;
timed->bonus = levelInfo.effects;
effect.reset(timed);
}
if(!levelInfo.cumulativeEffects.empty())
{
auto * timed = new effects::Timed();
timed->cumulative = true;
timed->bonus = levelInfo.cumulativeEffects;
effect.reset(timed);
}
if(effect)
effects->add("timed", effect, level);
}
}
};
BattleCast::BattleCast(const CBattleInfoCallback * cb_, const Caster * caster_, const Mode mode_, const CSpell * spell_):
spell(spell_),
cb(cb_),
gameCb(IObjectInterface::cb), //FIXME: pass player callback (problem is that BattleAI do not have one)
caster(caster_),
mode(mode_),
smart(boost::logic::indeterminate),
massive(boost::logic::indeterminate)
{
}
BattleCast::BattleCast(const BattleCast & orig, const Caster * caster_)
: spell(orig.spell),
cb(orig.cb),
gameCb(orig.gameCb),
caster(caster_),
mode(Mode::MAGIC_MIRROR),
magicSkillLevel(orig.magicSkillLevel),
effectPower(orig.effectPower),
effectDuration(orig.effectDuration),
effectValue(orig.effectValue),
smart(true),
massive(false)
{
}
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;
}
const IGameInfoCallback * BattleCast::getGame() const
{
return gameCb;
}
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);
const battle::Unit * mainTarget = nullptr;
if(target.front().unitValue)
{
mainTarget = target.front().unitValue;
}
else if(target.front().hexValue.isValid())
{
mainTarget = cb->battleGetUnitByPos(target.front().hexValue, true);
}
bool tryMagicMirror = (mainTarget != nullptr) && (mode == Mode::HERO || mode == Mode::CREATURE_ACTIVE);//TODO: recheck
tryMagicMirror = tryMagicMirror && (mainTarget->unitOwner() != caster->getCasterOwner()) && !spell->isPositive();//TODO: recheck
m->cast(server, target);
//Magic Mirror effect
if(tryMagicMirror)
{
const std::string magicMirrorCacheStr = "type_MAGIC_MIRROR";
static const auto magicMirrorSelector = Selector::type()(BonusType::MAGIC_MIRROR);
auto rangeGen = server->getRNG()->getInt64Range(0, 99);
const int mirrorChance = mainTarget->valOfBonuses(magicMirrorSelector, magicMirrorCacheStr);
if(rangeGen() < mirrorChance)
{
auto mirrorTargets = cb->battleGetUnitsIf([this](const battle::Unit * unit)
{
//Get all caster stacks. Magic mirror can reflect to immune creature (with no effect)
return unit->unitOwner() == caster->getCasterOwner() && unit->isValidTarget(true);
});
if(!mirrorTargets.empty())
{
const auto * mirrorDestination = (*RandomGeneratorUtil::nextItem(mirrorTargets, *server->getRNG()));
Target mirrorTarget;
mirrorTarget.emplace_back(mirrorDestination);
BattleCast mirror(*this, mainTarget);
mirror.cast(server, mirrorTarget);
}
}
}
}
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;
}
std::vector<Target> BattleCast::findPotentialTargets(bool fast) const
{
//TODO: for more than 2 destinations per target much more efficient algorithm is required
auto m = spell->battleMechanics(this);
auto targetTypes = m->getTargetTypes();
if(targetTypes.empty() || targetTypes.size() > 2)
{
return std::vector<Target>();
}
else
{
std::vector<Target> previous;
std::vector<Target> next;
for(size_t index = 0; index < targetTypes.size(); index++)
{
std::swap(previous, next);
next.clear();
std::vector<Destination> destinations;
if(previous.empty())
{
Target empty;
destinations = m->getPossibleDestinations(index, targetTypes.at(index), empty, fast);
for(auto & destination : destinations)
{
Target target;
target.emplace_back(destination);
next.push_back(target);
}
}
else
{
for(const Target & current : previous)
{
destinations = m->getPossibleDestinations(index, targetTypes.at(index), current, fast);
for(auto & destination : destinations)
{
Target target = current;
target.emplace_back(destination);
next.push_back(target);
}
}
}
if(next.empty())
break;
}
return next;
}
}
///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(0)
{
}
Mechanics::~Mechanics() = default;
BaseMechanics::BaseMechanics(const IBattleCast * event):
owner(event->getSpell()),
mode(event->getMode()),
smart(event->isSmart()),
massive(event->isMassive()),
cb(event->getBattle()),
gameCb(event->getGame())
{
caster = event->getCaster();
//FIXME: do not crash on invalid side
casterSide = cb->playerToSide(caster->getCasterOwner()).value();
{
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);
caster->getCasterName(text);
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->getBonusLocalFirst(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.replaceLocalString(EMetaText::ART_NAMES, b->sid);
caster->getCasterName(text);
target.add(std::move(text), spells::Problem::NORMAL);
}
else if(b && b->source == BonusSource::TERRAIN_OVERLAY && VLC->battlefields()->getByIndex(b->sid)->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();
}
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::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);
}
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();
}
std::vector<AimType> BaseMechanics::getTargetTypes() const
{
std::vector<AimType> ret;
detail::ProblemImpl ignored;
if(canBeCast(ignored))
{
auto spellTargetType = owner->getTargetType();
if(isMassive())
spellTargetType = AimType::NO_TARGET;
else if(spellTargetType == AimType::OBSTACLE)
spellTargetType = AimType::LOCATION;
ret.push_back(spellTargetType);
}
return ret;
}
const CreatureService * BaseMechanics::creatures() const
{
return VLC->creatures(); //todo: redirect
}
#if SCRIPTING_ENABLED
const scripting::Service * BaseMechanics::scripts() const
{
return VLC->scripts(); //todo: redirect
}
#endif
const Service * BaseMechanics::spells() const
{
return VLC->spells(); //todo: redirect
}
const IGameInfoCallback * BaseMechanics::game() const
{
return gameCb;
}
const CBattleInfoCallback * BaseMechanics::battle() const
{
return cb;
}
} //namespace spells
///IAdventureSpellMechanics
IAdventureSpellMechanics::IAdventureSpellMechanics(const CSpell * s)
: owner(s)
{
}
std::unique_ptr<IAdventureSpellMechanics> IAdventureSpellMechanics::createMechanics(const CSpell * s)
{
switch (s->id)
{
case SpellID::SUMMON_BOAT:
return std::make_unique<SummonBoatMechanics>(s);
case SpellID::SCUTTLE_BOAT:
return std::make_unique<ScuttleBoatMechanics>(s);
case SpellID::DIMENSION_DOOR:
return std::make_unique<DimensionDoorMechanics>(s);
case SpellID::FLY:
case SpellID::WATER_WALK:
case SpellID::VISIONS:
case SpellID::DISGUISE:
return std::make_unique<AdventureSpellMechanics>(s); //implemented using bonus system
case SpellID::TOWN_PORTAL:
return std::make_unique<TownPortalMechanics>(s);
case SpellID::VIEW_EARTH:
return std::make_unique<ViewEarthMechanics>(s);
case SpellID::VIEW_AIR:
return std::make_unique<ViewAirMechanics>(s);
default:
return s->isCombat() ? std::unique_ptr<IAdventureSpellMechanics>() : std::make_unique<AdventureSpellMechanics>(s);
}
}
VCMI_LIB_NAMESPACE_END