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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/server/battles/BattleFlowProcessor.cpp
Ivan Savenko 36c1ed670f Support for configurable town fortifications
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)
2024-08-28 19:42:14 +00:00

805 lines
27 KiB
C++

/*
* BattleFlowProcessor.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 "BattleFlowProcessor.h"
#include "BattleProcessor.h"
#include "../CGameHandler.h"
#include "../TurnTimerHandler.h"
#include "../../lib/CStack.h"
#include "../../lib/GameSettings.h"
#include "../../lib/battle/CBattleInfoCallback.h"
#include "../../lib/battle/IBattleState.h"
#include "../../lib/entities/building/TownFortifications.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/networkPacks/PacksForClientBattle.h"
#include "../../lib/spells/BonusCaster.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/spells/ObstacleCasterProxy.h"
#include <vstd/RNG.h>
BattleFlowProcessor::BattleFlowProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
: owner(owner)
, gameHandler(newGameHandler)
{
}
void BattleFlowProcessor::summonGuardiansHelper(const CBattleInfoCallback & battle, std::vector<BattleHex> & output, const BattleHex & targetPosition, BattleSide side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
{
int x = targetPosition.getX();
int y = targetPosition.getY();
const bool targetIsAttacker = side == BattleSide::ATTACKER;
if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
else
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
//guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
{
if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
}
else
{ //add back-side guardians for two-hex target, side guardians for one-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
if (!targetIsTwoHex && x > 2) //back guard for one-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
else if (targetIsTwoHex)//front-side guardians for two-hex target
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
if (x > 3) //back guard for two-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
}
}
}
else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
{
if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
}
else
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
else if (targetIsTwoHex)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
if (x < GameConstants::BFIELD_WIDTH - 4)
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
}
}
}
else if (!targetIsAttacker && y % 2 == 0)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
}
else if (targetIsAttacker && y % 2 == 1)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
}
}
void BattleFlowProcessor::tryPlaceMoats(const CBattleInfoCallback & battle)
{
const auto * town = battle.battleGetDefendedTown();
if (!town)
return;
const auto & fortifications = town->fortificationsLevel();
//Moat should be initialized here, because only here we can use spellcasting
if (fortifications.hasMoat)
{
const auto * h = battle.battleGetFightingHero(BattleSide::DEFENDER);
const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
auto moatCaster = spells::SilentCaster(battle.sideToPlayer(BattleSide::DEFENDER), actualCaster);
auto cast = spells::BattleCast(&battle, &moatCaster, spells::Mode::PASSIVE, fortifications.moatSpell.toSpell());
auto target = spells::Target();
cast.cast(gameHandler->spellEnv, target);
}
}
void BattleFlowProcessor::onBattleStarted(const CBattleInfoCallback & battle)
{
tryPlaceMoats(battle);
gameHandler->turnTimerHandler->onBattleStart(battle.getBattle()->getBattleID());
if (battle.battleGetTacticDist() == 0)
onTacticsEnded(battle);
}
void BattleFlowProcessor::trySummonGuardians(const CBattleInfoCallback & battle, const CStack * stack)
{
if (!stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
return;
std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
auto accessibility = battle.getAccessibility();
CreatureID creatureData = summonInfo->subtype.as<CreatureID>();
std::vector<BattleHex> targetHexes;
const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
For one-hex targets there are four guardians - front, back and one per side (up + down).
Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
if (!guardianIsBig)
targetHexes = stack->getSurroundingHexes();
else
summonGuardiansHelper(battle, targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
for(auto hex : targetHexes)
{
if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
{
battle::UnitInfo info;
info.id = battle.battleNextUnitId();
info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
info.type = creatureData;
info.side = stack->unitSide();
info.position = hex;
info.summoned = true;
BattleUnitsChanged pack;
pack.battleID = battle.getBattle()->getBattleID();
pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
info.save(pack.changedStacks.back().data);
gameHandler->sendAndApply(&pack);
}
}
// send empty event to client
// temporary(?) workaround to force animations to trigger
StacksInjured fakeEvent;
fakeEvent.battleID = battle.getBattle()->getBattleID();
gameHandler->sendAndApply(&fakeEvent);
}
void BattleFlowProcessor::castOpeningSpells(const CBattleInfoCallback & battle)
{
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
auto h = battle.battleGetFightingHero(i);
if (!h)
continue;
TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
for (auto b : *bl)
{
spells::BonusCaster caster(h, b);
const CSpell * spell = b->subtype.as<SpellID>().toSpell();
spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
parameters.setSpellLevel(3);
parameters.setEffectDuration(b->val);
parameters.massive = true;
parameters.castIfPossible(gameHandler->spellEnv, spells::Target());
}
}
}
void BattleFlowProcessor::onTacticsEnded(const CBattleInfoCallback & battle)
{
//initial stacks appearance triggers, e.g. built-in bonus spells
auto initialStacks = battle.battleGetAllStacks(true);
for (const CStack * stack : initialStacks)
{
trySummonGuardians(battle, stack);
stackEnchantedTrigger(battle, stack);
}
castOpeningSpells(battle);
// it is possible that due to opening spells one side was eliminated -> check for end of battle
if (owner->checkBattleStateChanges(battle))
return;
startNextRound(battle, true);
activateNextStack(battle);
}
void BattleFlowProcessor::startNextRound(const CBattleInfoCallback & battle, bool isFirstRound)
{
BattleNextRound bnr;
bnr.battleID = battle.getBattle()->getBattleID();
logGlobal->debug("Next round starts");
gameHandler->sendAndApply(&bnr);
// operate on copy - removing obstacles will invalidate iterator on 'battle' container
auto obstacles = battle.battleGetAllObstacles();
for (auto &obstPtr : obstacles)
{
if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
if (sco->turnsRemaining == 0)
removeObstacle(battle, *obstPtr);
}
for(auto stack : battle.battleGetAllStacks(true))
{
if(stack->alive() && !isFirstRound)
stackEnchantedTrigger(battle, stack);
}
}
const CStack * BattleFlowProcessor::getNextStack(const CBattleInfoCallback & battle)
{
std::vector<battle::Units> q;
battle.battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
if(q.empty())
return nullptr;
if(q.front().empty())
return nullptr;
auto next = q.front().front();
const auto stack = dynamic_cast<const CStack *>(next);
// regeneration takes place before everything else but only during first turn attempt in each round
// also works under blind and similar effects
if(stack && stack->alive() && !stack->waiting)
{
BattleTriggerEffect bte;
bte.battleID = battle.getBattle()->getBattleID();
bte.stackID = stack->unitId();
bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
if(bte.val) // anything to heal
gameHandler->sendAndApply(&bte);
}
if(!next || !next->willMove())
return nullptr;
return stack;
}
void BattleFlowProcessor::activateNextStack(const CBattleInfoCallback & battle)
{
// Find next stack that requires manual control
for (;;)
{
// battle has ended
if (owner->checkBattleStateChanges(battle))
return;
const CStack * next = getNextStack(battle);
if (!next)
{
// No stacks to move - start next round
startNextRound(battle, false);
next = getNextStack(battle);
if (!next)
throw std::runtime_error("Failed to find valid stack to act!");
}
BattleUnitsChanged removeGhosts;
removeGhosts.battleID = battle.getBattle()->getBattleID();
auto pendingGhosts = battle.battleGetStacksIf([](const CStack * stack){
return stack->ghostPending;
});
for(auto stack : pendingGhosts)
removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
if(!removeGhosts.changedStacks.empty())
gameHandler->sendAndApply(&removeGhosts);
gameHandler->turnTimerHandler->onBattleNextStack(battle.getBattle()->getBattleID(), *next);
if (!tryMakeAutomaticAction(battle, next))
{
if(next->alive()) {
setActiveStack(battle, next);
break;
}
}
}
}
bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * next)
{
// check for bad morale => freeze
int nextStackMorale = next->moraleVal();
if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
{
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size(), -nextStackMorale) - 1; // array index, so 0-indexed
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
{
//unit loses its turn - empty freeze action
BattleAction ba;
ba.actionType = EActionType::BAD_MORALE;
ba.side = next->unitSide();
ba.stackNumber = next->unitId();
makeAutomaticAction(battle, next, ba);
return true;
}
}
if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
{
logGlobal->trace("Handle Berserk effect");
std::pair<const battle::Unit *, BattleHex> attackInfo = battle.getNearestStack(next);
if (attackInfo.first != nullptr)
{
BattleAction attack;
attack.actionType = EActionType::WALK_AND_ATTACK;
attack.side = next->unitSide();
attack.stackNumber = next->unitId();
attack.aimToHex(attackInfo.second);
attack.aimToUnit(attackInfo.first);
makeAutomaticAction(battle, next, attack);
logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
}
else
{
makeStackDoNothing(battle, next);
logGlobal->trace("No target found");
}
return true;
}
const CGHeroInstance * curOwner = battle.battleGetOwnerHero(next);
const CreatureID stackCreatureId = next->unitType()->getId();
if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
&& (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(stackCreatureId))))
{
BattleAction attack;
attack.actionType = EActionType::SHOOT;
attack.side = next->unitSide();
attack.stackNumber = next->unitId();
// TODO: unify logic with AI?
// Find best target using logic similar to H3 AI
const auto & isBetterTarget = [&battle](const battle::Unit * candidate, const battle::Unit * current)
{
bool candidateInsideWalls = battle.battleIsInsideWalls(candidate->getPosition());
bool currentInsideWalls = battle.battleIsInsideWalls(current->getPosition());
if (candidateInsideWalls != currentInsideWalls)
return candidateInsideWalls > currentInsideWalls;
// also check for war machines - shooters are more dangerous than war machines, ballista or catapult
bool candidateCanShoot = candidate->canShoot() && candidate->unitType()->warMachine == ArtifactID::NONE;
bool currentCanShoot = current->canShoot() && current->unitType()->warMachine == ArtifactID::NONE;
if (candidateCanShoot != currentCanShoot)
return candidateCanShoot > currentCanShoot;
int64_t candidateTargetValue = static_cast<int64_t>(candidate->unitType()->getAIValue() * candidate->getCount());
int64_t currentTargetValue = static_cast<int64_t>(current->unitType()->getAIValue() * current->getCount());
return candidateTargetValue > currentTargetValue;
};
const battle::Unit * target = nullptr;
for(auto & elem : battle.battleGetAllStacks(true))
{
if (elem->unitOwner() == next->unitOwner())
continue;
if (!elem->isValidTarget())
continue;
if (!battle.battleCanShoot(next, elem->getPosition()))
continue;
if (target && !isBetterTarget(elem, target))
continue;
target = elem;
}
if(target == nullptr)
{
makeStackDoNothing(battle, next);
}
else
{
attack.aimToUnit(target);
makeAutomaticAction(battle, next, attack);
}
return true;
}
if (next->unitType()->getId() == CreatureID::CATAPULT)
{
const auto & attackableBattleHexes = battle.getAttackableBattleHexes();
if (attackableBattleHexes.empty())
{
makeStackDoNothing(battle, next);
return true;
}
if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(CreatureID(CreatureID::CATAPULT))))
{
BattleAction attack;
attack.actionType = EActionType::CATAPULT;
attack.side = next->unitSide();
attack.stackNumber = next->unitId();
makeAutomaticAction(battle, next, attack);
return true;
}
}
if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
{
TStacks possibleStacks = battle.battleGetStacksIf([=](const CStack * s)
{
return s->unitOwner() == next->unitOwner() && s->canBeHealed();
});
if (possibleStacks.empty())
{
makeStackDoNothing(battle, next);
return true;
}
if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(CreatureID(CreatureID::FIRST_AID_TENT))))
{
RandomGeneratorUtil::randomShuffle(possibleStacks, gameHandler->getRandomGenerator());
const CStack * toBeHealed = possibleStacks.front();
BattleAction heal;
heal.actionType = EActionType::STACK_HEAL;
heal.aimToUnit(toBeHealed);
heal.side = next->unitSide();
heal.stackNumber = next->unitId();
makeAutomaticAction(battle, next, heal);
return true;
}
}
stackTurnTrigger(battle, next); //various effects
if(next->fear)
{
makeStackDoNothing(battle, next); //end immediately if stack was affected by fear
return true;
}
return false;
}
bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, const CStack * next)
{
//check for good morale
auto nextStackMorale = next->moraleVal();
if( !next->hadMorale
&& !next->defending
&& !next->waited()
&& !next->fear
&& next->alive()
&& next->canMove()
&& nextStackMorale > 0)
{
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size(), nextStackMorale) - 1; // array index, so 0-indexed
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
{
BattleTriggerEffect bte;
bte.battleID = battle.getBattle()->getBattleID();
bte.stackID = next->unitId();
bte.effect = vstd::to_underlying(BonusType::MORALE);
bte.val = 1;
bte.additionalInfo = 0;
gameHandler->sendAndApply(&bte); //play animation
return true;
}
}
return false;
}
void BattleFlowProcessor::onActionMade(const CBattleInfoCallback & battle, const BattleAction &ba)
{
const auto * actedStack = battle.battleGetStackByID(ba.stackNumber, false);
const auto * activeStack = battle.battleActiveUnit();
if (ba.actionType == EActionType::END_TACTIC_PHASE)
{
onTacticsEnded(battle);
return;
}
//we're after action, all results applied
// check whether action has ended the battle
if(owner->checkBattleStateChanges(battle))
return;
// tactics - next stack will be selected by player
if(battle.battleGetTacticDist() != 0)
return;
if (ba.isUnitAction())
{
assert(activeStack != nullptr);
assert(actedStack != nullptr);
if (rollGoodMorale(battle, actedStack))
{
// Good morale - same stack makes 2nd turn
setActiveStack(battle, actedStack);
return;
}
}
else
{
if (activeStack && activeStack->alive())
{
// this is action made by hero AND unit is alive (e.g. not killed by casted spell)
// keep current active stack for next action
setActiveStack(battle, activeStack);
return;
}
}
activateNextStack(battle);
}
void BattleFlowProcessor::makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next)
{
BattleAction doNothing;
doNothing.actionType = EActionType::NO_ACTION;
doNothing.side = next->unitSide();
doNothing.stackNumber = next->unitId();
makeAutomaticAction(battle, next, doNothing);
}
bool BattleFlowProcessor::makeAutomaticAction(const CBattleInfoCallback & battle, const CStack *stack, BattleAction &ba)
{
BattleSetActiveStack bsa;
bsa.battleID = battle.getBattle()->getBattleID();
bsa.stack = stack->unitId();
bsa.askPlayerInterface = false;
gameHandler->sendAndApply(&bsa);
bool ret = owner->makeAutomaticBattleAction(battle, ba);
return ret;
}
void BattleFlowProcessor::stackEnchantedTrigger(const CBattleInfoCallback & battle, const CStack * st)
{
auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
for(auto b : bl)
{
if (!b->subtype.as<SpellID>().hasValue())
continue;
const CSpell * sp = b->subtype.as<SpellID>().toSpell();
const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
const int32_t level = ((val > 3) ? (val - 3) : val);
spells::BattleCast battleCast(&battle, st, spells::Mode::PASSIVE, sp);
//this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
battleCast.setEffectDuration(50);
battleCast.setSpellLevel(level);
spells::Target target;
if(val > 3)
{
for(auto s : battle.battleGetAllStacks())
if(battle.battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
target.emplace_back(s);
}
else
{
target.emplace_back(st);
}
battleCast.applyEffects(gameHandler->spellEnv, target, false, true);
}
}
void BattleFlowProcessor::removeObstacle(const CBattleInfoCallback & battle, const CObstacleInstance & obstacle)
{
BattleObstaclesChanged obsRem;
obsRem.battleID = battle.getBattle()->getBattleID();
obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
gameHandler->sendAndApply(&obsRem);
}
void BattleFlowProcessor::stackTurnTrigger(const CBattleInfoCallback & battle, const CStack *st)
{
BattleTriggerEffect bte;
bte.battleID = battle.getBattle()->getBattleID();
bte.stackID = st->unitId();
bte.effect = -1;
bte.val = 0;
bte.additionalInfo = 0;
if (st->alive())
{
//unbind
if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
{
bool unbind = true;
BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
auto adjacent = battle.battleAdjacentUnits(st);
for (auto b : bl)
{
if(b->additionalInfo != CAddInfo::NONE)
{
const CStack * stack = battle.battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
if(stack)
{
if(vstd::contains(adjacent, stack)) //binding stack is still present
unbind = false;
}
}
else
{
unbind = false;
}
}
if (unbind)
{
BattleSetStackProperty ssp;
ssp.battleID = battle.getBattle()->getBattleID();
ssp.which = BattleSetStackProperty::UNBIND;
ssp.stackID = st->unitId();
gameHandler->sendAndApply(&ssp);
}
}
if (st->hasBonusOfType(BonusType::POISON))
{
std::shared_ptr<const Bonus> b = st->getFirstBonus(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(SpellID(SpellID::POISON))).And(Selector::type()(BonusType::STACK_HEALTH)));
if (b) //TODO: what if not?...
{
bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
if (bte.val < b->val) //(negative) poison effect increases - update it
{
bte.effect = vstd::to_underlying(BonusType::POISON);
gameHandler->sendAndApply(&bte);
}
}
}
if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
{
const CGHeroInstance * opponentHero = battle.battleGetFightingHero(battle.otherSide(st->unitSide()));
if(opponentHero)
{
ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
vstd::amin(manaDrained, opponentHero->mana);
if(manaDrained)
{
bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
bte.val = manaDrained;
bte.additionalInfo = opponentHero->id.getNum(); //for sanity
gameHandler->sendAndApply(&bte);
}
}
}
if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
{
bool fearsomeCreature = false;
for (const CStack * stack : battle.battleGetAllStacks(true))
{
if (battle.battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
{
fearsomeCreature = true;
break;
}
}
if (fearsomeCreature)
{
if (gameHandler->getRandomGenerator().nextInt(99) < 10) //fixed 10%
{
bte.effect = vstd::to_underlying(BonusType::FEAR);
gameHandler->sendAndApply(&bte);
}
}
}
BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
bl.remove_if([](const Bonus * b)
{
return b->subtype.as<SpellID>() == SpellID::NONE;
});
BattleSide side = battle.playerToSide(st->unitOwner());
if(st->canCast() && battle.battleGetEnchanterCounter(side) == 0)
{
bool cast = false;
while(!bl.empty() && !cast)
{
auto bonus = *RandomGeneratorUtil::nextItem(bl, gameHandler->getRandomGenerator());
auto spellID = bonus->subtype.as<SpellID>();
const CSpell * spell = SpellID(spellID).toSpell();
bl.remove_if([&bonus](const Bonus * b)
{
return b == bonus.get();
});
spells::BattleCast parameters(&battle, st, spells::Mode::ENCHANTER, spell);
parameters.setSpellLevel(bonus->val);
auto &levelInfo = spell->getLevelInfo(bonus->val);
bool isDamageSpell = spell->isDamage() || spell->isOffensive();
if (!isDamageSpell || levelInfo.smartTarget || !levelInfo.range.empty())
{
parameters.massive = true;
parameters.smart = true;
}
//todo: recheck effect level
if(parameters.castIfPossible(gameHandler->spellEnv, spells::Target(1, spells::Destination())))
{
cast = true;
int cooldown = bonus->additionalInfo[0];
BattleSetStackProperty ssp;
ssp.battleID = battle.getBattle()->getBattleID();
ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
ssp.absolute = false;
ssp.val = cooldown;
ssp.stackID = st->unitId();
gameHandler->sendAndApply(&ssp);
}
}
}
}
}
void BattleFlowProcessor::setActiveStack(const CBattleInfoCallback & battle, const battle::Unit * stack)
{
assert(stack);
BattleSetActiveStack sas;
sas.battleID = battle.getBattle()->getBattleID();
sas.stack = stack->unitId();
gameHandler->sendAndApply(&sas);
}