mirror of
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286 lines
8.3 KiB
C++
286 lines
8.3 KiB
C++
/*
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* Catapult.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "Catapult.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../../battle/IBattleState.h"
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#include "../../battle/CBattleInfoCallback.h"
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#include "../../battle/Unit.h"
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#include "../../mapObjects/CGTownInstance.h"
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#include "../../entities/building/TownFortifications.h"
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#include "../../networkPacks/PacksForClientBattle.h"
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#include "../../serializer/JsonSerializeFormat.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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namespace spells
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{
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namespace effects
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{
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bool Catapult::applicable(Problem & problem, const Mechanics * m) const
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{
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const auto *town = m->battle()->battleGetDefendedTown();
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if(nullptr == town)
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{
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return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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}
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if(town->fortificationsLevel().wallsHealth == 0)
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{
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return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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}
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if(m->isSmart() && m->casterSide != BattleSide::ATTACKER)
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{
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//if spell targeting is smart, then only attacker can use it
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return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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}
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const auto attackableBattleHexes = m->battle()->getAttackableBattleHexes();
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return !attackableBattleHexes.empty() || m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
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}
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void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & eTarget) const
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{
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if(m->isMassive())
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applyMassive(server, m); // Like earthquake
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else
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applyTargeted(server, m, eTarget); // Like catapult shots
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}
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void Catapult::applyMassive(ServerCallback * server, const Mechanics * m) const
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{
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//start with all destructible parts
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std::vector<EWallPart> allowedTargets = getPotentialTargets(m, true, true);
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assert(!allowedTargets.empty());
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if (allowedTargets.empty())
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return;
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CatapultAttack ca;
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ca.battleID = m->battle()->getBattle()->getBattleID();
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ca.attacker = m->caster->getHeroCaster() ? -1 : m->caster->getCasterUnitId();
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for(int i = 0; i < targetsToAttack; i++)
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{
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// Hit on any existing, not destroyed targets are allowed
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// Multiple hit on same target are allowed.
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// Potential overshots (more hits on same targets than remaining HP) are allowed
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EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG());
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auto attackInfo = ca.attackedParts.begin();
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for ( ; attackInfo != ca.attackedParts.end(); ++attackInfo)
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if ( attackInfo->attackedPart == target )
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break;
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if (attackInfo == ca.attackedParts.end()) // new part
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{
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CatapultAttack::AttackInfo newInfo;
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newInfo.damageDealt = getRandomDamage(server);
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newInfo.attackedPart = target;
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newInfo.destinationTile = m->battle()->wallPartToBattleHex(target);
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ca.attackedParts.push_back(newInfo);
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attackInfo = ca.attackedParts.end() - 1;
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}
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else // already damaged before, update damage
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{
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attackInfo->damageDealt += getRandomDamage(server);
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}
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}
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server->apply(ca);
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removeTowerShooters(server, m);
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}
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void Catapult::applyTargeted(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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assert(!target.empty());
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auto destination = target.at(0).hexValue;
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auto desiredTarget = m->battle()->battleHexToWallPart(destination);
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for(int i = 0; i < targetsToAttack; i++)
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{
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auto actualTarget = EWallPart::INVALID;
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if ( m->battle()->isWallPartAttackable(desiredTarget) &&
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server->getRNG()->nextInt(0, 99) < getCatapultHitChance(desiredTarget))
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{
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actualTarget = desiredTarget;
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}
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else
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{
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std::vector<EWallPart> potentialTargets = getPotentialTargets(m, false, false);
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if (potentialTargets.empty())
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break; // everything is gone, can't attack anymore
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actualTarget = *RandomGeneratorUtil::nextItem(potentialTargets, *server->getRNG());
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}
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assert(actualTarget != EWallPart::INVALID);
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CatapultAttack::AttackInfo attack;
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attack.attackedPart = actualTarget;
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attack.destinationTile = m->battle()->wallPartToBattleHex(actualTarget);
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attack.damageDealt = getRandomDamage(server);
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CatapultAttack ca; //package for clients
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ca.battleID = m->battle()->getBattle()->getBattleID();
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ca.attacker = m->caster->getHeroCaster() ? -1 : m->caster->getCasterUnitId();
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ca.attackedParts.push_back(attack);
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server->apply(ca);
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removeTowerShooters(server, m);
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}
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}
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int Catapult::getCatapultHitChance(EWallPart part) const
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{
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switch(part)
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{
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case EWallPart::GATE:
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return gate;
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case EWallPart::KEEP:
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return keep;
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case EWallPart::BOTTOM_TOWER:
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case EWallPart::UPPER_TOWER:
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return tower;
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case EWallPart::BOTTOM_WALL:
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case EWallPart::BELOW_GATE:
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case EWallPart::OVER_GATE:
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case EWallPart::UPPER_WALL:
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return wall;
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default:
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return 0;
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}
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}
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int Catapult::getRandomDamage (ServerCallback * server) const
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{
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std::array<int, 3> damageChances = { noDmg, hit, crit }; //dmgChance[i] - chance for doing i dmg when hit is successful
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int totalChance = std::accumulate(damageChances.begin(), damageChances.end(), 0);
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int damageRandom = server->getRNG()->nextInt(0, totalChance - 1);
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int dealtDamage = 0;
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//calculating dealt damage
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for (int damage = 0; damage < damageChances.size(); ++damage)
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{
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if (damageRandom <= damageChances[damage])
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{
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dealtDamage = damage;
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break;
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}
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damageRandom -= damageChances[damage];
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}
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return dealtDamage;
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}
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void Catapult::removeTowerShooters(ServerCallback * server, const Mechanics * m) const
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{
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BattleUnitsChanged removeUnits;
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removeUnits.battleID = m->battle()->getBattle()->getBattleID();
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for (auto const wallPart : { EWallPart::KEEP, EWallPart::BOTTOM_TOWER, EWallPart::UPPER_TOWER })
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{
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//removing creatures in turrets / keep if one is destroyed
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BattleHex posRemove;
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auto state = m->battle()->battleGetWallState(wallPart);
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switch(wallPart)
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{
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case EWallPart::KEEP:
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posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
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break;
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case EWallPart::BOTTOM_TOWER:
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posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
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break;
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case EWallPart::UPPER_TOWER:
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posRemove = BattleHex::CASTLE_UPPER_TOWER;
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break;
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}
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if(state == EWallState::DESTROYED) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
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{
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auto all = m->battle()->battleGetUnitsIf([=](const battle::Unit * unit)
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{
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return !unit->isGhost() && unit->getPosition() == posRemove;
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});
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assert(all.size() == 0 || all.size() == 1);
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for(auto & elem : all)
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removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
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}
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}
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if(!removeUnits.changedStacks.empty())
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server->apply(removeUnits);
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}
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std::vector<EWallPart> Catapult::getPotentialTargets(const Mechanics * m, bool bypassGateCheck, bool bypassTowerCheck) const
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{
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std::vector<EWallPart> potentialTargets;
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constexpr std::array<EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
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constexpr std::array<EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
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constexpr EWallPart gates = EWallPart::GATE;
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// in H3, catapult under automatic control will attack objects in following order:
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// walls, gates, towers
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for (auto & part : walls)
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if (m->battle()->isWallPartAttackable(part))
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potentialTargets.push_back(part);
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if ((potentialTargets.empty() || bypassGateCheck) && (m->battle()->isWallPartAttackable(gates)))
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potentialTargets.push_back(gates);
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if (potentialTargets.empty() || bypassTowerCheck)
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for (auto & part : towers)
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if (m->battle()->isWallPartAttackable(part))
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potentialTargets.push_back(part);
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return potentialTargets;
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}
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void Catapult::adjustHitChance()
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{
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vstd::abetween(keep, 0, 100);
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vstd::abetween(tower, 0, 100);
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vstd::abetween(gate, 0, 100);
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vstd::abetween(wall, 0, 100);
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vstd::abetween(crit, 0, 100);
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vstd::abetween(hit, 0, 100 - crit);
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vstd::amin(noDmg, 100 - hit - crit);
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}
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void Catapult::serializeJsonEffect(JsonSerializeFormat & handler)
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{
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handler.serializeInt("targetsToAttack", targetsToAttack);
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handler.serializeInt("chanceToHitKeep", keep);
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handler.serializeInt("chanceToHitGate", gate);
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handler.serializeInt("chanceToHitTower", tower);
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handler.serializeInt("chanceToHitWall", wall);
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handler.serializeInt("chanceToNormalHit", hit);
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handler.serializeInt("chanceToCrit", crit);
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adjustHitChance();
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}
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}
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}
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VCMI_LIB_NAMESPACE_END
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