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Various tweaks / enchancements to bonus mechanics

- Added CREATURE_SPELL_POWER for commanders
- Added spell modifiers to various spells: Hypnotize (Astral), Firewall (Luna), Landmine 
- Fixed ENEMY_DEFENCE_REDUCTION, GENERAL_ATTACK_REDUCTION
- Extended usefulness of ONLY_DISTANCE_FIGHT, ONLY_MELEE_FIGHT ranges
DjWarmonger 12 年之前
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1ef205e5f1
共有 6 个文件被更改,包括 41 次插入41 次删除
  1. 9 0
      config/creatures/wog.json
  2. 4 1
      lib/BattleState.cpp
  3. 2 2
      lib/BattleState.h
  4. 16 31
      lib/CBattleCallback.cpp
  5. 1 1
      lib/HeroBonus.h
  6. 9 6
      server/CGameHandler.cpp

+ 9 - 0
config/creatures/wog.json

@@ -282,6 +282,7 @@
 		"abilities": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
 						[ "CASTS", 1, 0, 0 ] ,
 						[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
+						[ "CREATURE_SPELL_POWER", 100, 0, 0 ] ,
 						[ "SPELLCASTER", 3, 37, 0 ] ], //expert cure
 		"graphics" :
 		{
@@ -309,6 +310,7 @@
 		"abilities": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
 						[ "CASTS", 1, 0, 0 ] ,
 						[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
+						[ "CREATURE_SPELL_POWER", 100, 0, 0 ] ,
 						[ "SPELLCASTER", 3, 27, 0 ] ], //expert shield
 		"graphics" :
 		{
@@ -337,6 +339,7 @@
 		"abilities": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
 						[ "CASTS", 1, 0, 0 ] ,
 						[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
+						[ "CREATURE_SPELL_POWER", 100, 0, 0 ] ,
 						[ "SPELLCASTER", 3, 44, 0 ] ], //expert precision
 		"graphics" :
 		{
@@ -366,6 +369,7 @@
 		"abilities": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
 						[ "CASTS", 1, 0, 0 ] ,
 						[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
+						[ "CREATURE_SPELL_POWER", 100, 0, 0 ] ,
 						[ "SPELLCASTER", 3, 29, 0 ] ], //expert fire shield
 		"graphics" :
 		{
@@ -393,6 +397,7 @@
 		"abilities": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
 						[ "CASTS", 1, 0, 0 ] ,
 						[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
+						[ "CREATURE_SPELL_POWER", 100, 0, 0 ] ,
 						[ "SPELLCASTER", 3, 39, 0 ] ], //expert animate dead
 		"graphics" :
 		{
@@ -420,6 +425,7 @@
 		"abilities": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
 						[ "CASTS", 1, 0, 0 ] ,
 						[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
+						[ "CREATURE_SPELL_POWER", 100, 0, 0 ] ,
 						[ "SPELLCASTER", 3, 46, 0 ] ], //expert stone skin
 		"graphics" :
 		{
@@ -447,6 +453,7 @@
 		"abilities": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
 						[ "CASTS", 1, 0, 0 ] ,
 						[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
+						[ "CREATURE_SPELL_POWER", 100, 0, 0 ] ,
 						[ "SPELLCASTER", 3, 37, 0 ] ], //expert cure
 		"graphics" :
 		{
@@ -474,6 +481,7 @@
 		"abilities": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
 						[ "CASTS", 1, 0, 0 ] ,
 						[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
+						[ "CREATURE_SPELL_POWER", 100, 0, 0 ] ,
 						[ "SPELLCASTER", 3, 53, 0 ] ], //expert haste
 		"graphics" :
 		{
@@ -502,6 +510,7 @@
 		"abilities": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
 						[ "CASTS", 1, 0, 0 ] ,
 						[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
+						[ "CREATURE_SPELL_POWER", 100, 0, 0 ] ,
 						[ "SPELLCASTER", 3, 58, 0 ] ], //expert counterstrike
 		"graphics" :
 		{

+ 4 - 1
lib/BattleState.cpp

@@ -161,6 +161,7 @@ CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool at
 	return ret;
 }
 
+//All spells casted by hero 9resurrection, cure, sacrifice)
 ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack) const
 {
 	bool resurrect = resurrects(spell->id);
@@ -172,11 +173,13 @@ ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell *
 	healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
 	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
 }
+//Archangel
 ui32 BattleInfo::calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const
 {
 	bool resurrect = resurrects(spell->id);
 	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
 }
+//Casted by stack, no hero bonus applied
 ui32 BattleInfo::calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const
 {
 	bool resurrect = resurrects(spell->id);
@@ -752,7 +755,7 @@ std::vector<ui32> BattleInfo::calculateResistedStacks(const CSpell * sp, const C
 			if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
 				|| ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
 		>
-		usedSpellPower * 25 + sp->powers[spellLevel] //TODO: allow 'damage' bonus for hypnotize
+		calculateSpellBonus (usedSpellPower * 25 + sp->powers[spellLevel], sp, caster, *it) //apply 'damage' bonus for hypnotize, including hero specialty
 			)
 			{
 				ret.push_back((*it)->ID);

+ 2 - 2
lib/BattleState.h

@@ -110,9 +110,9 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
 	CStack * generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, int slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
 	int getIdForNewStack() const; //suggest a currently unused ID that'd suitable for generating a new stack
 	//std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
-	ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack = NULL) const;
+	ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack = NULL) const; //Sacrifice
 	ui32 calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const; //for Archangel
-	ui32 calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const; //unused
+	ui32 calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const; //healing spells casted by stacks
 	bool resurrects(TSpell spellid) const; //TODO: move it to spellHandler?
 
 	const CGHeroInstance * getHero(TPlayerColor player) const; //returns fighting hero that belongs to given player

+ 16 - 31
lib/CBattleCallback.cpp

@@ -787,8 +787,14 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const CStack* attacker, const C
 
 TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) const
 {
+	auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
+	{
+		return bearer->getBonuses(selector, Selector::effectRange(Bonus::NO_LIMIT) || //any regular bonuses or just ones for melee/ranged
+			(info.shooting ? Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT) : Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)))->totalValue();
+	};
+
 	double additiveBonus = 1.0, multBonus = 1.0,
-		minDmg = info.attackerBonuses->getMinDamage() * info.attackerCount,
+		minDmg = info.attackerBonuses->getMinDamage() * info.attackerCount,//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
 		maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerCount;
 
 	const CCreature *attackerType = info.attacker->getCreature(),
@@ -813,35 +819,14 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) c
 	}
 
 	int attackDefenceDifference = 0;
-	if(info.attackerBonuses->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
-	{
-		double multAttackReduction = info.attackerBonuses->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0;
-		attackDefenceDifference = info.attackerBonuses->Attack() * multAttackReduction;
-	}
-	else
-	{
-		attackDefenceDifference = info.attackerBonuses->Attack();
-	}
-
-	if(info.attackerBonuses->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
-	{
-		double multDefenceReduction = (100 - info.attackerBonuses->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0;
-		attackDefenceDifference -= info.defenderBonuses->Defense() * multDefenceReduction;
-	}
-	else
-	{
-		attackDefenceDifference -= info.defenderBonuses->Defense();
-	}
-
-	//calculating total attack/defense skills modifier
 
-	if(info.shooting) //precision handling (etc.)
-		attackDefenceDifference += info.attackerBonuses->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))->totalValue();
-	else //bloodlust handling (etc.)
-		attackDefenceDifference += info.attackerBonuses->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))->totalValue();
+	double multAttackReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::GENERAL_ATTACK_REDUCTION))) / 100.0;
+	attackDefenceDifference += battleBonusValue (info.attackerBonuses, Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK)) * multAttackReduction;
 
+	double multDefenceReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::ENEMY_DEFENCE_REDUCTION))) / 100.0;
+	attackDefenceDifference -= info.defenderBonuses->Defense() * multDefenceReduction;
 
-	if(const Bonus *slayerEffect = info.attackerBonuses->getEffect(Spells::SLAYER)) //slayer handling
+	if(const Bonus *slayerEffect = info.attackerBonuses->getEffect(Spells::SLAYER)) //slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
 	{
 		std::vector<int> affectedIds;
 		int spLevel = slayerEffect->val; 
@@ -918,17 +903,17 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) c
 	}
 
 	//handling spell effects
-	if(!info.shooting && info.defenderBonuses->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
+	if(!info.shooting) //eg. shield
 	{
 		multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0;
 	}
-	else if(info.shooting && info.defenderBonuses->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
+	else if(info.shooting) //eg. air shield
 	{
 		multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0;
 	}
 
-	TBonusListPtr curseEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE)); //attacker->getEffect(42);
-	TBonusListPtr blessEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE)); //attacker->getEffect(43);
+	TBonusListPtr curseEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE));
+	TBonusListPtr blessEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE));
 	int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
 	double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo))->additionalInfo : 0;
 

+ 1 - 1
lib/HeroBonus.h

@@ -126,7 +126,7 @@ typedef boost::function<bool(const Bonus*)> CSelector;
 	BONUS_NAME(CATAPULT)								\
 	BONUS_NAME(ENEMY_DEFENCE_REDUCTION) /*in % (value) eg. behemots*/ \
 	BONUS_NAME(GENERAL_DAMAGE_REDUCTION) /* shield / air shield effect */ \
-	BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/ \
+	BONUS_NAME(GENERAL_ATTACK_REDUCTION) /*eg. while stoned or blinded - in %,// subtype not used, use ONLY_MELEE_FIGHT / DISTANCE_FIGHT*/ \
 	BONUS_NAME(DEFENSIVE_STANCE) /* val - bonus to defense while defending */ \
 	BONUS_NAME(ATTACKS_ALL_ADJACENT) /*eg. hydra*/		\
 	BONUS_NAME(MORE_DAMAGE_FROM_SPELL) /*value - damage increase in %, subtype - spell id*/ \

+ 9 - 6
server/CGameHandler.cpp

@@ -365,6 +365,9 @@ void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
 				scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
 				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
 				sendAndApply (&scp); //additional pack
+				scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
+				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
+				sendAndApply (&scp); //additional pack
 				scp.accumulatedBonus.type = Bonus::CASTS;
 				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
 				sendAndApply (&scp); //additional pack
@@ -4179,22 +4182,22 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
 			for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
 			{
 				if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
-					|| (spellID == Spells::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
+					|| (spellID == Spells::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
 					)
 					continue;
 				StacksHealedOrResurrected::HealInfo hi;
 				hi.stackID = (*it)->ID;
-				if (stack)
+				if (stack) //casted by creature
 				{
 					if (hpGained)
 					{
-						hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it);
+						hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it); //archangel
 					}
 					else
-						hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it);
+						hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it); //any typical spell (commander's cure or animate dead) 
 				}
 				else
-					hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->battleGetStackByID(selectedStack));
+					hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
 				hi.lowLevelResurrection = spellLvl <= 1;
 				shr.healedStacks.push_back(hi);
 			}
@@ -4633,7 +4636,7 @@ void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, c
 
 	//helper info
 	const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
-	const ui8 side = !curStack->attackerOwned;
+	const ui8 side = curStack->attackerOwned; //if enemy is defending (false = 0), side of our hero is also 0 (attacker)
 	const CGHeroInstance *hero = gs->curB->heroes[side];
 
 	if(obstacle.obstacleType == CObstacleInstance::MOAT)