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Merge pull request #371 from dydzio0614/NewAbilities

Tested and approved. Congrats!
DjWarmonger 8 年之前
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c2a0b13332
共有 7 個文件被更改,包括 182 次插入33 次删除
  1. 6 0
      ChangeLog
  2. 31 1
      config/bonuses_texts.json
  3. 8 1
      lib/HeroBonus.h
  4. 79 19
      lib/battle/CBattleInfoCallback.cpp
  5. 3 1
      lib/battle/CBattleInfoCallback.h
  6. 1 1
      lib/spells/CSpellHandler.cpp
  7. 54 10
      server/CGameHandler.cpp

+ 6 - 0
ChangeLog

@@ -13,6 +13,12 @@ GENERAL:
 - BLOCKS_RANGED_RETALIATION - disallow enemy ranged counterattack
 - SECONDARY_SKILL_VAL2 - set additional parameter for certain secondary skills
 - MANUAL_CONTROL - grant manual control over war machine
+- WIDE_BREATH - melee creature attacks affect many nearby hexes
+- FIRST_STRIKE - creature counterattacks before attack if possible
+- SYNERGY_TARGET - placeholder bonus for Mod Design Team (subject to removal in future)
+- SHOOTS_ALL_ADJACENT - makes creature shots affect all neighbouring hexes
+- BLOCK_MAGIC_BELOW - allows blocking spells below particular spell level. HotA cape artifact can be implemented with this
+- DESTRUCTION - creature ability for killing extra units after hit, configurable
 
 SPELLS:
 * Implemented cumulative effects for spells

+ 31 - 1
config/bonuses_texts.json

@@ -96,6 +96,12 @@
 		"description": "+${val} Defense when defending"
 	},
 
+	"DESTRUCTION":
+	{
+		"name": "Destruction",
+		"description": "Has ${val}% chance to kill extra units after attack"
+	},
+
 	"DOUBLE_DAMAGE_CHANCE":
 	{
 		"name": "Death Blow",
@@ -156,6 +162,12 @@
 		"description": "Reflects part of melee damage"
 	},
 
+	"FIRST_STRIKE":
+	{
+		"name": "First Strike",
+		"description": "This creature attacks first instead of retaliating"
+	},
+
 	"FEAR":
 	{
 		"name": "Fear",
@@ -347,6 +359,12 @@
 		"name": "Ranged",
 		"description": "Creature can shoot"
 	},
+
+	"SHOOTS_ALL_ADJACENT":
+	{
+		"name": "Shoot all around",
+		"description": "This creature's ranged attacks strike all targets in a small area"
+	},
 	
 	"SOUL_STEAL":
 	{
@@ -395,13 +413,19 @@
 		"name": "Aura of Resistance",
 		"description": "Nearby stacks get ${val}% resistance"
 	},
-	
+
 	"SUMMON_GUARDIANS":
 	{
 		"name": "Summon guardians",
 		"description": "At battle start summons ${subtype.creature} (${val}%)"
 	},
 
+	"SYNERGY_TARGET":
+	{
+		"name": "Synergizable",
+		"description": "This creature is vulnerable to synergy effect"
+	},
+
 	"TWO_HEX_ATTACK_BREATH":
 	{
 		"name": "Breath",
@@ -436,5 +460,11 @@
 	{
 		"name": "Water immunity",
 		"description": "Immune to all Water school spells"
+	},
+	
+	"WIDE_BREATH":
+	{
+		"name": "Wide breath",
+		"description": "Wide breath attack (multiple hexes)"
 	}
 }

+ 8 - 1
lib/HeroBonus.h

@@ -235,8 +235,15 @@ private:
 	BONUS_NAME(CATAPULT_EXTRA_SHOTS) /*val - number of additional shots, requires CATAPULT bonus to work*/\
 	BONUS_NAME(RANGED_RETALIATION) /*allows shooters to perform ranged retaliation*/\
 	BONUS_NAME(BLOCKS_RANGED_RETALIATION) /*disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus is for melee retaliation only*/\
-	BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/  \
+  	BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/  \
 	BONUS_NAME(MANUAL_CONTROL) /* manually control warmachine with id = subtype, chance = val */  \
+	BONUS_NAME(WIDE_BREATH) /* initial desigh: dragon breath affecting multiple nearby hexes */\
+	BONUS_NAME(FIRST_STRIKE) /* first counterattack, then attack if possible */\
+	BONUS_NAME(SYNERGY_TARGET) /* dummy skill for alternative upgrades mod */\
+	BONUS_NAME(SHOOTS_ALL_ADJACENT) /* H4 Cyclops-like shoot (attacks all hexes neighboring with target) without spell-like mechanics */\
+	BONUS_NAME(BLOCK_MAGIC_BELOW) /*blocks casting spells of the level < value */ \
+	BONUS_NAME(DESTRUCTION) /*kills extra units after hit, subtype = 0 - kill percentage of units, 1 - kill amount, val = chance in percent to trigger, additional info - amount/percentage to kill*/ \
+
 	/* end of list */
 
 

+ 79 - 19
lib/battle/CBattleInfoCallback.cpp

@@ -1155,21 +1155,21 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack
 	BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
 
 	//FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
-	bool reverse = isToReverse (hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
-	if (reverse && attacker->doubleWide())
+	bool reverse = isToReverse(hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
+	if(reverse && attacker->doubleWide())
 	{
 		hex = attacker->occupiedHex(hex); //the other hex stack stands on
 	}
-	if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
+	if(attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
 	{
-		boost::copy (attacker->getSurroundingHexes (attackerPos), vstd::set_inserter (at.hostileCreaturePositions));
+		boost::copy(attacker->getSurroundingHexes(attackerPos), vstd::set_inserter(at.hostileCreaturePositions));
 	}
-	if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
+	if(attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
 	{
 		std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
-		for (BattleHex tile : hexes)
+		for(BattleHex tile : hexes)
 		{
-			if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition (tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
+			if((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
 			{
 				const CStack * st = battleGetStackByPos(tile, true);
 				if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
@@ -1179,44 +1179,86 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack
 			}
 		}
 	}
-	if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition (destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
+	if(attacker->hasBonusOfType(Bonus::WIDE_BREATH))
+	{
+		std::vector<BattleHex> hexes = destinationTile.neighbouringTiles();
+		for(int i = 0; i<hexes.size(); i++)
+		{
+			if(hexes.at(i) == hex)
+			{
+				hexes.erase(hexes.begin() + i);
+				i = 0;
+			}
+		}
+		for(BattleHex tile : hexes)
+		{
+			//friendly stacks can also be damaged by Dragon Breath
+			if(battleGetStackByPos(tile, true))
+			{
+				if(battleGetStackByPos(tile, true) != attacker)
+					at.friendlyCreaturePositions.insert(tile);
+			}
+		}
+	}
+	else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition(destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
 	{
 		std::vector<BattleHex> hexes; //only one, in fact
 		int pseudoVector = destinationTile.hex - hex;
-		switch (pseudoVector)
+		switch(pseudoVector)
 		{
 		case 1:
 		case -1:
-			BattleHex::checkAndPush (destinationTile.hex + pseudoVector, hexes);
+			BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
 			break;
 		case WN: //17 //left-down or right-down
 		case -WN: //-17 //left-up or right-up
 		case WN + 1: //18 //right-down
 		case -WN + 1: //-16 //right-up
-			BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : -1), hexes);
+			BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : -1), hexes);
 			break;
-		case WN-1: //16 //left-down
-		case -WN-1: //-18 //left-up
-			BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : 0), hexes);
+		case WN - 1: //16 //left-down
+		case -WN - 1: //-18 //left-up
+			BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : 0), hexes);
 			break;
 		}
-		for (BattleHex tile : hexes)
+		for(BattleHex tile : hexes)
 		{
 			//friendly stacks can also be damaged by Dragon Breath
-			if (battleGetStackByPos (tile, true))
-				at.friendlyCreaturePositions.insert (tile);
+			if(battleGetStackByPos(tile, true))
+				at.friendlyCreaturePositions.insert(tile);
 		}
 	}
+	return at;
+}
+
+AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const CStack * attacker, BattleHex destinationTile, BattleHex attackerPos) const
+{
+	//does not return hex attacked directly
+	AttackableTiles at;
+	RETURN_IF_NOT_BATTLE(at);
+
+	if(attacker->hasBonusOfType(Bonus::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
+	{
+		std::vector<BattleHex> targetHexes = destinationTile.neighbouringTiles();
+		targetHexes.push_back(destinationTile);
+		boost::copy(targetHexes, vstd::set_inserter(at.hostileCreaturePositions));
+	}
 
 	return at;
 }
 
-std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
+std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
 {
 	std::set<const CStack*> attackedCres;
 	RETURN_IF_NOT_BATTLE(attackedCres);
 
-	AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
+	AttackableTiles at;
+
+	if(rangedAttack)
+		at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
+	else
+		at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
+
 	for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
 	{
 		const CStack * st = battleGetStackByPos(tile, true);
@@ -1628,6 +1670,24 @@ int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
 	return ret;
 }
 
+si8 CBattleInfoCallback::battleMinSpellLevel(ui8 side) const
+{
+	const IBonusBearer * node = nullptr;
+	if(const CGHeroInstance * h = battleGetFightingHero(side))
+		node = h;
+	else
+		node = getBattleNode();
+
+	if(!node)
+		return 0;
+
+	auto b = node->getBonuses(Selector::type(Bonus::BLOCK_MAGIC_BELOW));
+	if(b->size())
+		return b->totalValue();
+
+	return 0;
+}
+
 si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
 {
 	const IBonusBearer *node = nullptr;

+ 3 - 1
lib/battle/CBattleInfoCallback.h

@@ -75,6 +75,7 @@ public:
 	std::vector<BattleHex> getAttackableBattleHexes() const;
 
 	//*** MAGIC
+	si8 battleMinSpellLevel(ui8 side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
 	si8 battleMaxSpellLevel(ui8 side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
 	ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
 	ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const ISpellCaster * caster, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
@@ -93,7 +94,8 @@ public:
 	si8 battleGetTacticDist() const; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side)
 
 	AttackableTiles getPotentiallyAttackableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
-	std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
+	AttackableTiles getPotentiallyShootableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const;
+	std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
 	bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
 	bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
 

+ 1 - 1
lib/spells/CSpellHandler.cpp

@@ -194,7 +194,7 @@ ESpellCastProblem::ESpellCastProblem CSpell::canBeCast(const CBattleInfoCallback
 	//effect like Recanter's Cloak. Blocks also passive casting.
 	//TODO: check creature abilities to block
 	//TODO: check any possible caster
-	if(cb->battleMaxSpellLevel(side.get()) < level)
+	if(cb->battleMaxSpellLevel(side.get()) < level || cb->battleMinSpellLevel(side.get()) > level)
 		return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
 
 	const ESpellCastProblem::ESpellCastProblem specificProblem = mechanics->canBeCast(cb, mode, caster);

+ 54 - 10
server/CGameHandler.cpp

@@ -890,16 +890,14 @@ void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CSt
 	// only primary target
 	applyBattleEffects(bat, att, def, distance, false);
 
-	if (!bat.shot()) //multiple-hex attack - only in meele
-	{
-		std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
+	//multiple-hex normal attack
+	std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex, bat.shot()); //creatures other than primary target
 
-		for (const CStack * stack : attackedCreatures)
+	for (const CStack * stack : attackedCreatures)
+	{
+		if (stack != def) //do not hit same stack twice
 		{
-			if (stack != def) //do not hit same stack twice
-			{
-				applyBattleEffects(bat, att, stack, distance, true);
-			}
+			applyBattleEffects(bat, att, stack, distance, true);
 		}
 	}
 
@@ -912,11 +910,11 @@ void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CSt
 
 		//TODO: should spell override creature`s projectile?
 
-		auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
+		auto affectedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
 
 		//TODO: get exact attacked hex for defender
 
-		for (const CStack * stack : attackedCreatures)
+		for (const CStack * stack : affectedCreatures)
 		{
 			if (stack != def) //do not hit same stack twice
 			{
@@ -3937,6 +3935,19 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 
 			for (int i = 0; i < totalAttacks; ++i)
 			{
+				//first strike
+				if(i == 0 && destinationStack
+					&& destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE)
+					&& destinationStack->ableToRetaliate()
+					&& stack->alive()) //probably not needed
+				{
+					BattleAttack bat;
+					prepareAttack(bat, destinationStack, stack, 0, stack->position);
+					bat.flags |= BattleAttack::COUNTER;
+					sendAndApply(&bat);
+					handleAfterAttackCasting(bat);
+				}
+
 				if (stack &&
 					stack->alive() && //move can cause death, eg. by walking into the moat
 					destinationStack->alive())
@@ -3952,6 +3963,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 				//counterattack
 				if (i == 0 && destinationStack
 					&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
+					&& !destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE)
 					&& destinationStack->ableToRetaliate()
 					&& stack->alive()) //attacker may have died (fire shield)
 				{
@@ -3999,6 +4011,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 			if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
 				&& !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
 				&& destinationStack->ableToRetaliate()
+				&& gs->curB->battleCanShoot(destinationStack, stack->position)
 				&& stack->alive()) //attacker may have died (fire shield)
 			{
 				BattleAttack bat;
@@ -5406,6 +5419,37 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
 		sendAndApply(&victimInfo);
 		sendAndApply(&resurrectInfo);
 	}
+	if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
+	{
+		double chanceToTrigger = 0;
+		int amountToDie = 0;
+
+		if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
+		{
+			chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
+			int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo;
+			amountToDie = defender->getCount() * percentageToDie * 0.01f;
+		}
+		else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
+		{
+			chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
+			amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo;
+		}
+
+		vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
+
+		if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
+			return;
+
+		BattleStackAttacked bsa;
+		bsa.attackerID = -1;
+		bsa.stackAttacked = defender->ID;
+		bsa.damageAmount = amountToDie * defender->getCreature()->MaxHealth();
+		bsa.flags = BattleStackAttacked::SPELL_EFFECT;
+		bsa.spellID = SpellID::SLAYER;
+		defender->prepareAttacked(bsa, getRandomGenerator());
+		sendAndApply(&bsa);
+	}
 }
 
 void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)