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@@ -9,74 +9,365 @@
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*/
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#include "StdInc.h"
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#include "CStack.h"
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+#include "CGeneralTextHandler.h"
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#include "battle/BattleInfo.h"
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#include "spells/CSpellHandler.h"
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#include "CRandomGenerator.h"
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#include "NetPacks.h"
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-CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, ui8 Side, SlotID S)
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- : base(Base), ID(I), owner(O), slot(S), side(Side),
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- counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1),
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- firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
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+///CAmmo
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+CAmmo::CAmmo(const CStack * Owner, CSelector totalSelector):
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+ CStackResource(Owner), totalProxy(Owner, totalSelector)
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+{
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+
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+}
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+
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+int32_t CAmmo::available() const
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+{
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+ return total() - used;
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+}
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+
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+bool CAmmo::canUse(int32_t amount) const
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+{
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+ return available() - amount >= 0;
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+}
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+
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+void CAmmo::reset()
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+{
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+ used = 0;
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+}
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+
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+int32_t CAmmo::total() const
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+{
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+ return totalProxy->totalValue();
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+}
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+
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+void CAmmo::use(int32_t amount)
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+{
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+ if(available() - amount < 0)
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+ {
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+ logGlobal->error("Stack ammo overuse");
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+ used += available();
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+ }
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+ else
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+ used += amount;
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+}
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+
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+///CShots
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+CShots::CShots(const CStack * Owner):
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+ CAmmo(Owner, Selector::type(Bonus::SHOTS))
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+{
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+
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+}
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+
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+void CShots::use(int32_t amount)
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+{
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+ //don't remove ammo if we control a working ammo cart
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+ bool hasAmmoCart = false;
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+
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+ for(const CStack * st : owner->battle->stacks)
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+ {
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+ if(owner->battle->battleMatchOwner(st, owner, true) && st->getCreature()->idNumber == CreatureID::AMMO_CART && st->alive())
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+ {
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+ hasAmmoCart = true;
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+ break;
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+ }
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+ }
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+
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+ if(!hasAmmoCart)
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+ CAmmo::use(amount);
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+}
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+
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+///CCasts
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+CCasts::CCasts(const CStack * Owner):
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+ CAmmo(Owner, Selector::type(Bonus::CASTS))
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+{
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+
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+}
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+
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+///CRetaliations
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+CRetaliations::CRetaliations(const CStack * Owner):
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+ CAmmo(Owner, Selector::type(Bonus::ADDITIONAL_RETALIATION)), totalCache(0)
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+{
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+
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+}
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+
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+int32_t CRetaliations::total() const
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+{
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+ //after dispell bonus should remain during current round
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+ int32_t val = 1 + totalProxy->totalValue();
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+ vstd::amax(totalCache, val);
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+ return totalCache;
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+}
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+
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+void CRetaliations::reset()
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+{
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+ CAmmo::reset();
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+ totalCache = 0;
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+}
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+
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+///CHealth
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+CHealth::CHealth(const IUnitHealthInfo * Owner):
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+ owner(Owner)
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+{
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+ reset();
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+}
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+
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+CHealth::CHealth(const CHealth & other):
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+ owner(other.owner),
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+ firstHPleft(other.firstHPleft),
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+ fullUnits(other.fullUnits),
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+ resurrected(other.resurrected)
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+{
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+
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+}
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+
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+void CHealth::init()
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+{
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+ reset();
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+ fullUnits = owner->unitBaseAmount() > 1 ? owner->unitBaseAmount() - 1 : 0;
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+ firstHPleft = owner->unitBaseAmount() > 0 ? owner->unitMaxHealth() : 0;
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+}
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+
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+void CHealth::addResurrected(int32_t amount)
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+{
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+ resurrected += amount;
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+ vstd::amax(resurrected, 0);
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+}
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+
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+int64_t CHealth::available() const
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+{
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+ return static_cast<int64_t>(firstHPleft) + owner->unitMaxHealth() * fullUnits;
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+}
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+
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+int64_t CHealth::total() const
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+{
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+ return static_cast<int64_t>(owner->unitMaxHealth()) * owner->unitBaseAmount();
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+}
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+
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+void CHealth::damage(int32_t & amount)
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+{
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+ const int32_t oldCount = getCount();
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+
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+ const bool withKills = amount >= firstHPleft;
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+
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+ if(withKills)
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+ {
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+ int64_t totalHealth = available();
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+ if(amount > totalHealth)
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+ amount = totalHealth;
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+ totalHealth -= amount;
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+ if(totalHealth <= 0)
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+ {
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+ fullUnits = 0;
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+ firstHPleft = 0;
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+ }
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+ else
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+ {
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+ setFromTotal(totalHealth);
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+ }
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+ }
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+ else
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+ {
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+ firstHPleft -= amount;
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+ }
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+
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+ addResurrected(getCount() - oldCount);
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+}
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+
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+void CHealth::heal(int32_t & amount, EHealLevel level, EHealPower power)
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+{
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+ const int32_t unitHealth = owner->unitMaxHealth();
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+ const int32_t oldCount = getCount();
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+
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+ int32_t maxHeal = std::numeric_limits<int32_t>::max();
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+
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+ switch(level)
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+ {
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+ case EHealLevel::HEAL:
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+ maxHeal = std::max(0, unitHealth - firstHPleft);
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+ break;
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+ case EHealLevel::RESURRECT:
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+ maxHeal = total() - available();
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+ break;
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+ default:
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+ assert(level == EHealLevel::OVERHEAL);
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+ break;
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+ }
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+
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+ vstd::amax(maxHeal, 0);
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+ vstd::abetween(amount, 0, maxHeal);
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+
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+ if(amount == 0)
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+ return;
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+
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+ int64_t availableHealth = available();
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+
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+ availableHealth += amount;
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+ setFromTotal(availableHealth);
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+
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+ if(power == EHealPower::ONE_BATTLE)
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+ addResurrected(getCount() - oldCount);
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+ else
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+ assert(power == EHealPower::PERMANENT);
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+}
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+
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+void CHealth::setFromTotal(const int64_t totalHealth)
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+{
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+ const int32_t unitHealth = owner->unitMaxHealth();
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+ firstHPleft = totalHealth % unitHealth;
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+ fullUnits = totalHealth / unitHealth;
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+
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+ if(firstHPleft == 0 && fullUnits > 1)
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+ {
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+ firstHPleft = unitHealth;
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+ fullUnits -= 1;
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+ }
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+}
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+
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+void CHealth::reset()
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+{
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+ fullUnits = 0;
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+ firstHPleft = 0;
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+ resurrected = 0;
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+}
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+
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+int32_t CHealth::getCount() const
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+{
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+ return fullUnits + (firstHPleft > 0 ? 1 : 0);
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+}
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+
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+int32_t CHealth::getFirstHPleft() const
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+{
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+ return firstHPleft;
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+}
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+
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+int32_t CHealth::getResurrected() const
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+{
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+ return resurrected;
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+}
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+
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+void CHealth::fromInfo(const CHealthInfo & info)
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+{
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+ firstHPleft = info.firstHPleft;
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+ fullUnits = info.fullUnits;
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+ resurrected = info.resurrected;
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+}
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+
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+void CHealth::toInfo(CHealthInfo & info) const
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+{
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+ info.firstHPleft = firstHPleft;
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+ info.fullUnits = fullUnits;
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+ info.resurrected = resurrected;
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+}
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+
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+void CHealth::takeResurrected()
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+{
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+ if(resurrected != 0)
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+ {
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+ int64_t totalHealth = available();
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+
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+ totalHealth -= resurrected * owner->unitMaxHealth();
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+ vstd::amax(totalHealth, 0);
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+ setFromTotal(totalHealth);
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+ resurrected = 0;
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+ }
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+}
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+
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+///CStack
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+CStack::CStack(const CStackInstance * Base, PlayerColor O, int I, ui8 Side, SlotID S):
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+ base(Base), ID(I), owner(O), slot(S), side(Side),
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+ counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
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+ position()
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{
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assert(base);
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type = base->type;
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- count = baseAmount = base->count;
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+ baseAmount = base->count;
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+ health.init(); //???
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setNodeType(STACK_BATTLE);
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}
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-CStack::CStack()
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+
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+CStack::CStack():
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+ counterAttacks(this), shots(this), casts(this), health(this)
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{
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init();
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setNodeType(STACK_BATTLE);
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}
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-CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, ui8 Side, SlotID S)
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- : base(nullptr), ID(I), owner(O), slot(S), side(Side),
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- counterAttacksPerformed(0), counterAttacksTotalCache(0), cloneID(-1),
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- firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
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+
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+CStack::CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S):
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+ base(nullptr), ID(I), owner(O), slot(S), side(Side),
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+ counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
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+ position()
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{
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type = stack->type;
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- count = baseAmount = stack->count;
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+ baseAmount = stack->count;
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+ health.init(); //???
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setNodeType(STACK_BATTLE);
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}
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+int32_t CStack::getKilled() const
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+{
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+ int32_t res = baseAmount - health.getCount() + health.getResurrected();
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+ vstd::amax(res, 0);
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+ return res;
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+}
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+
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+int32_t CStack::getCount() const
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+{
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+ return health.getCount();
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+}
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+
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+int32_t CStack::getFirstHPleft() const
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+{
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+ return health.getFirstHPleft();
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+}
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+
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+const CCreature * CStack::getCreature() const
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+{
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+ return type;
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+}
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+
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void CStack::init()
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{
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base = nullptr;
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type = nullptr;
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ID = -1;
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- count = baseAmount = -1;
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- firstHPleft = -1;
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+ baseAmount = -1;
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owner = PlayerColor::NEUTRAL;
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slot = SlotID(255);
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side = 1;
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position = BattleHex();
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- counterAttacksPerformed = 0;
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- counterAttacksTotalCache = 0;
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cloneID = -1;
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-
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- shots = 0;
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- casts = 0;
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- resurrected = 0;
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}
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-void CStack::postInit()
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+void CStack::localInit(BattleInfo * battleInfo)
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{
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+ battle = battleInfo;
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+ cloneID = -1;
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assert(type);
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- assert(getParentNodes().size());
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- firstHPleft = MaxHealth();
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- shots = getCreature()->valOfBonuses(Bonus::SHOTS);
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- counterAttacksPerformed = 0;
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- counterAttacksTotalCache = 0;
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- casts = valOfBonuses(Bonus::CASTS);
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- resurrected = 0;
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- cloneID = -1;
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+ exportBonuses();
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+ if(base) //stack originating from "real" stack in garrison -> attach to it
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+ {
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+ attachTo(const_cast<CStackInstance *>(base));
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+ }
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+ else //attach directly to obj to which stack belongs and creature type
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+ {
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+ CArmedInstance * army = battle->battleGetArmyObject(side);
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+ attachTo(army);
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+ attachTo(const_cast<CCreature *>(type));
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+ }
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+
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+ shots.reset();
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+ counterAttacks.reset();
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+ casts.reset();
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+ health.init();
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}
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ui32 CStack::level() const
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{
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- if (base)
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+ if(base)
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return base->getLevel(); //creatture or commander
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else
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return std::max(1, (int)getCreature()->level); //war machine, clone etc
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@@ -85,19 +376,19 @@ ui32 CStack::level() const
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si32 CStack::magicResistance() const
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{
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si32 magicResistance;
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- if (base) //TODO: make war machines receive aura of magic resistance
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+ if(base) //TODO: make war machines receive aura of magic resistance
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{
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magicResistance = base->magicResistance();
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int auraBonus = 0;
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- for (const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
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- {
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- if (stack->owner == owner)
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+ for(const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
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{
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- vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
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+ if(stack->owner == owner)
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+ {
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+ vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
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+ }
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}
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- }
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magicResistance += auraBonus;
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- vstd::amin (magicResistance, 100);
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+ vstd::amin(magicResistance, 100);
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}
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else
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magicResistance = type->magicResistance();
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@@ -106,18 +397,38 @@ si32 CStack::magicResistance() const
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bool CStack::willMove(int turn /*= 0*/) const
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{
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- return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
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- && !moved(turn)
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- && canMove(turn);
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+ return (turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING))
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+ && !moved(turn)
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+ && canMove(turn);
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}
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-bool CStack::canMove( int turn /*= 0*/ ) const
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+bool CStack::canMove(int turn /*= 0*/) const
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{
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return alive()
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- && !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
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+ && !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
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+}
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+
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+bool CStack::canCast() const
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+{
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+ return casts.canUse(1);//do not check specific cast abilities here
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+}
|
|
|
+
|
|
|
+bool CStack::isCaster() const
|
|
|
+{
|
|
|
+ return casts.total() > 0;//do not check specific cast abilities here
|
|
|
+}
|
|
|
+
|
|
|
+bool CStack::canShoot() const
|
|
|
+{
|
|
|
+ return shots.canUse(1) && hasBonusOfType(Bonus::SHOOTER);
|
|
|
+}
|
|
|
+
|
|
|
+bool CStack::isShooter() const
|
|
|
+{
|
|
|
+ return shots.total() > 0 && hasBonusOfType(Bonus::SHOOTER);
|
|
|
}
|
|
|
|
|
|
-bool CStack::moved( int turn /*= 0*/ ) const
|
|
|
+bool CStack::moved(int turn /*= 0*/) const
|
|
|
{
|
|
|
if(!turn)
|
|
|
return vstd::contains(state, EBattleStackState::MOVED);
|
|
@@ -197,26 +508,27 @@ std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
|
|
|
{
|
|
|
const int WN = GameConstants::BFIELD_WIDTH;
|
|
|
if(side == BattleSide::ATTACKER)
|
|
|
- { //position is equal to front hex
|
|
|
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
|
|
|
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
|
|
|
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
|
|
|
+ {
|
|
|
+ //position is equal to front hex
|
|
|
+ BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 2 : WN + 1), hexes);
|
|
|
+ BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 1 : WN), hexes);
|
|
|
+ BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN : WN - 1), hexes);
|
|
|
BattleHex::checkAndPush(hex - 2, hexes);
|
|
|
BattleHex::checkAndPush(hex + 1, hexes);
|
|
|
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
|
|
|
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
|
|
|
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
|
|
|
+ BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 2 : WN - 1), hexes);
|
|
|
+ BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 1 : WN), hexes);
|
|
|
+ BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN : WN + 1), hexes);
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
|
|
|
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
|
|
|
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
|
|
|
+ BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 1 : WN), hexes);
|
|
|
+ BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN : WN - 1), hexes);
|
|
|
+ BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN - 1 : WN - 2), hexes);
|
|
|
BattleHex::checkAndPush(hex + 2, hexes);
|
|
|
BattleHex::checkAndPush(hex - 1, hexes);
|
|
|
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
|
|
|
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
|
|
|
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
|
|
|
+ BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN - 1 : WN), hexes);
|
|
|
+ BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN : WN + 1), hexes);
|
|
|
+ BattleHex::checkAndPush(hex + ((hex / WN) % 2 ? WN + 1 : WN + 2), hexes);
|
|
|
}
|
|
|
return hexes;
|
|
|
}
|
|
@@ -248,15 +560,15 @@ std::vector<si32> CStack::activeSpells() const
|
|
|
std::stringstream cachingStr;
|
|
|
cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
|
|
|
CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT)
|
|
|
- .And(CSelector([](const Bonus *b)->bool
|
|
|
- {
|
|
|
- return b->type != Bonus::NONE;
|
|
|
- }));
|
|
|
+ .And(CSelector([](const Bonus * b)->bool
|
|
|
+ {
|
|
|
+ return b->type != Bonus::NONE;
|
|
|
+ }));
|
|
|
|
|
|
TBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
|
|
|
for(const std::shared_ptr<Bonus> it : *spellEffects)
|
|
|
{
|
|
|
- if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
|
|
|
+ if(!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
|
|
|
ret.push_back(it->sid);
|
|
|
}
|
|
|
|
|
@@ -273,22 +585,17 @@ const CGHeroInstance * CStack::getMyHero() const
|
|
|
if(base)
|
|
|
return dynamic_cast<const CGHeroInstance *>(base->armyObj);
|
|
|
else //we are attached directly?
|
|
|
- for(const CBonusSystemNode *n : getParentNodes())
|
|
|
+ for(const CBonusSystemNode * n : getParentNodes())
|
|
|
if(n->getNodeType() == HERO)
|
|
|
return dynamic_cast<const CGHeroInstance *>(n);
|
|
|
|
|
|
return nullptr;
|
|
|
}
|
|
|
|
|
|
-ui32 CStack::totalHealth() const
|
|
|
-{
|
|
|
- return ((count > 0) ? MaxHealth() * (count-1) : 0) + firstHPleft;//do not hide possible invalid firstHPleft for dead stack
|
|
|
-}
|
|
|
-
|
|
|
std::string CStack::nodeName() const
|
|
|
{
|
|
|
std::ostringstream oss;
|
|
|
- oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
|
|
|
+ oss << "Battle stack [" << ID << "]: " << health.getCount() << " creatures of ";
|
|
|
if(type)
|
|
|
oss << type->namePl;
|
|
|
else
|
|
@@ -300,65 +607,79 @@ std::string CStack::nodeName() const
|
|
|
return oss.str();
|
|
|
}
|
|
|
|
|
|
-std::pair<int,int> CStack::countKilledByAttack(int damageReceived) const
|
|
|
+CHealth CStack::healthAfterAttacked(int32_t & damage) const
|
|
|
{
|
|
|
- int newRemainingHP = 0;
|
|
|
- int killedCount = damageReceived / MaxHealth();
|
|
|
- unsigned damageFirst = damageReceived % MaxHealth();
|
|
|
+ return healthAfterAttacked(damage, health);
|
|
|
+}
|
|
|
|
|
|
- if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
|
|
|
+CHealth CStack::healthAfterAttacked(int32_t & damage, const CHealth & customHealth) const
|
|
|
+{
|
|
|
+ CHealth res = customHealth;
|
|
|
+
|
|
|
+ if(isClone())
|
|
|
{
|
|
|
- killedCount = count;
|
|
|
+ // block ability should not kill clone (0 damage)
|
|
|
+ if(damage > 0)
|
|
|
+ {
|
|
|
+ damage = 1;//??? what should be actual damage against clone?
|
|
|
+ res.reset();
|
|
|
+ }
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- if( firstHPleft <= damageFirst )
|
|
|
- {
|
|
|
- killedCount++;
|
|
|
- newRemainingHP = firstHPleft + MaxHealth() - damageFirst;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- newRemainingHP = firstHPleft - damageFirst;
|
|
|
- }
|
|
|
+ res.damage(damage);
|
|
|
}
|
|
|
|
|
|
- if(killedCount == count)
|
|
|
- newRemainingHP = 0;
|
|
|
+ return res;
|
|
|
+}
|
|
|
+
|
|
|
+CHealth CStack::healthAfterHealed(int32_t & toHeal, EHealLevel level, EHealPower power) const
|
|
|
+{
|
|
|
+ CHealth res = health;
|
|
|
+
|
|
|
+ if(level == EHealLevel::HEAL && power == EHealPower::ONE_BATTLE)
|
|
|
+ logGlobal->error("Heal for one battle does not make sense", nodeName(), toHeal);
|
|
|
+ else if(isClone())
|
|
|
+ logGlobal->error("Attempt to heal clone: %s for %d HP", nodeName(), toHeal);
|
|
|
+ else
|
|
|
+ res.heal(toHeal, level, power);
|
|
|
|
|
|
- return std::make_pair(killedCount, newRemainingHP);
|
|
|
+ return res;
|
|
|
}
|
|
|
|
|
|
-void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount /*= boost::none*/) const
|
|
|
+void CStack::prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand) const
|
|
|
{
|
|
|
- auto afterAttack = countKilledByAttack(bsa.damageAmount);
|
|
|
+ prepareAttacked(bsa, rand, health);
|
|
|
+}
|
|
|
|
|
|
- bsa.killedAmount = afterAttack.first;
|
|
|
- bsa.newHP = afterAttack.second;
|
|
|
+void CStack::prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand, const CHealth & customHealth) const
|
|
|
+{
|
|
|
+ CHealth afterAttack = healthAfterAttacked(bsa.damageAmount, customHealth);
|
|
|
|
|
|
+ bsa.killedAmount = customHealth.getCount() - afterAttack.getCount();
|
|
|
+ afterAttack.toInfo(bsa.newHealth);
|
|
|
+ bsa.newHealth.stackId = ID;
|
|
|
+ bsa.newHealth.delta = -bsa.damageAmount;
|
|
|
|
|
|
- if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
|
|
|
+ if(afterAttack.available() <= 0 && isClone())
|
|
|
{
|
|
|
bsa.flags |= BattleStackAttacked::CLONE_KILLED;
|
|
|
return; // no rebirth I believe
|
|
|
}
|
|
|
|
|
|
- const int countToUse = customCount ? *customCount : count;
|
|
|
-
|
|
|
- if(countToUse <= bsa.killedAmount) //stack killed
|
|
|
+ if(afterAttack.available() <= 0) //stack killed
|
|
|
{
|
|
|
- bsa.newAmount = 0;
|
|
|
bsa.flags |= BattleStackAttacked::KILLED;
|
|
|
- bsa.killedAmount = countToUse; //we cannot kill more creatures than we have
|
|
|
|
|
|
int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
|
|
|
- if(resurrectFactor > 0 && casts) //there must be casts left
|
|
|
+ if(resurrectFactor > 0 && canCast()) //there must be casts left
|
|
|
{
|
|
|
- int resurrectedStackCount = base->count * resurrectFactor / 100;
|
|
|
+ int resurrectedStackCount = baseAmount * resurrectFactor / 100;
|
|
|
|
|
|
// last stack has proportional chance to rebirth
|
|
|
- auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount;
|
|
|
- if (diff > rand.nextDouble(0, 0.99))
|
|
|
+ //FIXME: diff is always 0
|
|
|
+ auto diff = baseAmount * resurrectFactor / 100.0 - resurrectedStackCount;
|
|
|
+ if(diff > rand.nextDouble(0, 0.99))
|
|
|
{
|
|
|
resurrectedStackCount += 1;
|
|
|
}
|
|
@@ -372,64 +693,45 @@ void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand,
|
|
|
if(resurrectedStackCount > 0)
|
|
|
{
|
|
|
bsa.flags |= BattleStackAttacked::REBIRTH;
|
|
|
- bsa.newAmount = resurrectedStackCount; //risky?
|
|
|
- bsa.newHP = MaxHealth(); //resore full health
|
|
|
+ //TODO: use StackHealedOrResurrected
|
|
|
+ bsa.newHealth.firstHPleft = MaxHealth();
|
|
|
+ bsa.newHealth.fullUnits = resurrectedStackCount - 1;
|
|
|
+ bsa.newHealth.resurrected = 0; //TODO: add one-battle rebirth?
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
- else
|
|
|
- {
|
|
|
- bsa.newAmount = countToUse - bsa.killedAmount;
|
|
|
- }
|
|
|
}
|
|
|
|
|
|
bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
|
|
|
{
|
|
|
- if (!attackerPos.isValid())
|
|
|
- {
|
|
|
+ if(!attackerPos.isValid())
|
|
|
attackerPos = attacker->position;
|
|
|
- }
|
|
|
- if (!defenderPos.isValid())
|
|
|
- {
|
|
|
+ if(!defenderPos.isValid())
|
|
|
defenderPos = defender->position;
|
|
|
- }
|
|
|
|
|
|
return
|
|
|
- (BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
|
|
|
- || (attacker->doubleWide() //back <=> front
|
|
|
- && BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos) >= 0)
|
|
|
- || (defender->doubleWide() //front <=> back
|
|
|
- && BattleHex::mutualPosition(attackerPos, defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0)
|
|
|
+ (BattleHex::mutualPosition(attackerPos, defenderPos) >= 0)//front <=> front
|
|
|
+ || (attacker->doubleWide()//back <=> front
|
|
|
+ && BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos) >= 0)
|
|
|
+ || (defender->doubleWide()//front <=> back
|
|
|
+ && BattleHex::mutualPosition(attackerPos, defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0)
|
|
|
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
|
|
|
- && BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0);
|
|
|
+ && BattleHex::mutualPosition(attackerPos + (attacker->side == BattleSide::ATTACKER ? -1 : 1), defenderPos + (defender->side == BattleSide::ATTACKER ? -1 : 1)) >= 0);
|
|
|
|
|
|
}
|
|
|
|
|
|
-bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
|
|
|
+bool CStack::ableToRetaliate() const
|
|
|
{
|
|
|
return alive()
|
|
|
- && (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
|
|
|
- && !hasBonusOfType(Bonus::SIEGE_WEAPON)
|
|
|
- && !hasBonusOfType(Bonus::HYPNOTIZED)
|
|
|
- && !hasBonusOfType(Bonus::NO_RETALIATION);
|
|
|
-}
|
|
|
-
|
|
|
-ui8 CStack::counterAttacksTotal() const
|
|
|
-{
|
|
|
- //after dispell bonus should remain during current round
|
|
|
- ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
|
|
|
- vstd::amax(counterAttacksTotalCache, val);
|
|
|
- return counterAttacksTotalCache;
|
|
|
-}
|
|
|
-
|
|
|
-si8 CStack::counterAttacksRemaining() const
|
|
|
-{
|
|
|
- return counterAttacksTotal() - counterAttacksPerformed;
|
|
|
+ && (counterAttacks.canUse() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
|
|
|
+ && !hasBonusOfType(Bonus::SIEGE_WEAPON)
|
|
|
+ && !hasBonusOfType(Bonus::HYPNOTIZED)
|
|
|
+ && !hasBonusOfType(Bonus::NO_RETALIATION);
|
|
|
}
|
|
|
|
|
|
std::string CStack::getName() const
|
|
|
{
|
|
|
- return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
|
|
|
+ return (health.getCount() == 1) ? type->nameSing : type->namePl; //War machines can't use base
|
|
|
}
|
|
|
|
|
|
bool CStack::isValidTarget(bool allowDead/* = false*/) const
|
|
@@ -442,9 +744,14 @@ bool CStack::isDead() const
|
|
|
return !alive() && !isGhost();
|
|
|
}
|
|
|
|
|
|
+bool CStack::isClone() const
|
|
|
+{
|
|
|
+ return vstd::contains(state, EBattleStackState::CLONED);
|
|
|
+}
|
|
|
+
|
|
|
bool CStack::isGhost() const
|
|
|
{
|
|
|
- return vstd::contains(state,EBattleStackState::GHOST);
|
|
|
+ return vstd::contains(state, EBattleStackState::GHOST);
|
|
|
}
|
|
|
|
|
|
bool CStack::isTurret() const
|
|
@@ -454,9 +761,9 @@ bool CStack::isTurret() const
|
|
|
|
|
|
bool CStack::canBeHealed() const
|
|
|
{
|
|
|
- return firstHPleft < MaxHealth()
|
|
|
- && isValidTarget()
|
|
|
- && !hasBonusOfType(Bonus::SIEGE_WEAPON);
|
|
|
+ return getFirstHPleft() < MaxHealth()
|
|
|
+ && isValidTarget()
|
|
|
+ && !hasBonusOfType(Bonus::SIEGE_WEAPON);
|
|
|
}
|
|
|
|
|
|
void CStack::makeGhost()
|
|
@@ -467,26 +774,13 @@ void CStack::makeGhost()
|
|
|
|
|
|
bool CStack::alive() const //determines if stack is alive
|
|
|
{
|
|
|
- return vstd::contains(state,EBattleStackState::ALIVE);
|
|
|
-}
|
|
|
-
|
|
|
-ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const
|
|
|
-{
|
|
|
- if(!resurrect && !alive())
|
|
|
- {
|
|
|
- logGlobal->warnStream() <<"Attempt to heal corpse detected.";
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- return std::min<ui32>(toHeal, MaxHealth() - firstHPleft + (resurrect ? (baseAmount - count) * MaxHealth() : 0));
|
|
|
+ return vstd::contains(state, EBattleStackState::ALIVE);
|
|
|
}
|
|
|
|
|
|
ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
|
|
|
{
|
|
|
int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
|
|
|
-
|
|
|
vstd::abetween(skill, 0, 3);
|
|
|
-
|
|
|
return skill;
|
|
|
}
|
|
|
|
|
@@ -503,37 +797,91 @@ int CStack::getEffectLevel(const CSpell * spell) const
|
|
|
|
|
|
int CStack::getEffectPower(const CSpell * spell) const
|
|
|
{
|
|
|
- return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * count / 100;
|
|
|
+ return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * health.getCount() / 100;
|
|
|
}
|
|
|
|
|
|
int CStack::getEnchantPower(const CSpell * spell) const
|
|
|
{
|
|
|
int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
|
|
|
- if(res<=0)
|
|
|
+ if(res <= 0)
|
|
|
res = 3;//default for creatures
|
|
|
return res;
|
|
|
}
|
|
|
|
|
|
int CStack::getEffectValue(const CSpell * spell) const
|
|
|
{
|
|
|
- return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * count;
|
|
|
+ return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * health.getCount();
|
|
|
}
|
|
|
|
|
|
const PlayerColor CStack::getOwner() const
|
|
|
{
|
|
|
- return owner;
|
|
|
+ return battle->battleGetOwner(this);
|
|
|
}
|
|
|
|
|
|
void CStack::getCasterName(MetaString & text) const
|
|
|
{
|
|
|
//always plural name in case of spell cast.
|
|
|
- text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
|
|
|
+ addNameReplacement(text, true);
|
|
|
}
|
|
|
|
|
|
-void CStack::getCastDescription(const CSpell * spell, const std::vector<const CStack*> & attacked, MetaString & text) const
|
|
|
+void CStack::getCastDescription(const CSpell * spell, const std::vector<const CStack *> & attacked, MetaString & text) const
|
|
|
{
|
|
|
text.addTxt(MetaString::GENERAL_TXT, 565);//The %s casts %s
|
|
|
//todo: use text 566 for single creature
|
|
|
getCasterName(text);
|
|
|
text.addReplacement(MetaString::SPELL_NAME, spell->id.toEnum());
|
|
|
}
|
|
|
+
|
|
|
+int32_t CStack::unitMaxHealth() const
|
|
|
+{
|
|
|
+ return MaxHealth();
|
|
|
+}
|
|
|
+
|
|
|
+int32_t CStack::unitBaseAmount() const
|
|
|
+{
|
|
|
+ return baseAmount;
|
|
|
+}
|
|
|
+
|
|
|
+void CStack::addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural) const
|
|
|
+{
|
|
|
+ if(boost::logic::indeterminate(plural))
|
|
|
+ serial = VLC->generaltexth->pluralText(serial, health.getCount());
|
|
|
+ else if(plural)
|
|
|
+ serial = VLC->generaltexth->pluralText(serial, 2);
|
|
|
+ else
|
|
|
+ serial = VLC->generaltexth->pluralText(serial, 1);
|
|
|
+
|
|
|
+ text.addTxt(type, serial);
|
|
|
+}
|
|
|
+
|
|
|
+void CStack::addNameReplacement(MetaString & text, const boost::logic::tribool & plural) const
|
|
|
+{
|
|
|
+ if(boost::logic::indeterminate(plural))
|
|
|
+ text.addCreReplacement(type->idNumber, health.getCount());
|
|
|
+ else if(plural)
|
|
|
+ text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
|
|
|
+ else
|
|
|
+ text.addReplacement(MetaString::CRE_SING_NAMES, type->idNumber.num);
|
|
|
+}
|
|
|
+
|
|
|
+std::string CStack::formatGeneralMessage(const int32_t baseTextId) const
|
|
|
+{
|
|
|
+ const int32_t textId = VLC->generaltexth->pluralText(baseTextId, health.getCount());
|
|
|
+
|
|
|
+ MetaString text;
|
|
|
+ text.addTxt(MetaString::GENERAL_TXT, textId);
|
|
|
+ text.addCreReplacement(type->idNumber, health.getCount());
|
|
|
+
|
|
|
+ return text.toString();
|
|
|
+}
|
|
|
+
|
|
|
+void CStack::setHealth(const CHealthInfo & value)
|
|
|
+{
|
|
|
+ health.reset();
|
|
|
+ health.fromInfo(value);
|
|
|
+}
|
|
|
+
|
|
|
+void CStack::setHealth(const CHealth & value)
|
|
|
+{
|
|
|
+ health = value;
|
|
|
+}
|