BattleSpellMechanics.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419
  1. /*
  2. * BattleSpellMechanics.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleSpellMechanics.h"
  12. #include "../NetPacks.h"
  13. #include "../BattleState.h"
  14. ///ChainLightningMechanics
  15. std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  16. {
  17. std::set<const CStack* > attackedCres;
  18. std::set<BattleHex> possibleHexes;
  19. for(auto stack : ctx.cb->battleGetAllStacks())
  20. {
  21. if(stack->isValidTarget())
  22. {
  23. for(auto hex : stack->getHexes())
  24. {
  25. possibleHexes.insert (hex);
  26. }
  27. }
  28. }
  29. int targetsOnLevel[4] = {4, 4, 5, 5};
  30. BattleHex lightningHex = ctx.destination;
  31. for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
  32. {
  33. auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
  34. if(!stack)
  35. break;
  36. attackedCres.insert (stack);
  37. for(auto hex : stack->getHexes())
  38. {
  39. possibleHexes.erase(hex); //can't hit same place twice
  40. }
  41. if(possibleHexes.empty()) //not enough targets
  42. break;
  43. lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
  44. }
  45. return attackedCres;
  46. }
  47. ///CloneMechanics
  48. void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  49. {
  50. const CStack * clonedStack = nullptr;
  51. if(ctx.attackedCres.size())
  52. clonedStack = *ctx.attackedCres.begin();
  53. if(!clonedStack)
  54. {
  55. env->complain ("No target stack to clone!");
  56. return;
  57. }
  58. const int attacker = !(bool)parameters.casterSide;
  59. BattleStackAdded bsa;
  60. bsa.creID = clonedStack->type->idNumber;
  61. bsa.attacker = attacker;
  62. bsa.summoned = true;
  63. bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
  64. bsa.amount = clonedStack->count;
  65. env->sendAndApply(&bsa);
  66. BattleSetStackProperty ssp;
  67. ssp.stackID = bsa.newStackID;//we know stack ID after apply
  68. ssp.which = BattleSetStackProperty::CLONED;
  69. ssp.val = 0;
  70. ssp.absolute = 1;
  71. env->sendAndApply(&ssp);
  72. }
  73. ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  74. {
  75. //can't clone already cloned creature
  76. if(vstd::contains(obj->state, EBattleStackState::CLONED))
  77. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  78. //TODO: how about stacks casting Clone?
  79. //currently Clone casted by stack is assumed Expert level
  80. ui8 schoolLevel;
  81. if(caster)
  82. {
  83. schoolLevel = caster->getSpellSchoolLevel(owner);
  84. }
  85. else
  86. {
  87. schoolLevel = 3;
  88. }
  89. if(schoolLevel < 3)
  90. {
  91. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  92. int creLevel = obj->getCreature()->level;
  93. if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  94. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  95. }
  96. //use default algorithm only if there is no mechanics-related problem
  97. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  98. }
  99. ///CureMechanics
  100. void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  101. {
  102. DefaultSpellMechanics::applyBattle(battle, packet);
  103. for(auto stackID : packet->affectedCres)
  104. {
  105. if(vstd::contains(packet->resisted, stackID))
  106. {
  107. logGlobal->errorStream() << "Resistance to positive spell CURE";
  108. continue;
  109. }
  110. CStack *s = battle->getStack(stackID);
  111. s->popBonuses([&](const Bonus *b) -> bool
  112. {
  113. if(b->source == Bonus::SPELL_EFFECT)
  114. {
  115. CSpell * sp = SpellID(b->sid).toSpell();
  116. return sp->isNegative();
  117. }
  118. return false; //not a spell effect
  119. });
  120. }
  121. }
  122. ///DispellMechanics
  123. void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  124. {
  125. DefaultSpellMechanics::applyBattle(battle, packet);
  126. for(auto stackID : packet->affectedCres)
  127. {
  128. if(vstd::contains(packet->resisted, stackID))
  129. continue;
  130. CStack *s = battle->getStack(stackID);
  131. s->popBonuses([&](const Bonus *b) -> bool
  132. {
  133. return Selector::sourceType(Bonus::SPELL_EFFECT)(b);
  134. });
  135. }
  136. }
  137. ///HypnotizeMechanics
  138. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  139. {
  140. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  141. {
  142. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  143. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  144. //apply 'damage' bonus for hypnotize, including hero specialty
  145. ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  146. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
  147. if (subjectHealth > maxHealth)
  148. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  149. }
  150. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  151. }
  152. ///ObstacleMechanics
  153. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  154. {
  155. auto placeObstacle = [&, this](BattleHex pos)
  156. {
  157. static int obstacleIdToGive = parameters.cb->obstacles.size()
  158. ? (parameters.cb->obstacles.back()->uniqueID+1)
  159. : 0;
  160. auto obstacle = make_shared<SpellCreatedObstacle>();
  161. switch(owner->id) // :/
  162. {
  163. case SpellID::QUICKSAND:
  164. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  165. obstacle->turnsRemaining = -1;
  166. obstacle->visibleForAnotherSide = false;
  167. break;
  168. case SpellID::LAND_MINE:
  169. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  170. obstacle->turnsRemaining = -1;
  171. obstacle->visibleForAnotherSide = false;
  172. break;
  173. case SpellID::FIRE_WALL:
  174. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  175. obstacle->turnsRemaining = 2;
  176. obstacle->visibleForAnotherSide = true;
  177. break;
  178. case SpellID::FORCE_FIELD:
  179. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  180. obstacle->turnsRemaining = 2;
  181. obstacle->visibleForAnotherSide = true;
  182. break;
  183. default:
  184. //this function cannot be used with spells that do not create obstacles
  185. assert(0);
  186. }
  187. obstacle->pos = pos;
  188. obstacle->casterSide = parameters.casterSide;
  189. obstacle->ID = owner->id;
  190. obstacle->spellLevel = parameters.spellLvl;
  191. obstacle->casterSpellPower = parameters.usedSpellPower;
  192. obstacle->uniqueID = obstacleIdToGive++;
  193. BattleObstaclePlaced bop;
  194. bop.obstacle = obstacle;
  195. env->sendAndApply(&bop);
  196. };
  197. switch(owner->id)
  198. {
  199. case SpellID::QUICKSAND:
  200. case SpellID::LAND_MINE:
  201. {
  202. std::vector<BattleHex> availableTiles;
  203. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  204. {
  205. BattleHex hex = i;
  206. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  207. availableTiles.push_back(hex);
  208. }
  209. boost::range::random_shuffle(availableTiles);
  210. const int patchesForSkill[] = {4, 4, 6, 8};
  211. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  212. //land mines or quicksand patches are handled as spell created obstacles
  213. for (int i = 0; i < patchesToPut; i++)
  214. placeObstacle(availableTiles.at(i));
  215. }
  216. break;
  217. case SpellID::FORCE_FIELD:
  218. placeObstacle(parameters.destination);
  219. break;
  220. case SpellID::FIRE_WALL:
  221. {
  222. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  223. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  224. for(BattleHex hex : affectedHexes)
  225. placeObstacle(hex);
  226. }
  227. break;
  228. default:
  229. assert(0);
  230. }
  231. }
  232. ///WallMechanics
  233. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  234. {
  235. std::vector<BattleHex> ret;
  236. //Special case - shape of obstacle depends on caster's side
  237. //TODO make it possible through spell config
  238. BattleHex::EDir firstStep, secondStep;
  239. if(side)
  240. {
  241. firstStep = BattleHex::TOP_LEFT;
  242. secondStep = BattleHex::TOP_RIGHT;
  243. }
  244. else
  245. {
  246. firstStep = BattleHex::TOP_RIGHT;
  247. secondStep = BattleHex::TOP_LEFT;
  248. }
  249. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  250. auto addIfValid = [&](BattleHex hex)
  251. {
  252. if(hex.isValid())
  253. ret.push_back(hex);
  254. else if(outDroppedHexes)
  255. *outDroppedHexes = true;
  256. };
  257. ret.push_back(centralHex);
  258. addIfValid(centralHex.moveInDir(firstStep, false));
  259. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  260. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  261. return ret;
  262. }
  263. ///RemoveObstacleMechanics
  264. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  265. {
  266. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  267. {
  268. ObstaclesRemoved obr;
  269. obr.obstacles.insert(obstacleToRemove->uniqueID);
  270. env->sendAndApply(&obr);
  271. }
  272. else
  273. env->complain("There's no obstacle to remove!");
  274. }
  275. ///SpecialRisingSpellMechanics
  276. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  277. {
  278. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  279. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  280. //set another active stack than the one removed, or bad things will happen
  281. //TODO: make that part of BattleStacksRemoved? what about client update?
  282. {
  283. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  284. BattleSetActiveStack sas;
  285. //std::vector<const CStack *> hlp;
  286. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  287. //if(hlp.size())
  288. //{
  289. // sas.stack = hlp[0]->ID;
  290. //}
  291. //else
  292. // complain ("No new stack to activate!");
  293. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  294. env->sendAndApply(&sas);
  295. }
  296. BattleStacksRemoved bsr;
  297. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  298. env->sendAndApply(&bsr);
  299. }
  300. ///SpecialRisingSpellMechanics
  301. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  302. {
  303. // following does apply to resurrect and animate dead(?) only
  304. // for sacrifice health calculation and health limit check don't matter
  305. if(obj->count >= obj->baseAmount)
  306. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  307. if(caster) //FIXME: Archangels can cast immune stack
  308. {
  309. auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  310. if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  311. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  312. }
  313. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  314. }
  315. ///SummonMechanics
  316. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  317. {
  318. //todo: make configurable
  319. CreatureID creID = CreatureID::NONE;
  320. switch(owner->id)
  321. {
  322. case SpellID::SUMMON_FIRE_ELEMENTAL:
  323. creID = CreatureID::FIRE_ELEMENTAL;
  324. break;
  325. case SpellID::SUMMON_EARTH_ELEMENTAL:
  326. creID = CreatureID::EARTH_ELEMENTAL;
  327. break;
  328. case SpellID::SUMMON_WATER_ELEMENTAL:
  329. creID = CreatureID::WATER_ELEMENTAL;
  330. break;
  331. case SpellID::SUMMON_AIR_ELEMENTAL:
  332. creID = CreatureID::AIR_ELEMENTAL;
  333. break;
  334. default:
  335. env->complain("Unable to determine summoned creature");
  336. return;
  337. }
  338. BattleStackAdded bsa;
  339. bsa.creID = creID;
  340. bsa.attacker = !(bool)parameters.casterSide;
  341. bsa.summoned = true;
  342. bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
  343. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  344. int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  345. bsa.amount = parameters.usedSpellPower
  346. * owner->getPower(parameters.spellLvl)
  347. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  348. if(bsa.amount)
  349. env->sendAndApply(&bsa);
  350. else
  351. env->complain("Summoning didn't summon any!");
  352. }
  353. ///TeleportMechanics
  354. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  355. {
  356. BattleStackMoved bsm;
  357. bsm.distance = -1;
  358. bsm.stack = parameters.selectedStack->ID;
  359. std::vector<BattleHex> tiles;
  360. tiles.push_back(parameters.destination);
  361. bsm.tilesToMove = tiles;
  362. bsm.teleporting = true;
  363. env->sendAndApply(&bsm);
  364. }