BattleSpellMechanics.cpp 18 KB

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  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. ESpellCastProblem::ESpellCastProblem DispellMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  138. {
  139. //todo: check for lower level
  140. std::stringstream cachingStr;
  141. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  142. for(const CStack * s : cb->battleAliveStacks())
  143. {
  144. if(s->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  145. {
  146. return ESpellCastProblem::OK;
  147. }
  148. }
  149. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  150. }
  151. ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  152. {
  153. //DISPELL ignores all immunities
  154. return ESpellCastProblem::OK;
  155. }
  156. ///EarthquakeMechanics
  157. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  158. {
  159. if(nullptr == parameters.cb->town)
  160. {
  161. env->complain("EarthquakeMechanics: not town siege");
  162. return;
  163. }
  164. if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
  165. {
  166. env->complain("EarthquakeMechanics: town has no fort");
  167. return;
  168. }
  169. //start with all destructible parts
  170. std::set<EWallPart::EWallPart> possibleTargets =
  171. {
  172. EWallPart::KEEP,
  173. EWallPart::BOTTOM_TOWER,
  174. EWallPart::BOTTOM_WALL,
  175. EWallPart::BELOW_GATE,
  176. EWallPart::OVER_GATE,
  177. EWallPart::UPPER_WALL,
  178. EWallPart::UPPER_TOWER,
  179. EWallPart::GATE
  180. };
  181. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  182. const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
  183. CatapultAttack ca;
  184. ca.attacker = -1;
  185. for(int i = 0; i < targetsToAttack; i++)
  186. {
  187. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  188. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  189. auto & currentHP = parameters.cb->si.wallState;
  190. if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
  191. continue;
  192. CatapultAttack::AttackInfo attackInfo;
  193. attackInfo.damageDealt = 1;
  194. attackInfo.attackedPart = target;
  195. attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
  196. ca.attackedParts.push_back(attackInfo);
  197. //removing creatures in turrets / keep if one is destroyed
  198. BattleHex posRemove;
  199. switch(target)
  200. {
  201. case EWallPart::KEEP:
  202. posRemove = -2;
  203. break;
  204. case EWallPart::BOTTOM_TOWER:
  205. posRemove = -3;
  206. break;
  207. case EWallPart::UPPER_TOWER:
  208. posRemove = -4;
  209. break;
  210. }
  211. if(posRemove != BattleHex::INVALID)
  212. {
  213. BattleStacksRemoved bsr;
  214. for(auto & elem : parameters.cb->stacks)
  215. {
  216. if(elem->position == posRemove)
  217. {
  218. bsr.stackIDs.insert(elem->ID);
  219. break;
  220. }
  221. }
  222. if(bsr.stackIDs.size() > 0)
  223. env->sendAndApply(&bsr);
  224. }
  225. };
  226. env->sendAndApply(&ca);
  227. }
  228. ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  229. {
  230. if(nullptr == cb->battleGetDefendedTown())
  231. {
  232. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  233. }
  234. if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
  235. {
  236. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  237. }
  238. if(owner->getTargetInfo(0).smart) //TODO: use real spell level
  239. {
  240. //if spell targeting is smart, then only attacker can use it
  241. if(cb->playerToSide(player) != 0)
  242. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  243. }
  244. return ESpellCastProblem::OK;
  245. }
  246. ///HypnotizeMechanics
  247. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  248. {
  249. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  250. {
  251. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  252. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  253. //apply 'damage' bonus for hypnotize, including hero specialty
  254. ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  255. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
  256. if (subjectHealth > maxHealth)
  257. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  258. }
  259. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  260. }
  261. ///ObstacleMechanics
  262. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  263. {
  264. auto placeObstacle = [&, this](BattleHex pos)
  265. {
  266. static int obstacleIdToGive = parameters.cb->obstacles.size()
  267. ? (parameters.cb->obstacles.back()->uniqueID+1)
  268. : 0;
  269. auto obstacle = make_shared<SpellCreatedObstacle>();
  270. switch(owner->id) // :/
  271. {
  272. case SpellID::QUICKSAND:
  273. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  274. obstacle->turnsRemaining = -1;
  275. obstacle->visibleForAnotherSide = false;
  276. break;
  277. case SpellID::LAND_MINE:
  278. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  279. obstacle->turnsRemaining = -1;
  280. obstacle->visibleForAnotherSide = false;
  281. break;
  282. case SpellID::FIRE_WALL:
  283. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  284. obstacle->turnsRemaining = 2;
  285. obstacle->visibleForAnotherSide = true;
  286. break;
  287. case SpellID::FORCE_FIELD:
  288. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  289. obstacle->turnsRemaining = 2;
  290. obstacle->visibleForAnotherSide = true;
  291. break;
  292. default:
  293. //this function cannot be used with spells that do not create obstacles
  294. assert(0);
  295. }
  296. obstacle->pos = pos;
  297. obstacle->casterSide = parameters.casterSide;
  298. obstacle->ID = owner->id;
  299. obstacle->spellLevel = parameters.spellLvl;
  300. obstacle->casterSpellPower = parameters.usedSpellPower;
  301. obstacle->uniqueID = obstacleIdToGive++;
  302. BattleObstaclePlaced bop;
  303. bop.obstacle = obstacle;
  304. env->sendAndApply(&bop);
  305. };
  306. switch(owner->id)
  307. {
  308. case SpellID::QUICKSAND:
  309. case SpellID::LAND_MINE:
  310. {
  311. std::vector<BattleHex> availableTiles;
  312. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  313. {
  314. BattleHex hex = i;
  315. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  316. availableTiles.push_back(hex);
  317. }
  318. boost::range::random_shuffle(availableTiles);
  319. const int patchesForSkill[] = {4, 4, 6, 8};
  320. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  321. //land mines or quicksand patches are handled as spell created obstacles
  322. for (int i = 0; i < patchesToPut; i++)
  323. placeObstacle(availableTiles.at(i));
  324. }
  325. break;
  326. case SpellID::FORCE_FIELD:
  327. placeObstacle(parameters.destination);
  328. break;
  329. case SpellID::FIRE_WALL:
  330. {
  331. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  332. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  333. for(BattleHex hex : affectedHexes)
  334. placeObstacle(hex);
  335. }
  336. break;
  337. default:
  338. assert(0);
  339. }
  340. }
  341. ///WallMechanics
  342. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  343. {
  344. std::vector<BattleHex> ret;
  345. //Special case - shape of obstacle depends on caster's side
  346. //TODO make it possible through spell config
  347. BattleHex::EDir firstStep, secondStep;
  348. if(side)
  349. {
  350. firstStep = BattleHex::TOP_LEFT;
  351. secondStep = BattleHex::TOP_RIGHT;
  352. }
  353. else
  354. {
  355. firstStep = BattleHex::TOP_RIGHT;
  356. secondStep = BattleHex::TOP_LEFT;
  357. }
  358. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  359. auto addIfValid = [&](BattleHex hex)
  360. {
  361. if(hex.isValid())
  362. ret.push_back(hex);
  363. else if(outDroppedHexes)
  364. *outDroppedHexes = true;
  365. };
  366. ret.push_back(centralHex);
  367. addIfValid(centralHex.moveInDir(firstStep, false));
  368. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  369. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  370. return ret;
  371. }
  372. ///RemoveObstacleMechanics
  373. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  374. {
  375. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  376. {
  377. ObstaclesRemoved obr;
  378. obr.obstacles.insert(obstacleToRemove->uniqueID);
  379. env->sendAndApply(&obr);
  380. }
  381. else
  382. env->complain("There's no obstacle to remove!");
  383. }
  384. ///SpecialRisingSpellMechanics
  385. ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  386. {
  387. // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
  388. bool targetExists = false;
  389. bool targetToSacrificeExists = false;
  390. for(const CStack * stack : cb->battleGetAllStacks())
  391. {
  392. //using isImmuneBy directly as this mechanics does not have overridden immunity check
  393. //therefore we do not need to check caster and casting mode
  394. //TODO: check that we really should check immunity for both stacks
  395. const bool immune = ESpellCastProblem::OK != owner->isImmuneBy(stack);
  396. const bool casterStack = stack->owner == player;
  397. if(!immune && casterStack)
  398. {
  399. if(stack->alive())
  400. targetToSacrificeExists = true;
  401. else
  402. targetExists = true;
  403. if(targetExists && targetToSacrificeExists)
  404. break;
  405. }
  406. }
  407. if(targetExists && targetToSacrificeExists)
  408. return ESpellCastProblem::OK;
  409. else
  410. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  411. }
  412. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  413. {
  414. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  415. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  416. //set another active stack than the one removed, or bad things will happen
  417. //TODO: make that part of BattleStacksRemoved? what about client update?
  418. {
  419. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  420. BattleSetActiveStack sas;
  421. //std::vector<const CStack *> hlp;
  422. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  423. //if(hlp.size())
  424. //{
  425. // sas.stack = hlp[0]->ID;
  426. //}
  427. //else
  428. // complain ("No new stack to activate!");
  429. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  430. env->sendAndApply(&sas);
  431. }
  432. BattleStacksRemoved bsr;
  433. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  434. env->sendAndApply(&bsr);
  435. }
  436. ///SpecialRisingSpellMechanics
  437. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  438. {
  439. // following does apply to resurrect and animate dead(?) only
  440. // for sacrifice health calculation and health limit check don't matter
  441. if(obj->count >= obj->baseAmount)
  442. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  443. if(caster) //FIXME: Archangels can cast immune stack
  444. {
  445. auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  446. if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  447. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  448. }
  449. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  450. }
  451. ///SummonMechanics
  452. ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  453. {
  454. const ui8 side = cb->playerToSide(player);
  455. //IDs of summon elemental spells (fire, earth, water, air)
  456. int spellIDs[] = { SpellID::SUMMON_FIRE_ELEMENTAL, SpellID::SUMMON_EARTH_ELEMENTAL,
  457. SpellID::SUMMON_WATER_ELEMENTAL, SpellID::SUMMON_AIR_ELEMENTAL };
  458. //(fire, earth, water, air) elementals
  459. int creIDs[] = {CreatureID::FIRE_ELEMENTAL, CreatureID::EARTH_ELEMENTAL,
  460. CreatureID::WATER_ELEMENTAL, CreatureID::AIR_ELEMENTAL};
  461. int arpos = vstd::find_pos(spellIDs, owner->id);
  462. if(arpos < ARRAY_COUNT(spellIDs))
  463. {
  464. //check if there are summoned elementals of other type
  465. for(const CStack * st : cb->battleAliveStacks(side))
  466. if(vstd::contains(st->state, EBattleStackState::SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])
  467. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  468. }
  469. return ESpellCastProblem::OK;
  470. }
  471. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  472. {
  473. //todo: make configurable
  474. CreatureID creID = CreatureID::NONE;
  475. switch(owner->id)
  476. {
  477. case SpellID::SUMMON_FIRE_ELEMENTAL:
  478. creID = CreatureID::FIRE_ELEMENTAL;
  479. break;
  480. case SpellID::SUMMON_EARTH_ELEMENTAL:
  481. creID = CreatureID::EARTH_ELEMENTAL;
  482. break;
  483. case SpellID::SUMMON_WATER_ELEMENTAL:
  484. creID = CreatureID::WATER_ELEMENTAL;
  485. break;
  486. case SpellID::SUMMON_AIR_ELEMENTAL:
  487. creID = CreatureID::AIR_ELEMENTAL;
  488. break;
  489. default:
  490. env->complain("Unable to determine summoned creature");
  491. return;
  492. }
  493. BattleStackAdded bsa;
  494. bsa.creID = creID;
  495. bsa.attacker = !(bool)parameters.casterSide;
  496. bsa.summoned = true;
  497. bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
  498. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  499. int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  500. bsa.amount = parameters.usedSpellPower
  501. * owner->getPower(parameters.spellLvl)
  502. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  503. if(bsa.amount)
  504. env->sendAndApply(&bsa);
  505. else
  506. env->complain("Summoning didn't summon any!");
  507. }
  508. ///TeleportMechanics
  509. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  510. {
  511. BattleStackMoved bsm;
  512. bsm.distance = -1;
  513. bsm.stack = parameters.selectedStack->ID;
  514. std::vector<BattleHex> tiles;
  515. tiles.push_back(parameters.destination);
  516. bsm.tilesToMove = tiles;
  517. bsm.teleporting = true;
  518. env->sendAndApply(&bsm);
  519. }