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. ///AntimagicMechanics
  15. void AntimagicMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  16. {
  17. DefaultSpellMechanics::applyBattle(battle, packet);
  18. for(auto stackID : packet->affectedCres)
  19. {
  20. if(vstd::contains(packet->resisted, stackID))
  21. {
  22. logGlobal->errorStream() << "Resistance to positive spell " << owner->name;
  23. continue;
  24. }
  25. CStack * s = battle->getStack(stackID);
  26. s->popBonuses([&](const Bonus *b) -> bool
  27. {
  28. if(b->source == Bonus::SPELL_EFFECT)
  29. {
  30. return b->sid != owner->id; //effect from this spell
  31. }
  32. return false; //not a spell effect
  33. });
  34. }
  35. }
  36. ///ChainLightningMechanics
  37. std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  38. {
  39. std::set<const CStack* > attackedCres;
  40. std::set<BattleHex> possibleHexes;
  41. for(auto stack : ctx.cb->battleGetAllStacks())
  42. {
  43. if(stack->isValidTarget())
  44. {
  45. for(auto hex : stack->getHexes())
  46. {
  47. possibleHexes.insert (hex);
  48. }
  49. }
  50. }
  51. int targetsOnLevel[4] = {4, 4, 5, 5};
  52. BattleHex lightningHex = ctx.destination;
  53. for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
  54. {
  55. auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
  56. if(!stack)
  57. break;
  58. attackedCres.insert (stack);
  59. for(auto hex : stack->getHexes())
  60. {
  61. possibleHexes.erase(hex); //can't hit same place twice
  62. }
  63. if(possibleHexes.empty()) //not enough targets
  64. break;
  65. lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
  66. }
  67. return attackedCres;
  68. }
  69. ///CloneMechanics
  70. void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  71. {
  72. const CStack * clonedStack = nullptr;
  73. if(ctx.attackedCres.size())
  74. clonedStack = *ctx.attackedCres.begin();
  75. if(!clonedStack)
  76. {
  77. env->complain ("No target stack to clone!");
  78. return;
  79. }
  80. const int attacker = !(bool)parameters.casterSide;
  81. BattleStackAdded bsa;
  82. bsa.creID = clonedStack->type->idNumber;
  83. bsa.attacker = attacker;
  84. bsa.summoned = true;
  85. bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
  86. bsa.amount = clonedStack->count;
  87. env->sendAndApply(&bsa);
  88. BattleSetStackProperty ssp;
  89. ssp.stackID = bsa.newStackID;//we know stack ID after apply
  90. ssp.which = BattleSetStackProperty::CLONED;
  91. ssp.val = 0;
  92. ssp.absolute = 1;
  93. env->sendAndApply(&ssp);
  94. }
  95. ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  96. {
  97. //can't clone already cloned creature
  98. if(vstd::contains(obj->state, EBattleStackState::CLONED))
  99. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  100. //TODO: how about stacks casting Clone?
  101. //currently Clone casted by stack is assumed Expert level
  102. ui8 schoolLevel;
  103. if(caster)
  104. {
  105. schoolLevel = caster->getSpellSchoolLevel(owner);
  106. }
  107. else
  108. {
  109. schoolLevel = 3;
  110. }
  111. if(schoolLevel < 3)
  112. {
  113. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  114. int creLevel = obj->getCreature()->level;
  115. if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  116. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  117. }
  118. //use default algorithm only if there is no mechanics-related problem
  119. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  120. }
  121. ///CureMechanics
  122. void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  123. {
  124. DefaultSpellMechanics::applyBattle(battle, packet);
  125. for(auto stackID : packet->affectedCres)
  126. {
  127. if(vstd::contains(packet->resisted, stackID))
  128. {
  129. logGlobal->errorStream() << "Resistance to positive spell CURE";
  130. continue;
  131. }
  132. CStack *s = battle->getStack(stackID);
  133. s->popBonuses([&](const Bonus *b) -> bool
  134. {
  135. if(b->source == Bonus::SPELL_EFFECT)
  136. {
  137. CSpell * sp = SpellID(b->sid).toSpell();
  138. return sp->isNegative();
  139. }
  140. return false; //not a spell effect
  141. });
  142. }
  143. }
  144. ///DispellMechanics
  145. void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  146. {
  147. DefaultSpellMechanics::applyBattle(battle, packet);
  148. for(auto stackID : packet->affectedCres)
  149. {
  150. if(vstd::contains(packet->resisted, stackID))
  151. {
  152. logGlobal->errorStream() << "Resistance to DISPELL";
  153. continue;
  154. }
  155. CStack *s = battle->getStack(stackID);
  156. s->popBonuses([&](const Bonus *b) -> bool
  157. {
  158. return Selector::sourceType(Bonus::SPELL_EFFECT)(b);
  159. });
  160. }
  161. }
  162. ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  163. {
  164. //DISPELL ignores all immunities, so do not call default
  165. std::stringstream cachingStr;
  166. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  167. if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  168. {
  169. return ESpellCastProblem::OK;
  170. }
  171. return ESpellCastProblem::WRONG_SPELL_TARGET;
  172. }
  173. void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  174. {
  175. DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx);
  176. if(parameters.spellLvl > 2)
  177. {
  178. //expert DISPELL also removes spell-created obstacles
  179. ObstaclesRemoved packet;
  180. for(const auto obstacle : parameters.cb->obstacles)
  181. {
  182. if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
  183. || obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
  184. || obstacle->obstacleType == CObstacleInstance::LAND_MINE)
  185. packet.obstacles.insert(obstacle->uniqueID);
  186. }
  187. if(!packet.obstacles.empty())
  188. env->sendAndApply(&packet);
  189. }
  190. }
  191. ///EarthquakeMechanics
  192. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  193. {
  194. if(nullptr == parameters.cb->town)
  195. {
  196. env->complain("EarthquakeMechanics: not town siege");
  197. return;
  198. }
  199. if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
  200. {
  201. env->complain("EarthquakeMechanics: town has no fort");
  202. return;
  203. }
  204. //start with all destructible parts
  205. std::set<EWallPart::EWallPart> possibleTargets =
  206. {
  207. EWallPart::KEEP,
  208. EWallPart::BOTTOM_TOWER,
  209. EWallPart::BOTTOM_WALL,
  210. EWallPart::BELOW_GATE,
  211. EWallPart::OVER_GATE,
  212. EWallPart::UPPER_WALL,
  213. EWallPart::UPPER_TOWER,
  214. EWallPart::GATE
  215. };
  216. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  217. const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
  218. CatapultAttack ca;
  219. ca.attacker = -1;
  220. for(int i = 0; i < targetsToAttack; i++)
  221. {
  222. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  223. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  224. auto & currentHP = parameters.cb->si.wallState;
  225. if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
  226. continue;
  227. CatapultAttack::AttackInfo attackInfo;
  228. attackInfo.damageDealt = 1;
  229. attackInfo.attackedPart = target;
  230. attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
  231. ca.attackedParts.push_back(attackInfo);
  232. //removing creatures in turrets / keep if one is destroyed
  233. BattleHex posRemove;
  234. switch(target)
  235. {
  236. case EWallPart::KEEP:
  237. posRemove = -2;
  238. break;
  239. case EWallPart::BOTTOM_TOWER:
  240. posRemove = -3;
  241. break;
  242. case EWallPart::UPPER_TOWER:
  243. posRemove = -4;
  244. break;
  245. }
  246. if(posRemove != BattleHex::INVALID)
  247. {
  248. BattleStacksRemoved bsr;
  249. for(auto & elem : parameters.cb->stacks)
  250. {
  251. if(elem->position == posRemove)
  252. {
  253. bsr.stackIDs.insert(elem->ID);
  254. break;
  255. }
  256. }
  257. if(bsr.stackIDs.size() > 0)
  258. env->sendAndApply(&bsr);
  259. }
  260. };
  261. env->sendAndApply(&ca);
  262. }
  263. ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  264. {
  265. if(nullptr == cb->battleGetDefendedTown())
  266. {
  267. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  268. }
  269. if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
  270. {
  271. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  272. }
  273. if(owner->getTargetInfo(0).smart) //TODO: use real spell level
  274. {
  275. //if spell targeting is smart, then only attacker can use it
  276. if(cb->playerToSide(player) != 0)
  277. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  278. }
  279. return ESpellCastProblem::OK;
  280. }
  281. ///HypnotizeMechanics
  282. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  283. {
  284. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  285. {
  286. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  287. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  288. //apply 'damage' bonus for hypnotize, including hero specialty
  289. ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  290. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
  291. if (subjectHealth > maxHealth)
  292. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  293. }
  294. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  295. }
  296. ///ObstacleMechanics
  297. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  298. {
  299. auto placeObstacle = [&, this](BattleHex pos)
  300. {
  301. static int obstacleIdToGive = parameters.cb->obstacles.size()
  302. ? (parameters.cb->obstacles.back()->uniqueID+1)
  303. : 0;
  304. auto obstacle = make_shared<SpellCreatedObstacle>();
  305. switch(owner->id) // :/
  306. {
  307. case SpellID::QUICKSAND:
  308. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  309. obstacle->turnsRemaining = -1;
  310. obstacle->visibleForAnotherSide = false;
  311. break;
  312. case SpellID::LAND_MINE:
  313. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  314. obstacle->turnsRemaining = -1;
  315. obstacle->visibleForAnotherSide = false;
  316. break;
  317. case SpellID::FIRE_WALL:
  318. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  319. obstacle->turnsRemaining = 2;
  320. obstacle->visibleForAnotherSide = true;
  321. break;
  322. case SpellID::FORCE_FIELD:
  323. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  324. obstacle->turnsRemaining = 2;
  325. obstacle->visibleForAnotherSide = true;
  326. break;
  327. default:
  328. //this function cannot be used with spells that do not create obstacles
  329. assert(0);
  330. }
  331. obstacle->pos = pos;
  332. obstacle->casterSide = parameters.casterSide;
  333. obstacle->ID = owner->id;
  334. obstacle->spellLevel = parameters.spellLvl;
  335. obstacle->casterSpellPower = parameters.usedSpellPower;
  336. obstacle->uniqueID = obstacleIdToGive++;
  337. BattleObstaclePlaced bop;
  338. bop.obstacle = obstacle;
  339. env->sendAndApply(&bop);
  340. };
  341. switch(owner->id)
  342. {
  343. case SpellID::QUICKSAND:
  344. case SpellID::LAND_MINE:
  345. {
  346. std::vector<BattleHex> availableTiles;
  347. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  348. {
  349. BattleHex hex = i;
  350. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  351. availableTiles.push_back(hex);
  352. }
  353. boost::range::random_shuffle(availableTiles);
  354. const int patchesForSkill[] = {4, 4, 6, 8};
  355. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  356. //land mines or quicksand patches are handled as spell created obstacles
  357. for (int i = 0; i < patchesToPut; i++)
  358. placeObstacle(availableTiles.at(i));
  359. }
  360. break;
  361. case SpellID::FORCE_FIELD:
  362. placeObstacle(parameters.destination);
  363. break;
  364. case SpellID::FIRE_WALL:
  365. {
  366. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  367. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  368. for(BattleHex hex : affectedHexes)
  369. placeObstacle(hex);
  370. }
  371. break;
  372. default:
  373. assert(0);
  374. }
  375. }
  376. ///WallMechanics
  377. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  378. {
  379. std::vector<BattleHex> ret;
  380. //Special case - shape of obstacle depends on caster's side
  381. //TODO make it possible through spell config
  382. BattleHex::EDir firstStep, secondStep;
  383. if(side)
  384. {
  385. firstStep = BattleHex::TOP_LEFT;
  386. secondStep = BattleHex::TOP_RIGHT;
  387. }
  388. else
  389. {
  390. firstStep = BattleHex::TOP_RIGHT;
  391. secondStep = BattleHex::TOP_LEFT;
  392. }
  393. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  394. auto addIfValid = [&](BattleHex hex)
  395. {
  396. if(hex.isValid())
  397. ret.push_back(hex);
  398. else if(outDroppedHexes)
  399. *outDroppedHexes = true;
  400. };
  401. ret.push_back(centralHex);
  402. addIfValid(centralHex.moveInDir(firstStep, false));
  403. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  404. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  405. return ret;
  406. }
  407. ///RemoveObstacleMechanics
  408. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  409. {
  410. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  411. {
  412. ObstaclesRemoved obr;
  413. obr.obstacles.insert(obstacleToRemove->uniqueID);
  414. env->sendAndApply(&obr);
  415. }
  416. else
  417. env->complain("There's no obstacle to remove!");
  418. }
  419. ///SpecialRisingSpellMechanics
  420. ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  421. {
  422. // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
  423. bool targetExists = false;
  424. bool targetToSacrificeExists = false;
  425. for(const CStack * stack : cb->battleGetAllStacks())
  426. {
  427. //using isImmuneBy directly as this mechanics does not have overridden immunity check
  428. //therefore we do not need to check caster and casting mode
  429. //TODO: check that we really should check immunity for both stacks
  430. const bool immune = ESpellCastProblem::OK != owner->isImmuneBy(stack);
  431. const bool casterStack = stack->owner == player;
  432. if(!immune && casterStack)
  433. {
  434. if(stack->alive())
  435. targetToSacrificeExists = true;
  436. else
  437. targetExists = true;
  438. if(targetExists && targetToSacrificeExists)
  439. break;
  440. }
  441. }
  442. if(targetExists && targetToSacrificeExists)
  443. return ESpellCastProblem::OK;
  444. else
  445. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  446. }
  447. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  448. {
  449. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  450. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  451. //set another active stack than the one removed, or bad things will happen
  452. //TODO: make that part of BattleStacksRemoved? what about client update?
  453. {
  454. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  455. BattleSetActiveStack sas;
  456. //std::vector<const CStack *> hlp;
  457. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  458. //if(hlp.size())
  459. //{
  460. // sas.stack = hlp[0]->ID;
  461. //}
  462. //else
  463. // complain ("No new stack to activate!");
  464. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  465. env->sendAndApply(&sas);
  466. }
  467. BattleStacksRemoved bsr;
  468. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  469. env->sendAndApply(&bsr);
  470. }
  471. ///SpecialRisingSpellMechanics
  472. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  473. {
  474. // following does apply to resurrect and animate dead(?) only
  475. // for sacrifice health calculation and health limit check don't matter
  476. if(obj->count >= obj->baseAmount)
  477. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  478. if(caster) //FIXME: Archangels can cast immune stack
  479. {
  480. auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  481. if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  482. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  483. }
  484. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  485. }
  486. ///SummonMechanics
  487. ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  488. {
  489. const ui8 side = cb->playerToSide(player);
  490. //check if there are summoned elementals of other type
  491. auto otherSummoned = cb->battleGetStacksIf([side, this](const CStack * st)
  492. {
  493. return (st->attackerOwned == !side)
  494. && (vstd::contains(st->state, EBattleStackState::SUMMONED))
  495. && (st->getCreature()->idNumber != creatureToSummon);
  496. });
  497. if(!otherSummoned.empty())
  498. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  499. return ESpellCastProblem::OK;
  500. }
  501. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  502. {
  503. BattleStackAdded bsa;
  504. bsa.creID = creatureToSummon;
  505. bsa.attacker = !(bool)parameters.casterSide;
  506. bsa.summoned = true;
  507. bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, !(bool)parameters.casterSide); //TODO: unify it
  508. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  509. int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  510. bsa.amount = parameters.usedSpellPower
  511. * owner->getPower(parameters.spellLvl)
  512. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  513. if(bsa.amount)
  514. env->sendAndApply(&bsa);
  515. else
  516. env->complain("Summoning didn't summon any!");
  517. }
  518. ///TeleportMechanics
  519. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  520. {
  521. BattleStackMoved bsm;
  522. bsm.distance = -1;
  523. bsm.stack = parameters.selectedStack->ID;
  524. std::vector<BattleHex> tiles;
  525. tiles.push_back(parameters.destination);
  526. bsm.tilesToMove = tiles;
  527. bsm.teleporting = true;
  528. env->sendAndApply(&bsm);
  529. }