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- /*
- * BattleSpellMechanics.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "BattleSpellMechanics.h"
- #include "../NetPacks.h"
- #include "../BattleState.h"
- ///AntimagicMechanics
- void AntimagicMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
- {
- DefaultSpellMechanics::applyBattle(battle, packet);
- for(auto stackID : packet->affectedCres)
- {
- if(vstd::contains(packet->resisted, stackID))
- {
- logGlobal->errorStream() << "Resistance to positive spell " << owner->name;
- continue;
- }
- CStack * s = battle->getStack(stackID);
- s->popBonuses([&](const Bonus *b) -> bool
- {
- if(b->source == Bonus::SPELL_EFFECT)
- {
- return b->sid != owner->id; //effect from this spell
- }
- return false; //not a spell effect
- });
- }
- }
- ///ChainLightningMechanics
- std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
- {
- std::set<const CStack* > attackedCres;
- std::set<BattleHex> possibleHexes;
- for(auto stack : ctx.cb->battleGetAllStacks())
- {
- if(stack->isValidTarget())
- {
- for(auto hex : stack->getHexes())
- {
- possibleHexes.insert (hex);
- }
- }
- }
- int targetsOnLevel[4] = {4, 4, 5, 5};
- BattleHex lightningHex = ctx.destination;
- for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
- {
- auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
- if(!stack)
- break;
- attackedCres.insert (stack);
- for(auto hex : stack->getHexes())
- {
- possibleHexes.erase(hex); //can't hit same place twice
- }
- if(possibleHexes.empty()) //not enough targets
- break;
- lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
- }
- return attackedCres;
- }
- ///CloneMechanics
- void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
- {
- const CStack * clonedStack = nullptr;
- if(ctx.attackedCres.size())
- clonedStack = *ctx.attackedCres.begin();
- if(!clonedStack)
- {
- env->complain ("No target stack to clone!");
- return;
- }
- const int attacker = !(bool)parameters.casterSide;
- BattleStackAdded bsa;
- bsa.creID = clonedStack->type->idNumber;
- bsa.attacker = attacker;
- bsa.summoned = true;
- bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
- bsa.amount = clonedStack->count;
- env->sendAndApply(&bsa);
- BattleSetStackProperty ssp;
- ssp.stackID = bsa.newStackID;//we know stack ID after apply
- ssp.which = BattleSetStackProperty::CLONED;
- ssp.val = 0;
- ssp.absolute = 1;
- env->sendAndApply(&ssp);
- }
- ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
- {
- //can't clone already cloned creature
- if(vstd::contains(obj->state, EBattleStackState::CLONED))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- //TODO: how about stacks casting Clone?
- //currently Clone casted by stack is assumed Expert level
- ui8 schoolLevel;
- if(caster)
- {
- schoolLevel = caster->getSpellSchoolLevel(owner);
- }
- else
- {
- schoolLevel = 3;
- }
- if(schoolLevel < 3)
- {
- int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
- int creLevel = obj->getCreature()->level;
- if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- }
- //use default algorithm only if there is no mechanics-related problem
- return DefaultSpellMechanics::isImmuneByStack(caster, obj);
- }
- ///CureMechanics
- void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
- {
- DefaultSpellMechanics::applyBattle(battle, packet);
- for(auto stackID : packet->affectedCres)
- {
- if(vstd::contains(packet->resisted, stackID))
- {
- logGlobal->errorStream() << "Resistance to positive spell CURE";
- continue;
- }
- CStack *s = battle->getStack(stackID);
- s->popBonuses([&](const Bonus *b) -> bool
- {
- if(b->source == Bonus::SPELL_EFFECT)
- {
- CSpell * sp = SpellID(b->sid).toSpell();
- return sp->isNegative();
- }
- return false; //not a spell effect
- });
- }
- }
- ///DispellMechanics
- void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
- {
- DefaultSpellMechanics::applyBattle(battle, packet);
- for(auto stackID : packet->affectedCres)
- {
- if(vstd::contains(packet->resisted, stackID))
- {
- logGlobal->errorStream() << "Resistance to DISPELL";
- continue;
- }
- CStack *s = battle->getStack(stackID);
- s->popBonuses([&](const Bonus *b) -> bool
- {
- return Selector::sourceType(Bonus::SPELL_EFFECT)(b);
- });
- }
- }
- ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
- {
- //DISPELL ignores all immunities, so do not call default
- std::stringstream cachingStr;
- cachingStr << "source_" << Bonus::SPELL_EFFECT;
- if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
- {
- return ESpellCastProblem::OK;
- }
- return ESpellCastProblem::WRONG_SPELL_TARGET;
- }
- void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
- {
- DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx);
- if(parameters.spellLvl > 2)
- {
- //expert DISPELL also removes spell-created obstacles
- ObstaclesRemoved packet;
- for(const auto obstacle : parameters.cb->obstacles)
- {
- if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
- || obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
- || obstacle->obstacleType == CObstacleInstance::LAND_MINE)
- packet.obstacles.insert(obstacle->uniqueID);
- }
- if(!packet.obstacles.empty())
- env->sendAndApply(&packet);
- }
- }
- ///EarthquakeMechanics
- void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
- {
- if(nullptr == parameters.cb->town)
- {
- env->complain("EarthquakeMechanics: not town siege");
- return;
- }
- if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
- {
- env->complain("EarthquakeMechanics: town has no fort");
- return;
- }
- //start with all destructible parts
- std::set<EWallPart::EWallPart> possibleTargets =
- {
- EWallPart::KEEP,
- EWallPart::BOTTOM_TOWER,
- EWallPart::BOTTOM_WALL,
- EWallPart::BELOW_GATE,
- EWallPart::OVER_GATE,
- EWallPart::UPPER_WALL,
- EWallPart::UPPER_TOWER,
- EWallPart::GATE
- };
- assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
- const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
- CatapultAttack ca;
- ca.attacker = -1;
- for(int i = 0; i < targetsToAttack; i++)
- {
- //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
- EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
- auto & currentHP = parameters.cb->si.wallState;
- if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
- continue;
- CatapultAttack::AttackInfo attackInfo;
- attackInfo.damageDealt = 1;
- attackInfo.attackedPart = target;
- attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
- ca.attackedParts.push_back(attackInfo);
- //removing creatures in turrets / keep if one is destroyed
- BattleHex posRemove;
- switch(target)
- {
- case EWallPart::KEEP:
- posRemove = -2;
- break;
- case EWallPart::BOTTOM_TOWER:
- posRemove = -3;
- break;
- case EWallPart::UPPER_TOWER:
- posRemove = -4;
- break;
- }
- if(posRemove != BattleHex::INVALID)
- {
- BattleStacksRemoved bsr;
- for(auto & elem : parameters.cb->stacks)
- {
- if(elem->position == posRemove)
- {
- bsr.stackIDs.insert(elem->ID);
- break;
- }
- }
- if(bsr.stackIDs.size() > 0)
- env->sendAndApply(&bsr);
- }
- };
- env->sendAndApply(&ca);
- }
- ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
- {
- if(nullptr == cb->battleGetDefendedTown())
- {
- return ESpellCastProblem::NO_APPROPRIATE_TARGET;
- }
- if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
- {
- return ESpellCastProblem::NO_APPROPRIATE_TARGET;
- }
- if(owner->getTargetInfo(0).smart) //TODO: use real spell level
- {
- //if spell targeting is smart, then only attacker can use it
- if(cb->playerToSide(player) != 0)
- return ESpellCastProblem::NO_APPROPRIATE_TARGET;
- }
- return ESpellCastProblem::OK;
- }
- ///HypnotizeMechanics
- ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
- {
- if(nullptr != caster) //do not resist hypnotize casted after attack, for example
- {
- //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
- ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
- //apply 'damage' bonus for hypnotize, including hero specialty
- ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
- * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
- if (subjectHealth > maxHealth)
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- }
- return DefaultSpellMechanics::isImmuneByStack(caster, obj);
- }
- ///ObstacleMechanics
- void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
- {
- auto placeObstacle = [&, this](BattleHex pos)
- {
- static int obstacleIdToGive = parameters.cb->obstacles.size()
- ? (parameters.cb->obstacles.back()->uniqueID+1)
- : 0;
- auto obstacle = make_shared<SpellCreatedObstacle>();
- switch(owner->id) // :/
- {
- case SpellID::QUICKSAND:
- obstacle->obstacleType = CObstacleInstance::QUICKSAND;
- obstacle->turnsRemaining = -1;
- obstacle->visibleForAnotherSide = false;
- break;
- case SpellID::LAND_MINE:
- obstacle->obstacleType = CObstacleInstance::LAND_MINE;
- obstacle->turnsRemaining = -1;
- obstacle->visibleForAnotherSide = false;
- break;
- case SpellID::FIRE_WALL:
- obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
- obstacle->turnsRemaining = 2;
- obstacle->visibleForAnotherSide = true;
- break;
- case SpellID::FORCE_FIELD:
- obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
- obstacle->turnsRemaining = 2;
- obstacle->visibleForAnotherSide = true;
- break;
- default:
- //this function cannot be used with spells that do not create obstacles
- assert(0);
- }
- obstacle->pos = pos;
- obstacle->casterSide = parameters.casterSide;
- obstacle->ID = owner->id;
- obstacle->spellLevel = parameters.spellLvl;
- obstacle->casterSpellPower = parameters.usedSpellPower;
- obstacle->uniqueID = obstacleIdToGive++;
- BattleObstaclePlaced bop;
- bop.obstacle = obstacle;
- env->sendAndApply(&bop);
- };
- switch(owner->id)
- {
- case SpellID::QUICKSAND:
- case SpellID::LAND_MINE:
- {
- std::vector<BattleHex> availableTiles;
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
- {
- BattleHex hex = i;
- if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
- availableTiles.push_back(hex);
- }
- boost::range::random_shuffle(availableTiles);
- const int patchesForSkill[] = {4, 4, 6, 8};
- const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
- //land mines or quicksand patches are handled as spell created obstacles
- for (int i = 0; i < patchesToPut; i++)
- placeObstacle(availableTiles.at(i));
- }
- break;
- case SpellID::FORCE_FIELD:
- placeObstacle(parameters.destination);
- break;
- case SpellID::FIRE_WALL:
- {
- //fire wall is build from multiple obstacles - one fire piece for each affected hex
- auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
- for(BattleHex hex : affectedHexes)
- placeObstacle(hex);
- }
- break;
- default:
- assert(0);
- }
- }
- ///WallMechanics
- std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
- {
- std::vector<BattleHex> ret;
- //Special case - shape of obstacle depends on caster's side
- //TODO make it possible through spell config
- BattleHex::EDir firstStep, secondStep;
- if(side)
- {
- firstStep = BattleHex::TOP_LEFT;
- secondStep = BattleHex::TOP_RIGHT;
- }
- else
- {
- firstStep = BattleHex::TOP_RIGHT;
- secondStep = BattleHex::TOP_LEFT;
- }
- //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
- auto addIfValid = [&](BattleHex hex)
- {
- if(hex.isValid())
- ret.push_back(hex);
- else if(outDroppedHexes)
- *outDroppedHexes = true;
- };
- ret.push_back(centralHex);
- addIfValid(centralHex.moveInDir(firstStep, false));
- if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
- addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
- return ret;
- }
- ///RemoveObstacleMechanics
- void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
- {
- if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
- {
- ObstaclesRemoved obr;
- obr.obstacles.insert(obstacleToRemove->uniqueID);
- env->sendAndApply(&obr);
- }
- else
- env->complain("There's no obstacle to remove!");
- }
- ///SpecialRisingSpellMechanics
- ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
- {
- // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
- bool targetExists = false;
- bool targetToSacrificeExists = false;
- for(const CStack * stack : cb->battleGetAllStacks())
- {
- //using isImmuneBy directly as this mechanics does not have overridden immunity check
- //therefore we do not need to check caster and casting mode
- //TODO: check that we really should check immunity for both stacks
- const bool immune = ESpellCastProblem::OK != owner->isImmuneBy(stack);
- const bool casterStack = stack->owner == player;
- if(!immune && casterStack)
- {
- if(stack->alive())
- targetToSacrificeExists = true;
- else
- targetExists = true;
- if(targetExists && targetToSacrificeExists)
- break;
- }
- }
- if(targetExists && targetToSacrificeExists)
- return ESpellCastProblem::OK;
- else
- return ESpellCastProblem::NO_APPROPRIATE_TARGET;
- }
- void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
- {
- RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
- if(parameters.selectedStack == parameters.cb->battleActiveStack())
- //set another active stack than the one removed, or bad things will happen
- //TODO: make that part of BattleStacksRemoved? what about client update?
- {
- //makeStackDoNothing(gs->curB->getStack (selectedStack));
- BattleSetActiveStack sas;
- //std::vector<const CStack *> hlp;
- //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
- //if(hlp.size())
- //{
- // sas.stack = hlp[0]->ID;
- //}
- //else
- // complain ("No new stack to activate!");
- sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
- env->sendAndApply(&sas);
- }
- BattleStacksRemoved bsr;
- bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
- env->sendAndApply(&bsr);
- }
- ///SpecialRisingSpellMechanics
- ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
- {
- // following does apply to resurrect and animate dead(?) only
- // for sacrifice health calculation and health limit check don't matter
- if(obj->count >= obj->baseAmount)
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- if(caster) //FIXME: Archangels can cast immune stack
- {
- auto maxHealth = calculateHealedHP(caster, obj, nullptr);
- if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- }
- return DefaultSpellMechanics::isImmuneByStack(caster,obj);
- }
- ///SummonMechanics
- ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
- {
- const ui8 side = cb->playerToSide(player);
- //check if there are summoned elementals of other type
-
- auto otherSummoned = cb->battleGetStacksIf([side, this](const CStack * st)
- {
- return (st->attackerOwned == !side)
- && (vstd::contains(st->state, EBattleStackState::SUMMONED))
- && (st->getCreature()->idNumber != creatureToSummon);
- });
-
- if(!otherSummoned.empty())
- return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
- return ESpellCastProblem::OK;
- }
- void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
- {
- BattleStackAdded bsa;
- bsa.creID = creatureToSummon;
- bsa.attacker = !(bool)parameters.casterSide;
- bsa.summoned = true;
- bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, !(bool)parameters.casterSide); //TODO: unify it
- //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
- int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
- bsa.amount = parameters.usedSpellPower
- * owner->getPower(parameters.spellLvl)
- * (100 + percentBonus) / 100.0; //new feature - percentage bonus
- if(bsa.amount)
- env->sendAndApply(&bsa);
- else
- env->complain("Summoning didn't summon any!");
- }
- ///TeleportMechanics
- void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
- {
- BattleStackMoved bsm;
- bsm.distance = -1;
- bsm.stack = parameters.selectedStack->ID;
- std::vector<BattleHex> tiles;
- tiles.push_back(parameters.destination);
- bsm.tilesToMove = tiles;
- bsm.teleporting = true;
- env->sendAndApply(&bsm);
- }
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