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- /*
- * Catapult.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 "Catapult.h"
- #include "Registry.h"
- #include "../ISpellMechanics.h"
- #include "../../battle/IBattleState.h"
- #include "../../battle/CBattleInfoCallback.h"
- #include "../../battle/Unit.h"
- #include "../../mapObjects/CGTownInstance.h"
- #include "../../entities/building/TownFortifications.h"
- #include "../../networkPacks/PacksForClientBattle.h"
- #include "../../serializer/JsonSerializeFormat.h"
- #include <vstd/RNG.h>
- VCMI_LIB_NAMESPACE_BEGIN
- namespace spells
- {
- namespace effects
- {
- bool Catapult::applicable(Problem & problem, const Mechanics * m) const
- {
- const auto *town = m->battle()->battleGetDefendedTown();
- if(nullptr == town)
- {
- return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
- }
- if(town->fortificationsLevel().wallsHealth == 0)
- {
- return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
- }
- if(m->isSmart() && m->casterSide != BattleSide::ATTACKER)
- {
- //if spell targeting is smart, then only attacker can use it
- return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
- }
- const auto attackableBattleHexes = m->battle()->getAttackableBattleHexes();
- return !attackableBattleHexes.empty() || m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
- }
- void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & eTarget) const
- {
- if(m->isMassive())
- applyMassive(server, m); // Like earthquake
- else
- applyTargeted(server, m, eTarget); // Like catapult shots
- }
- void Catapult::applyMassive(ServerCallback * server, const Mechanics * m) const
- {
- //start with all destructible parts
- std::vector<EWallPart> allowedTargets = getPotentialTargets(m, true, true);
- assert(!allowedTargets.empty());
- if (allowedTargets.empty())
- return;
- CatapultAttack ca;
- ca.battleID = m->battle()->getBattle()->getBattleID();
- ca.attacker = m->caster->getHeroCaster() ? -1 : m->caster->getCasterUnitId();
- for(int i = 0; i < targetsToAttack; i++)
- {
- // Hit on any existing, not destroyed targets are allowed
- // Multiple hit on same target are allowed.
- // Potential overshots (more hits on same targets than remaining HP) are allowed
- EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG());
- auto attackInfo = ca.attackedParts.begin();
- for ( ; attackInfo != ca.attackedParts.end(); ++attackInfo)
- if ( attackInfo->attackedPart == target )
- break;
- if (attackInfo == ca.attackedParts.end()) // new part
- {
- CatapultAttack::AttackInfo newInfo;
- newInfo.damageDealt = getRandomDamage(server);
- newInfo.attackedPart = target;
- newInfo.destinationTile = m->battle()->wallPartToBattleHex(target);
- ca.attackedParts.push_back(newInfo);
- attackInfo = ca.attackedParts.end() - 1;
- }
- else // already damaged before, update damage
- {
- attackInfo->damageDealt += getRandomDamage(server);
- }
- }
- server->apply(&ca);
- removeTowerShooters(server, m);
- }
- void Catapult::applyTargeted(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
- {
- assert(!target.empty());
- auto destination = target.at(0).hexValue;
- auto desiredTarget = m->battle()->battleHexToWallPart(destination);
- for(int i = 0; i < targetsToAttack; i++)
- {
- auto actualTarget = EWallPart::INVALID;
- if ( m->battle()->isWallPartAttackable(desiredTarget) &&
- server->getRNG()->nextInt(0, 99) < getCatapultHitChance(desiredTarget))
- {
- actualTarget = desiredTarget;
- }
- else
- {
- std::vector<EWallPart> potentialTargets = getPotentialTargets(m, false, false);
- if (potentialTargets.empty())
- break; // everything is gone, can't attack anymore
- actualTarget = *RandomGeneratorUtil::nextItem(potentialTargets, *server->getRNG());
- }
- assert(actualTarget != EWallPart::INVALID);
- CatapultAttack::AttackInfo attack;
- attack.attackedPart = actualTarget;
- attack.destinationTile = m->battle()->wallPartToBattleHex(actualTarget);
- attack.damageDealt = getRandomDamage(server);
- CatapultAttack ca; //package for clients
- ca.battleID = m->battle()->getBattle()->getBattleID();
- ca.attacker = m->caster->getHeroCaster() ? -1 : m->caster->getCasterUnitId();
- ca.attackedParts.push_back(attack);
- server->apply(&ca);
- removeTowerShooters(server, m);
- }
- }
- int Catapult::getCatapultHitChance(EWallPart part) const
- {
- switch(part)
- {
- case EWallPart::GATE:
- return gate;
- case EWallPart::KEEP:
- return keep;
- case EWallPart::BOTTOM_TOWER:
- case EWallPart::UPPER_TOWER:
- return tower;
- case EWallPart::BOTTOM_WALL:
- case EWallPart::BELOW_GATE:
- case EWallPart::OVER_GATE:
- case EWallPart::UPPER_WALL:
- return wall;
- default:
- return 0;
- }
- }
- int Catapult::getRandomDamage (ServerCallback * server) const
- {
- std::array<int, 3> damageChances = { noDmg, hit, crit }; //dmgChance[i] - chance for doing i dmg when hit is successful
- int totalChance = std::accumulate(damageChances.begin(), damageChances.end(), 0);
- int damageRandom = server->getRNG()->nextInt(0, totalChance - 1);
- int dealtDamage = 0;
- //calculating dealt damage
- for (int damage = 0; damage < damageChances.size(); ++damage)
- {
- if (damageRandom <= damageChances[damage])
- {
- dealtDamage = damage;
- break;
- }
- damageRandom -= damageChances[damage];
- }
- return dealtDamage;
- }
- void Catapult::removeTowerShooters(ServerCallback * server, const Mechanics * m) const
- {
- BattleUnitsChanged removeUnits;
- removeUnits.battleID = m->battle()->getBattle()->getBattleID();
- for (auto const wallPart : { EWallPart::KEEP, EWallPart::BOTTOM_TOWER, EWallPart::UPPER_TOWER })
- {
- //removing creatures in turrets / keep if one is destroyed
- BattleHex posRemove;
- auto state = m->battle()->battleGetWallState(wallPart);
- switch(wallPart)
- {
- case EWallPart::KEEP:
- posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
- break;
- case EWallPart::BOTTOM_TOWER:
- posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
- break;
- case EWallPart::UPPER_TOWER:
- posRemove = BattleHex::CASTLE_UPPER_TOWER;
- break;
- }
- if(state == EWallState::DESTROYED) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
- {
- auto all = m->battle()->battleGetUnitsIf([=](const battle::Unit * unit)
- {
- return !unit->isGhost() && unit->getPosition() == posRemove;
- });
- assert(all.size() == 0 || all.size() == 1);
- for(auto & elem : all)
- removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
- }
- }
- if(!removeUnits.changedStacks.empty())
- server->apply(&removeUnits);
- }
- std::vector<EWallPart> Catapult::getPotentialTargets(const Mechanics * m, bool bypassGateCheck, bool bypassTowerCheck) const
- {
- std::vector<EWallPart> potentialTargets;
- constexpr std::array<EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
- constexpr std::array<EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
- constexpr EWallPart gates = EWallPart::GATE;
- // in H3, catapult under automatic control will attack objects in following order:
- // walls, gates, towers
- for (auto & part : walls)
- if (m->battle()->isWallPartAttackable(part))
- potentialTargets.push_back(part);
- if ((potentialTargets.empty() || bypassGateCheck) && (m->battle()->isWallPartAttackable(gates)))
- potentialTargets.push_back(gates);
- if (potentialTargets.empty() || bypassTowerCheck)
- for (auto & part : towers)
- if (m->battle()->isWallPartAttackable(part))
- potentialTargets.push_back(part);
- return potentialTargets;
- }
- void Catapult::adjustHitChance()
- {
- vstd::abetween(keep, 0, 100);
- vstd::abetween(tower, 0, 100);
- vstd::abetween(gate, 0, 100);
- vstd::abetween(wall, 0, 100);
- vstd::abetween(crit, 0, 100);
- vstd::abetween(hit, 0, 100 - crit);
- vstd::amin(noDmg, 100 - hit - crit);
- }
- void Catapult::serializeJsonEffect(JsonSerializeFormat & handler)
- {
- handler.serializeInt("targetsToAttack", targetsToAttack);
- handler.serializeInt("chanceToHitKeep", keep);
- handler.serializeInt("chanceToHitGate", gate);
- handler.serializeInt("chanceToHitTower", tower);
- handler.serializeInt("chanceToHitWall", wall);
- handler.serializeInt("chanceToNormalHit", hit);
- handler.serializeInt("chanceToCrit", crit);
- adjustHitChance();
- }
- }
- }
- VCMI_LIB_NAMESPACE_END
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