BattleSpellMechanics.cpp 16 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 "Problem.h"
  13. #include "CSpellHandler.h"
  14. #include "../battle/IBattleState.h"
  15. #include "../battle/CBattleInfoCallback.h"
  16. #include "../networkPacks/PacksForClientBattle.h"
  17. #include "../networkPacks/SetStackEffect.h"
  18. #include "../CStack.h"
  19. #include <vstd/RNG.h>
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. namespace spells
  22. {
  23. namespace SRSLPraserHelpers
  24. {
  25. static int XYToHex(int x, int y)
  26. {
  27. return x + GameConstants::BFIELD_WIDTH * y;
  28. }
  29. static int XYToHex(std::pair<int, int> xy)
  30. {
  31. return XYToHex(xy.first, xy.second);
  32. }
  33. static int hexToY(int battleFieldPosition)
  34. {
  35. return battleFieldPosition/GameConstants::BFIELD_WIDTH;
  36. }
  37. static int hexToX(int battleFieldPosition)
  38. {
  39. int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
  40. return pos;
  41. }
  42. static std::pair<int, int> hexToPair(int battleFieldPosition)
  43. {
  44. return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
  45. }
  46. //moves hex by one hex in given direction
  47. //0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
  48. static std::pair<int, int> gotoDir(int x, int y, int direction)
  49. {
  50. switch(direction)
  51. {
  52. case 0: //top left
  53. return std::make_pair((y%2) ? x-1 : x, y-1);
  54. case 1: //top right
  55. return std::make_pair((y%2) ? x : x+1, y-1);
  56. case 2: //right
  57. return std::make_pair(x+1, y);
  58. case 3: //right bottom
  59. return std::make_pair((y%2) ? x : x+1, y+1);
  60. case 4: //left bottom
  61. return std::make_pair((y%2) ? x-1 : x, y+1);
  62. case 5: //left
  63. return std::make_pair(x-1, y);
  64. default:
  65. throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
  66. }
  67. }
  68. static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
  69. {
  70. return gotoDir(xy.first, xy.second, direction);
  71. }
  72. static bool isGoodHex(std::pair<int, int> xy)
  73. {
  74. return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
  75. }
  76. //helper function for rangeInHexes
  77. static std::set<ui16> getInRange(unsigned int center, int low, int high)
  78. {
  79. std::set<ui16> ret;
  80. if(low == 0)
  81. {
  82. ret.insert(center);
  83. }
  84. std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
  85. for(auto & elem : mainPointForLayer)
  86. elem = hexToPair(center);
  87. for(int it=1; it<=high; ++it) //it - distance to the center
  88. {
  89. for(int b=0; b<6; ++b)
  90. mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
  91. if(it>=low)
  92. {
  93. std::pair<int, int> curHex;
  94. //adding lines (A-b, B-c, C-d, etc)
  95. for(int v=0; v<6; ++v)
  96. {
  97. curHex = mainPointForLayer[v];
  98. for(int h=0; h<it; ++h)
  99. {
  100. if(isGoodHex(curHex))
  101. ret.insert(XYToHex(curHex));
  102. curHex = gotoDir(curHex, (v+2)%6);
  103. }
  104. }
  105. } //if(it>=low)
  106. }
  107. return ret;
  108. }
  109. }
  110. BattleSpellMechanics::BattleSpellMechanics(const IBattleCast * event,
  111. std::shared_ptr<effects::Effects> effects_,
  112. std::shared_ptr<IReceptiveCheck> targetCondition_):
  113. BaseMechanics(event),
  114. effects(std::move(effects_)),
  115. targetCondition(std::move(targetCondition_))
  116. {}
  117. BattleSpellMechanics::~BattleSpellMechanics() = default;
  118. void BattleSpellMechanics::applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const
  119. {
  120. auto callback = [&](const effects::Effect * effect, bool & stop)
  121. {
  122. if(indirect == effect->indirect)
  123. {
  124. if(ignoreImmunity)
  125. {
  126. effect->apply(server, this, targets);
  127. }
  128. else
  129. {
  130. EffectTarget filtered = effect->filterTarget(this, targets);
  131. effect->apply(server, this, filtered);
  132. }
  133. }
  134. };
  135. effects->forEachEffect(getEffectLevel(), callback);
  136. }
  137. bool BattleSpellMechanics::canBeCast(Problem & problem) const
  138. {
  139. auto genProblem = battle()->battleCanCastSpell(caster, mode);
  140. if(genProblem != ESpellCastProblem::OK)
  141. return adaptProblem(genProblem, problem);
  142. switch(mode)
  143. {
  144. case Mode::HERO:
  145. {
  146. const auto * castingHero = dynamic_cast<const CGHeroInstance *>(caster); //todo: unify hero|creature spell cost
  147. if(!castingHero)
  148. {
  149. logGlobal->debug("CSpell::canBeCast: invalid caster");
  150. genProblem = ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
  151. }
  152. else if(!castingHero->getArt(ArtifactPosition::SPELLBOOK))
  153. genProblem = ESpellCastProblem::NO_SPELLBOOK;
  154. else if(!castingHero->canCastThisSpell(owner))
  155. genProblem = ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
  156. else if(castingHero->mana < battle()->battleGetSpellCost(owner, castingHero)) //not enough mana
  157. genProblem = ESpellCastProblem::NOT_ENOUGH_MANA;
  158. }
  159. break;
  160. }
  161. if(genProblem != ESpellCastProblem::OK)
  162. return adaptProblem(genProblem, problem);
  163. if(!owner->isCombat())
  164. return adaptProblem(ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, problem);
  165. const PlayerColor player = caster->getCasterOwner();
  166. const BattleSide side = battle()->playerToSide(player);
  167. if(side == BattleSide::NONE)
  168. return adaptProblem(ESpellCastProblem::INVALID, problem);
  169. //effect like Recanter's Cloak. Blocks also passive casting.
  170. //TODO: check creature abilities to block
  171. //TODO: check any possible caster
  172. if(battle()->battleMaxSpellLevel(side) < getSpellLevel() || battle()->battleMinSpellLevel(side) > getSpellLevel())
  173. return adaptProblem(ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED, problem);
  174. return effects->applicable(problem, this);
  175. }
  176. bool BattleSpellMechanics::canBeCastAt(const Target & target, Problem & problem) const
  177. {
  178. if(!canBeCast(problem))
  179. return false;
  180. Target spellTarget = transformSpellTarget(target);
  181. const battle::Unit * mainTarget = nullptr;
  182. if(spellTarget.front().unitValue)
  183. {
  184. mainTarget = target.front().unitValue;
  185. }
  186. else if(spellTarget.front().hexValue.isValid())
  187. {
  188. mainTarget = battle()->battleGetUnitByPos(target.front().hexValue, true);
  189. }
  190. if (!getSpell()->canCastOnSelf() && !getSpell()->canCastOnlyOnSelf())
  191. {
  192. if(mainTarget && mainTarget == caster)
  193. return false; // can't cast on self
  194. if(mainTarget && mainTarget->isInvincible() && !getSpell()->getPositiveness())
  195. return false;
  196. }
  197. else if(getSpell()->canCastOnlyOnSelf())
  198. {
  199. if(mainTarget && mainTarget != caster)
  200. return false; // can't cast on others
  201. }
  202. return effects->applicable(problem, this, target, spellTarget);
  203. }
  204. std::vector<const CStack *> BattleSpellMechanics::getAffectedStacks(const Target & target) const
  205. {
  206. Target spellTarget = transformSpellTarget(target);
  207. EffectTarget all;
  208. effects->forEachEffect(getEffectLevel(), [&all, &target, &spellTarget, this](const effects::Effect * e, bool & stop)
  209. {
  210. EffectTarget one = e->transformTarget(this, target, spellTarget);
  211. vstd::concatenate(all, one);
  212. });
  213. std::set<const CStack *> stacks;
  214. for(const Destination & dest : all)
  215. {
  216. if(dest.unitValue && !dest.unitValue->isInvincible())
  217. {
  218. //FIXME: remove and return battle::Unit
  219. stacks.insert(battle()->battleGetStackByID(dest.unitValue->unitId(), false));
  220. }
  221. }
  222. std::vector<const CStack *> res;
  223. std::copy(stacks.begin(), stacks.end(), std::back_inserter(res));
  224. return res;
  225. }
  226. void BattleSpellMechanics::cast(ServerCallback * server, const Target & target)
  227. {
  228. BattleSpellCast sc;
  229. int spellCost = 0;
  230. sc.side = casterSide;
  231. sc.spellID = getSpellId();
  232. sc.battleID = battle()->getBattle()->getBattleID();
  233. sc.tile = target.at(0).hexValue;
  234. sc.castByHero = mode == Mode::HERO;
  235. if (mode != Mode::HERO)
  236. sc.casterStack = caster->getCasterUnitId();
  237. sc.manaGained = 0;
  238. sc.activeCast = false;
  239. affectedUnits.clear();
  240. const CGHeroInstance * otherHero = nullptr;
  241. {
  242. //check it there is opponent hero
  243. const BattleSide otherSide = battle()->otherSide(casterSide);
  244. if(battle()->battleHasHero(otherSide))
  245. otherHero = battle()->battleGetFightingHero(otherSide);
  246. }
  247. //calculate spell cost
  248. if(mode == Mode::HERO)
  249. {
  250. const auto * casterHero = dynamic_cast<const CGHeroInstance *>(caster);
  251. spellCost = battle()->battleGetSpellCost(owner, casterHero);
  252. if(nullptr != otherHero) //handle mana channel
  253. {
  254. int manaChannel = 0;
  255. for(const auto * stack : battle()->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
  256. {
  257. if(stack->unitOwner() == otherHero->tempOwner && stack->alive())
  258. vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING));
  259. }
  260. sc.manaGained = (manaChannel * spellCost) / 100;
  261. }
  262. sc.activeCast = true;
  263. }
  264. else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER)
  265. {
  266. spellCost = 1;
  267. sc.activeCast = true;
  268. }
  269. beforeCast(sc, *server->getRNG(), target);
  270. BattleLogMessage castDescription;
  271. castDescription.battleID = battle()->getBattle()->getBattleID();
  272. switch (mode)
  273. {
  274. case Mode::CREATURE_ACTIVE:
  275. case Mode::ENCHANTER:
  276. case Mode::HERO:
  277. case Mode::PASSIVE:
  278. {
  279. MetaString line;
  280. caster->getCastDescription(owner, affectedUnits, line);
  281. if(!line.empty())
  282. castDescription.lines.push_back(line);
  283. }
  284. break;
  285. default:
  286. break;
  287. }
  288. doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1));
  289. for(auto & unit : affectedUnits)
  290. sc.affectedCres.insert(unit->unitId());
  291. if(!castDescription.lines.empty())
  292. server->apply(castDescription);
  293. server->apply(sc);
  294. for(auto & p : effectsToApply)
  295. p.first->apply(server, this, p.second);
  296. if(sc.activeCast)
  297. {
  298. caster->spendMana(server, spellCost);
  299. if(sc.manaGained > 0)
  300. {
  301. assert(otherHero);
  302. otherHero->spendMana(server, -sc.manaGained);
  303. }
  304. }
  305. // send empty event to client
  306. // temporary(?) workaround to force animations to trigger
  307. StacksInjured fakeEvent;
  308. fakeEvent.battleID = battle()->getBattle()->getBattleID();
  309. server->apply(fakeEvent);
  310. }
  311. void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target)
  312. {
  313. affectedUnits.clear();
  314. Target spellTarget = transformSpellTarget(target);
  315. std::vector <const battle::Unit *> resisted;
  316. auto filterResisted = [&, this](const battle::Unit * unit) -> bool
  317. {
  318. if(isNegativeSpell() && isMagicalEffect())
  319. {
  320. //magic resistance
  321. const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in %
  322. if(rng.nextInt(0, 99) < prob)
  323. return true;
  324. }
  325. return false;
  326. };
  327. auto filterUnit = [&](const battle::Unit * unit)
  328. {
  329. if(filterResisted(unit))
  330. resisted.push_back(unit);
  331. else
  332. affectedUnits.push_back(unit);
  333. };
  334. //prepare targets
  335. effectsToApply = effects->prepare(this, target, spellTarget);
  336. std::set<const battle::Unit *> unitTargets = collectTargets();
  337. //process them
  338. for(const auto * unit : unitTargets)
  339. filterUnit(unit);
  340. //and update targets
  341. for(auto & p : effectsToApply)
  342. {
  343. vstd::erase_if(p.second, [&](const Destination & d)
  344. {
  345. if(!d.unitValue)
  346. return false;
  347. return vstd::contains(resisted, d.unitValue);
  348. });
  349. }
  350. if(mode == Mode::MAGIC_MIRROR)
  351. {
  352. if(caster->getHeroCaster() == nullptr)
  353. {
  354. sc.reflectedCres.insert(caster->getCasterUnitId());
  355. }
  356. }
  357. for(const auto * unit : resisted)
  358. sc.resistedCres.insert(unit->unitId());
  359. }
  360. void BattleSpellMechanics::castEval(ServerCallback * server, const Target & target)
  361. {
  362. affectedUnits.clear();
  363. //TODO: evaluate caster updates (mana usage etc.)
  364. //TODO: evaluate random values
  365. Target spellTarget = transformSpellTarget(target);
  366. effectsToApply = effects->prepare(this, target, spellTarget);
  367. std::set<const battle::Unit *> unitTargets = collectTargets();
  368. auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1);
  369. std::copy(std::begin(unitTargets), std::end(unitTargets), std::back_inserter(affectedUnits));
  370. doRemoveEffects(server, affectedUnits, selector);
  371. for(auto & p : effectsToApply)
  372. p.first->apply(server, this, p.second);
  373. }
  374. std::set<const battle::Unit *> BattleSpellMechanics::collectTargets() const
  375. {
  376. std::set<const battle::Unit *> result;
  377. for(const auto & p : effectsToApply)
  378. {
  379. for(const Destination & d : p.second)
  380. if(d.unitValue)
  381. result.insert(d.unitValue);
  382. }
  383. return result;
  384. }
  385. void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const battle::Units & targets, const CSelector & selector)
  386. {
  387. SetStackEffect sse;
  388. sse.battleID = battle()->getBattle()->getBattleID();
  389. for(const auto * unit : targets)
  390. {
  391. std::vector<Bonus> buffer;
  392. auto bl = unit->getBonuses(selector);
  393. for(const auto & item : *bl)
  394. buffer.emplace_back(*item);
  395. if(!buffer.empty())
  396. sse.toRemove.emplace_back(unit->unitId(), buffer);
  397. }
  398. if(!sse.toRemove.empty())
  399. server->apply(sse);
  400. }
  401. bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const
  402. {
  403. if(bonus->source != BonusSource::SPELL_EFFECT)
  404. return false;
  405. for(const SpellID & id : owner->counteredSpells)
  406. {
  407. if(bonus->sid.as<SpellID>() == id)
  408. return true;
  409. }
  410. return false;
  411. }
  412. BattleHexArray BattleSpellMechanics::spellRangeInHexes(const BattleHex & centralHex) const
  413. {
  414. using namespace SRSLPraserHelpers;
  415. BattleHexArray ret;
  416. std::vector<int> rng = owner->getLevelInfo(getRangeLevel()).range;
  417. for(auto & elem : rng)
  418. {
  419. std::set<ui16> curLayer = getInRange(centralHex.toInt(), elem, elem);
  420. //adding obtained hexes
  421. for(const auto & curLayer_it : curLayer)
  422. ret.insert(curLayer_it);
  423. }
  424. return ret;
  425. }
  426. Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const
  427. {
  428. Target spellTarget;
  429. if(aimPoint.empty())
  430. {
  431. logGlobal->error("Aimed spell cast with no destination.");
  432. }
  433. else
  434. {
  435. const Destination & primary = aimPoint.at(0);
  436. BattleHex aimPointHex = primary.hexValue;
  437. //transform primary spell target with spell range (if it`s valid), leave anything else to effects
  438. if(aimPointHex.isValid())
  439. {
  440. auto spellRange = spellRangeInHexes(aimPointHex);
  441. for(const auto & hex : spellRange)
  442. spellTarget.push_back(Destination(hex));
  443. }
  444. }
  445. if(spellTarget.empty())
  446. spellTarget.push_back(Destination(BattleHex::INVALID));
  447. return spellTarget;
  448. }
  449. std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
  450. {
  451. auto ret = BaseMechanics::getTargetTypes();
  452. if(!ret.empty())
  453. {
  454. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop)
  455. {
  456. e->adjustTargetTypes(ret);
  457. stop = ret.empty();
  458. });
  459. }
  460. return ret;
  461. }
  462. std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const
  463. {
  464. //TODO: BattleSpellMechanics::getPossibleDestinations
  465. if(index != 0)
  466. return std::vector<Destination>();
  467. std::vector<Destination> ret;
  468. switch(aimType)
  469. {
  470. case AimType::CREATURE:
  471. {
  472. auto stacks = battle()->battleGetAllStacks();
  473. for(auto stack : stacks)
  474. {
  475. Target tmp = current;
  476. tmp.emplace_back(stack->getPosition());
  477. detail::ProblemImpl ignored;
  478. if(canBeCastAt(tmp, ignored))
  479. ret.emplace_back(stack->getPosition());
  480. }
  481. break;
  482. }
  483. case AimType::LOCATION:
  484. if(fast)
  485. {
  486. auto stacks = battle()->battleGetAllStacks();
  487. BattleHexArray hexesToCheck;
  488. for(auto stack : stacks)
  489. {
  490. hexesToCheck.insert(stack->getPosition());
  491. hexesToCheck.insert(stack->getPosition().getNeighbouringTiles());
  492. }
  493. for(const auto & hex : hexesToCheck)
  494. {
  495. if(hex.isAvailable())
  496. {
  497. Target tmp = current;
  498. tmp.emplace_back(hex);
  499. detail::ProblemImpl ignored;
  500. if(canBeCastAt(tmp, ignored))
  501. ret.emplace_back(hex);
  502. }
  503. }
  504. }
  505. else
  506. {
  507. for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
  508. {
  509. BattleHex dest(i);
  510. if(dest.isAvailable())
  511. {
  512. Target tmp = current;
  513. tmp.emplace_back(dest);
  514. detail::ProblemImpl ignored;
  515. if(canBeCastAt(tmp, ignored))
  516. ret.emplace_back(dest);
  517. }
  518. }
  519. }
  520. break;
  521. case AimType::NO_TARGET:
  522. ret.emplace_back();
  523. break;
  524. default:
  525. break;
  526. }
  527. return ret;
  528. }
  529. bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const
  530. {
  531. return targetCondition->isReceptive(this, target);
  532. }
  533. BattleHexArray BattleSpellMechanics::rangeInHexes(const BattleHex & centralHex) const
  534. {
  535. if(isMassive() || !centralHex.isValid())
  536. return BattleHexArray();
  537. Target aimPoint;
  538. aimPoint.push_back(Destination(centralHex));
  539. Target spellTarget = transformSpellTarget(aimPoint);
  540. BattleHexArray effectRange;
  541. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop)
  542. {
  543. if(!effect->indirect)
  544. {
  545. effect->adjustAffectedHexes(effectRange, this, spellTarget);
  546. }
  547. });
  548. return effectRange;
  549. }
  550. const Spell * BattleSpellMechanics::getSpell() const
  551. {
  552. return owner;
  553. }
  554. }
  555. VCMI_LIB_NAMESPACE_END