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							- /*
 
-  * CStack.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 "CStack.h"
 
- #include <vstd/RNG.h>
 
- #include <vcmi/Entity.h>
 
- #include <vcmi/ServerCallback.h>
 
- #include "CGeneralTextHandler.h"
 
- #include "battle/BattleInfo.h"
 
- #include "spells/CSpellHandler.h"
 
- #include "NetPacks.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- ///CStack
 
- CStack::CStack(const CStackInstance * Base, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
 
- 	CBonusSystemNode(STACK_BATTLE),
 
- 	base(Base),
 
- 	ID(I),
 
- 	type(Base->type),
 
- 	baseAmount(Base->count),
 
- 	owner(O),
 
- 	slot(S),
 
- 	side(Side)
 
- {
 
- 	health.init(); //???
 
- }
 
- CStack::CStack():
 
- 	CBonusSystemNode(STACK_BATTLE),
 
- 	owner(PlayerColor::NEUTRAL),
 
- 	slot(SlotID(255)),
 
- 	initialPosition(BattleHex())
 
- {
 
- }
 
- CStack::CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
 
- 	CBonusSystemNode(STACK_BATTLE),
 
- 	ID(I),
 
- 	type(stack->type),
 
- 	baseAmount(stack->count),
 
- 	owner(O),
 
- 	slot(S),
 
- 	side(Side)
 
- {
 
- 	health.init(); //???
 
- }
 
- void CStack::localInit(BattleInfo * battleInfo)
 
- {
 
- 	battle = battleInfo;
 
- 	assert(type);
 
- 	exportBonuses();
 
- 	if(base) //stack originating from "real" stack in garrison -> attach to it
 
- 	{
 
- 		attachTo(const_cast<CStackInstance&>(*base));
 
- 	}
 
- 	else //attach directly to obj to which stack belongs and creature type
 
- 	{
 
- 		CArmedInstance * army = battle->battleGetArmyObject(side);
 
- 		assert(army);
 
- 		attachTo(*army);
 
- 		attachTo(const_cast<CCreature&>(*type));
 
- 	}
 
- 	nativeTerrain = getNativeTerrain(); //save nativeTerrain in the variable on the battle start to avoid dead lock
 
- 	CUnitState::localInit(this); //it causes execution of the CStack::isOnNativeTerrain where nativeTerrain will be considered
 
- 	position = initialPosition;
 
- }
 
- ui32 CStack::level() const
 
- {
 
- 	if(base)
 
- 		return base->getLevel(); //creature or commander
 
- 	else
 
- 		return std::max(1, static_cast<int>(unitType()->getLevel())); //war machine, clone etc
 
- }
 
- si32 CStack::magicResistance() const
 
- {
 
- 	auto magicResistance = AFactionMember::magicResistance();
 
- 	si32 auraBonus = 0;
 
- 	for(const auto * one : battle->battleAdjacentUnits(this))
 
- 	{
 
- 		if(one->unitOwner() == owner)
 
- 			vstd::amax(auraBonus, one->valOfBonuses(BonusType::SPELL_RESISTANCE_AURA)); //max value
 
- 	}
 
- 	vstd::abetween(auraBonus, 0, 100);
 
- 	vstd::abetween(magicResistance, 0, 100);
 
- 	float castChance = (100 - magicResistance) * (100 - auraBonus)/100.0;
 
- 	return static_cast<si32>(100 - castChance);
 
- }
 
- BattleHex::EDir CStack::destShiftDir() const
 
- {
 
- 	if(doubleWide())
 
- 	{
 
- 		if(side == BattleSide::ATTACKER)
 
- 			return BattleHex::EDir::RIGHT;
 
- 		else
 
- 			return BattleHex::EDir::LEFT;
 
- 	}
 
- 	else
 
- 	{
 
- 		return BattleHex::EDir::NONE;
 
- 	}
 
- }
 
- std::vector<SpellID> CStack::activeSpells() const
 
- {
 
- 	std::vector<SpellID> ret;
 
- 	std::stringstream cachingStr;
 
- 	cachingStr << "!type_" << vstd::to_underlying(BonusType::NONE) << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT);
 
- 	CSelector selector = Selector::sourceType()(BonusSource::SPELL_EFFECT)
 
- 						 .And(CSelector([](const Bonus * b)->bool
 
- 	{
 
- 		return b->type != BonusType::NONE && b->sid.as<SpellID>().toSpell() && !b->sid.as<SpellID>().toSpell()->isAdventure();
 
- 	}));
 
- 	TConstBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
 
- 	for(const auto & it : *spellEffects)
 
- 	{
 
- 		if(!vstd::contains(ret, it->sid.as<SpellID>()))  //do not duplicate spells with multiple effects
 
- 			ret.push_back(it->sid.as<SpellID>());
 
- 	}
 
- 	return ret;
 
- }
 
- CStack::~CStack()
 
- {
 
- 	detachFromAll();
 
- }
 
- const CGHeroInstance * CStack::getMyHero() const
 
- {
 
- 	if(base)
 
- 		return dynamic_cast<const CGHeroInstance *>(base->armyObj);
 
- 	else //we are attached directly?
 
- 		for(const CBonusSystemNode * n : getParentNodes())
 
- 			if(n->getNodeType() == HERO)
 
- 				return dynamic_cast<const CGHeroInstance *>(n);
 
- 	return nullptr;
 
- }
 
- std::string CStack::nodeName() const
 
- {
 
- 	std::ostringstream oss;
 
- 	oss << owner.toString();
 
- 	oss << " battle stack [" << ID << "]: " << getCount() << " of ";
 
- 	if(type)
 
- 		oss << type->getNamePluralTextID();
 
- 	else
 
- 		oss << "[UNDEFINED TYPE]";
 
- 	oss << " from slot " << slot;
 
- 	if(base && base->armyObj)
 
- 		oss << " of armyobj=" << base->armyObj->id.getNum();
 
- 	return oss.str();
 
- }
 
- void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand) const
 
- {
 
- 	auto newState = acquireState();
 
- 	prepareAttacked(bsa, rand, newState);
 
- }
 
- void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, const std::shared_ptr<battle::CUnitState> & customState)
 
- {
 
- 	auto initialCount = customState->getCount();
 
- 	// compute damage and update bsa.damageAmount
 
- 	customState->damage(bsa.damageAmount);
 
- 	bsa.killedAmount = initialCount - customState->getCount();
 
- 	if(!customState->alive() && customState->isClone())
 
- 	{
 
- 		bsa.flags |= BattleStackAttacked::CLONE_KILLED;
 
- 	}
 
- 	else if(!customState->alive()) //stack killed
 
- 	{
 
- 		bsa.flags |= BattleStackAttacked::KILLED;
 
- 		auto resurrectValue = customState->valOfBonuses(BonusType::REBIRTH);
 
- 		if(resurrectValue > 0 && customState->canCast()) //there must be casts left
 
- 		{
 
- 			double resurrectFactor = resurrectValue / 100.0;
 
- 			auto baseAmount = customState->unitBaseAmount();
 
- 			double resurrectedRaw = baseAmount * resurrectFactor;
 
- 			auto resurrectedCount = static_cast<int32_t>(floor(resurrectedRaw));
 
- 			auto resurrectedAdd = static_cast<int32_t>(baseAmount - (resurrectedCount / resurrectFactor));
 
- 			auto rangeGen = rand.getInt64Range(0, 99);
 
- 			for(int32_t i = 0; i < resurrectedAdd; i++)
 
- 			{
 
- 				if(resurrectValue > rangeGen())
 
- 					resurrectedCount += 1;
 
- 			}
 
- 			if(customState->hasBonusOfType(BonusType::REBIRTH, BonusCustomSubtype::rebirthSpecial))
 
- 			{
 
- 				// resurrect at least one Sacred Phoenix
 
- 				vstd::amax(resurrectedCount, 1);
 
- 			}
 
- 			if(resurrectedCount > 0)
 
- 			{
 
- 				customState->casts.use();
 
- 				bsa.flags |= BattleStackAttacked::REBIRTH;
 
- 				int64_t toHeal = customState->getMaxHealth() * resurrectedCount;
 
- 				//TODO: add one-battle rebirth?
 
- 				customState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
 
- 				customState->counterAttacks.use(customState->counterAttacks.available());
 
- 			}
 
- 		}
 
- 	}
 
- 	customState->save(bsa.newState.data);
 
- 	bsa.newState.healthDelta = -bsa.damageAmount;
 
- 	bsa.newState.id = customState->unitId();
 
- 	bsa.newState.operation = UnitChanges::EOperation::RESET_STATE;
 
- }
 
- std::vector<BattleHex> CStack::meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
 
- {
 
- 	int mask = 0;
 
- 	std::vector<BattleHex> res;
 
- 	if (!attackerPos.isValid())
 
- 		attackerPos = attacker->getPosition();
 
- 	if (!defenderPos.isValid())
 
- 		defenderPos = defender->getPosition();
 
- 	BattleHex otherAttackerPos = attackerPos + (attacker->unitSide() == BattleSide::ATTACKER ? -1 : 1);
 
- 	BattleHex otherDefenderPos = defenderPos + (defender->unitSide() == BattleSide::ATTACKER ? -1 : 1);
 
- 	if(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
 
- 	{
 
- 		if((mask & 1) == 0)
 
- 		{
 
- 			mask |= 1;
 
- 			res.push_back(defenderPos);
 
- 		}
 
- 	}
 
- 	if (attacker->doubleWide() //back <=> front
 
- 		&& BattleHex::mutualPosition(otherAttackerPos, defenderPos) >= 0)
 
- 	{
 
- 		if((mask & 1) == 0)
 
- 		{
 
- 			mask |= 1;
 
- 			res.push_back(defenderPos);
 
- 		}
 
- 	}
 
- 	if (defender->doubleWide()//front <=> back
 
- 		&& BattleHex::mutualPosition(attackerPos, otherDefenderPos) >= 0)
 
- 	{
 
- 		if((mask & 2) == 0)
 
- 		{
 
- 			mask |= 2;
 
- 			res.push_back(otherDefenderPos);
 
- 		}
 
- 	}
 
- 	if (defender->doubleWide() && attacker->doubleWide()//back <=> back
 
- 		&& BattleHex::mutualPosition(otherAttackerPos, otherDefenderPos) >= 0)
 
- 	{
 
- 		if((mask & 2) == 0)
 
- 		{
 
- 			mask |= 2;
 
- 			res.push_back(otherDefenderPos);
 
- 		}
 
- 	}
 
- 	return res;
 
- }
 
- bool CStack::isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
 
- {
 
- 	return !meleeAttackHexes(attacker, defender, attackerPos, defenderPos).empty();
 
- }
 
- std::string CStack::getName() const
 
- {
 
- 	return (getCount() == 1) ? type->getNameSingularTranslated() : type->getNamePluralTranslated(); //War machines can't use base
 
- }
 
- bool CStack::canBeHealed() const
 
- {
 
- 	return getFirstHPleft() < static_cast<int32_t>(getMaxHealth()) && isValidTarget() && !hasBonusOfType(BonusType::SIEGE_WEAPON);
 
- }
 
- bool CStack::isOnNativeTerrain() const
 
- {
 
- 	//this code is called from CreatureTerrainLimiter::limit on battle start
 
- 	auto res = nativeTerrain == ETerrainId::ANY_TERRAIN || nativeTerrain == battle->getTerrainType();
 
- 	return res;
 
- }
 
- bool CStack::isOnTerrain(TerrainId terrain) const
 
- {
 
- 	return battle->getTerrainType() == terrain;
 
- }
 
- const CCreature * CStack::unitType() const
 
- {
 
- 	return type;
 
- }
 
- int32_t CStack::unitBaseAmount() const
 
- {
 
- 	return baseAmount;
 
- }
 
- const IBonusBearer* CStack::getBonusBearer() const
 
- {
 
- 	return this;
 
- }
 
- bool CStack::unitHasAmmoCart(const battle::Unit * unit) const
 
- {
 
- 	for(const CStack * st : battle->stacks)
 
- 	{
 
- 		if(battle->battleMatchOwner(st, unit, true) && st->unitType()->getId() == CreatureID::AMMO_CART)
 
- 		{
 
- 			return st->alive();
 
- 		}
 
- 	}
 
- 	//ammo cart works during creature bank battle while not on battlefield
 
- 	const auto * ownerHero = battle->battleGetOwnerHero(unit);
 
- 	if(ownerHero && ownerHero->artifactsWorn.find(ArtifactPosition::MACH2) != ownerHero->artifactsWorn.end())
 
- 	{
 
- 		if(battle->battleGetOwnerHero(unit)->artifactsWorn.at(ArtifactPosition::MACH2).artifact->artType->getId() == ArtifactID::AMMO_CART)
 
- 		{
 
- 			return true;
 
- 		}
 
- 	}
 
- 	return false; //will be always false if trying to examine enemy hero in "special battle"
 
- }
 
- PlayerColor CStack::unitEffectiveOwner(const battle::Unit * unit) const
 
- {
 
- 	return battle->battleGetOwner(unit);
 
- }
 
- uint32_t CStack::unitId() const
 
- {
 
- 	return ID;
 
- }
 
- ui8 CStack::unitSide() const
 
- {
 
- 	return side;
 
- }
 
- PlayerColor CStack::unitOwner() const
 
- {
 
- 	return owner;
 
- }
 
- SlotID CStack::unitSlot() const
 
- {
 
- 	return slot;
 
- }
 
- std::string CStack::getDescription() const
 
- {
 
- 	return nodeName();
 
- }
 
- void CStack::spendMana(ServerCallback * server, const int spellCost) const
 
- {
 
- 	if(spellCost != 1)
 
- 		logGlobal->warn("Unexpected spell cost %d for creature", spellCost);
 
- 	BattleSetStackProperty ssp;
 
- 	ssp.battleID = battle->battleID;
 
- 	ssp.stackID = unitId();
 
- 	ssp.which = BattleSetStackProperty::CASTS;
 
- 	ssp.val = -spellCost;
 
- 	ssp.absolute = false;
 
- 	server->apply(&ssp);
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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