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)
  258. {
  259. vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING));
  260. }
  261. }
  262. sc.manaGained = (manaChannel * spellCost) / 100;
  263. }
  264. sc.activeCast = true;
  265. }
  266. else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER)
  267. {
  268. spellCost = 1;
  269. sc.activeCast = true;
  270. }
  271. beforeCast(sc, *server->getRNG(), target);
  272. BattleLogMessage castDescription;
  273. castDescription.battleID = battle()->getBattle()->getBattleID();
  274. switch (mode)
  275. {
  276. case Mode::CREATURE_ACTIVE:
  277. case Mode::ENCHANTER:
  278. case Mode::HERO:
  279. case Mode::PASSIVE:
  280. {
  281. MetaString line;
  282. caster->getCastDescription(owner, affectedUnits, line);
  283. if(!line.empty())
  284. castDescription.lines.push_back(line);
  285. }
  286. break;
  287. default:
  288. break;
  289. }
  290. doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1));
  291. for(auto & unit : affectedUnits)
  292. sc.affectedCres.insert(unit->unitId());
  293. if(!castDescription.lines.empty())
  294. server->apply(castDescription);
  295. server->apply(sc);
  296. for(auto & p : effectsToApply)
  297. p.first->apply(server, this, p.second);
  298. if(sc.activeCast)
  299. {
  300. caster->spendMana(server, spellCost);
  301. if(sc.manaGained > 0)
  302. {
  303. assert(otherHero);
  304. otherHero->spendMana(server, -sc.manaGained);
  305. }
  306. }
  307. // send empty event to client
  308. // temporary(?) workaround to force animations to trigger
  309. StacksInjured fakeEvent;
  310. fakeEvent.battleID = battle()->getBattle()->getBattleID();
  311. server->apply(fakeEvent);
  312. }
  313. void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target)
  314. {
  315. affectedUnits.clear();
  316. Target spellTarget = transformSpellTarget(target);
  317. std::vector <const battle::Unit *> resisted;
  318. auto filterResisted = [&, this](const battle::Unit * unit) -> bool
  319. {
  320. if(isNegativeSpell() && isMagicalEffect())
  321. {
  322. //magic resistance
  323. const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in %
  324. if(rng.nextInt(0, 99) < prob)
  325. return true;
  326. }
  327. return false;
  328. };
  329. auto filterUnit = [&](const battle::Unit * unit)
  330. {
  331. if(filterResisted(unit))
  332. resisted.push_back(unit);
  333. else
  334. affectedUnits.push_back(unit);
  335. };
  336. //prepare targets
  337. effectsToApply = effects->prepare(this, target, spellTarget);
  338. std::set<const battle::Unit *> unitTargets = collectTargets();
  339. //process them
  340. for(const auto * unit : unitTargets)
  341. filterUnit(unit);
  342. //and update targets
  343. for(auto & p : effectsToApply)
  344. {
  345. vstd::erase_if(p.second, [&](const Destination & d)
  346. {
  347. if(!d.unitValue)
  348. return false;
  349. return vstd::contains(resisted, d.unitValue);
  350. });
  351. }
  352. if(mode == Mode::MAGIC_MIRROR)
  353. {
  354. if(caster->getHeroCaster() == nullptr)
  355. {
  356. sc.reflectedCres.insert(caster->getCasterUnitId());
  357. }
  358. }
  359. for(const auto * unit : resisted)
  360. sc.resistedCres.insert(unit->unitId());
  361. }
  362. void BattleSpellMechanics::castEval(ServerCallback * server, const Target & target)
  363. {
  364. affectedUnits.clear();
  365. //TODO: evaluate caster updates (mana usage etc.)
  366. //TODO: evaluate random values
  367. Target spellTarget = transformSpellTarget(target);
  368. effectsToApply = effects->prepare(this, target, spellTarget);
  369. std::set<const battle::Unit *> unitTargets = collectTargets();
  370. auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1);
  371. std::copy(std::begin(unitTargets), std::end(unitTargets), std::back_inserter(affectedUnits));
  372. doRemoveEffects(server, affectedUnits, selector);
  373. for(auto & p : effectsToApply)
  374. p.first->apply(server, this, p.second);
  375. }
  376. std::set<const battle::Unit *> BattleSpellMechanics::collectTargets() const
  377. {
  378. std::set<const battle::Unit *> result;
  379. for(const auto & p : effectsToApply)
  380. {
  381. for(const Destination & d : p.second)
  382. if(d.unitValue)
  383. result.insert(d.unitValue);
  384. }
  385. return result;
  386. }
  387. void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const battle::Units & targets, const CSelector & selector)
  388. {
  389. SetStackEffect sse;
  390. sse.battleID = battle()->getBattle()->getBattleID();
  391. for(const auto * unit : targets)
  392. {
  393. std::vector<Bonus> buffer;
  394. auto bl = unit->getBonuses(selector);
  395. for(const auto & item : *bl)
  396. buffer.emplace_back(*item);
  397. if(!buffer.empty())
  398. sse.toRemove.emplace_back(unit->unitId(), buffer);
  399. }
  400. if(!sse.toRemove.empty())
  401. server->apply(sse);
  402. }
  403. bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const
  404. {
  405. if(bonus->source != BonusSource::SPELL_EFFECT)
  406. return false;
  407. for(const SpellID & id : owner->counteredSpells)
  408. {
  409. if(bonus->sid.as<SpellID>() == id)
  410. return true;
  411. }
  412. return false;
  413. }
  414. BattleHexArray BattleSpellMechanics::spellRangeInHexes(const BattleHex & centralHex) const
  415. {
  416. using namespace SRSLPraserHelpers;
  417. BattleHexArray ret;
  418. std::vector<int> rng = owner->getLevelInfo(getRangeLevel()).range;
  419. for(auto & elem : rng)
  420. {
  421. std::set<ui16> curLayer = getInRange(centralHex.toInt(), elem, elem);
  422. //adding obtained hexes
  423. for(const auto & curLayer_it : curLayer)
  424. ret.insert(curLayer_it);
  425. }
  426. return ret;
  427. }
  428. Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const
  429. {
  430. Target spellTarget;
  431. if(aimPoint.empty())
  432. {
  433. logGlobal->error("Aimed spell cast with no destination.");
  434. }
  435. else
  436. {
  437. const Destination & primary = aimPoint.at(0);
  438. BattleHex aimPointHex = primary.hexValue;
  439. //transform primary spell target with spell range (if it`s valid), leave anything else to effects
  440. if(aimPointHex.isValid())
  441. {
  442. auto spellRange = spellRangeInHexes(aimPointHex);
  443. for(const auto & hex : spellRange)
  444. spellTarget.push_back(Destination(hex));
  445. }
  446. }
  447. if(spellTarget.empty())
  448. spellTarget.push_back(Destination(BattleHex::INVALID));
  449. return spellTarget;
  450. }
  451. std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
  452. {
  453. auto ret = BaseMechanics::getTargetTypes();
  454. if(!ret.empty())
  455. {
  456. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop)
  457. {
  458. e->adjustTargetTypes(ret);
  459. stop = ret.empty();
  460. });
  461. }
  462. return ret;
  463. }
  464. std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const
  465. {
  466. //TODO: BattleSpellMechanics::getPossibleDestinations
  467. if(index != 0)
  468. return std::vector<Destination>();
  469. std::vector<Destination> ret;
  470. switch(aimType)
  471. {
  472. case AimType::CREATURE:
  473. {
  474. auto stacks = battle()->battleGetAllStacks();
  475. for(auto stack : stacks)
  476. {
  477. Target tmp = current;
  478. tmp.emplace_back(stack->getPosition());
  479. detail::ProblemImpl ignored;
  480. if(canBeCastAt(tmp, ignored))
  481. ret.emplace_back(stack->getPosition());
  482. }
  483. break;
  484. }
  485. case AimType::LOCATION:
  486. if(fast)
  487. {
  488. auto stacks = battle()->battleGetAllStacks();
  489. BattleHexArray hexesToCheck;
  490. for(auto stack : stacks)
  491. {
  492. hexesToCheck.insert(stack->getPosition());
  493. hexesToCheck.insert(stack->getPosition().getNeighbouringTiles());
  494. }
  495. for(const auto & hex : hexesToCheck)
  496. {
  497. if(hex.isAvailable())
  498. {
  499. Target tmp = current;
  500. tmp.emplace_back(hex);
  501. detail::ProblemImpl ignored;
  502. if(canBeCastAt(tmp, ignored))
  503. ret.emplace_back(hex);
  504. }
  505. }
  506. }
  507. else
  508. {
  509. for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
  510. {
  511. BattleHex dest(i);
  512. if(dest.isAvailable())
  513. {
  514. Target tmp = current;
  515. tmp.emplace_back(dest);
  516. detail::ProblemImpl ignored;
  517. if(canBeCastAt(tmp, ignored))
  518. ret.emplace_back(dest);
  519. }
  520. }
  521. }
  522. break;
  523. case AimType::NO_TARGET:
  524. ret.emplace_back();
  525. break;
  526. default:
  527. break;
  528. }
  529. return ret;
  530. }
  531. bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const
  532. {
  533. return targetCondition->isReceptive(this, target);
  534. }
  535. BattleHexArray BattleSpellMechanics::rangeInHexes(const BattleHex & centralHex) const
  536. {
  537. if(isMassive() || !centralHex.isValid())
  538. return BattleHexArray();
  539. Target aimPoint;
  540. aimPoint.push_back(Destination(centralHex));
  541. Target spellTarget = transformSpellTarget(aimPoint);
  542. BattleHexArray effectRange;
  543. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop)
  544. {
  545. if(!effect->indirect)
  546. {
  547. effect->adjustAffectedHexes(effectRange, this, spellTarget);
  548. }
  549. });
  550. return effectRange;
  551. }
  552. const Spell * BattleSpellMechanics::getSpell() const
  553. {
  554. return owner;
  555. }
  556. }
  557. VCMI_LIB_NAMESPACE_END