BattleSpellMechanics.cpp 17 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 "../NetPacks.h"
  13. #include "../BattleState.h"
  14. ///ChainLightningMechanics
  15. std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  16. {
  17. std::set<const CStack* > attackedCres;
  18. std::set<BattleHex> possibleHexes;
  19. for(auto stack : ctx.cb->battleGetAllStacks())
  20. {
  21. if(stack->isValidTarget())
  22. {
  23. for(auto hex : stack->getHexes())
  24. {
  25. possibleHexes.insert (hex);
  26. }
  27. }
  28. }
  29. int targetsOnLevel[4] = {4, 4, 5, 5};
  30. BattleHex lightningHex = ctx.destination;
  31. for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
  32. {
  33. auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
  34. if(!stack)
  35. break;
  36. attackedCres.insert (stack);
  37. for(auto hex : stack->getHexes())
  38. {
  39. possibleHexes.erase(hex); //can't hit same place twice
  40. }
  41. if(possibleHexes.empty()) //not enough targets
  42. break;
  43. lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
  44. }
  45. return attackedCres;
  46. }
  47. ///CloneMechanics
  48. void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  49. {
  50. const CStack * clonedStack = nullptr;
  51. if(ctx.attackedCres.size())
  52. clonedStack = *ctx.attackedCres.begin();
  53. if(!clonedStack)
  54. {
  55. env->complain ("No target stack to clone!");
  56. return;
  57. }
  58. const int attacker = !(bool)parameters.casterSide;
  59. BattleStackAdded bsa;
  60. bsa.creID = clonedStack->type->idNumber;
  61. bsa.attacker = attacker;
  62. bsa.summoned = true;
  63. bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
  64. bsa.amount = clonedStack->count;
  65. env->sendAndApply(&bsa);
  66. BattleSetStackProperty ssp;
  67. ssp.stackID = bsa.newStackID;//we know stack ID after apply
  68. ssp.which = BattleSetStackProperty::CLONED;
  69. ssp.val = 0;
  70. ssp.absolute = 1;
  71. env->sendAndApply(&ssp);
  72. }
  73. ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  74. {
  75. //can't clone already cloned creature
  76. if(vstd::contains(obj->state, EBattleStackState::CLONED))
  77. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  78. //TODO: how about stacks casting Clone?
  79. //currently Clone casted by stack is assumed Expert level
  80. ui8 schoolLevel;
  81. if(caster)
  82. {
  83. schoolLevel = caster->getSpellSchoolLevel(owner);
  84. }
  85. else
  86. {
  87. schoolLevel = 3;
  88. }
  89. if(schoolLevel < 3)
  90. {
  91. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  92. int creLevel = obj->getCreature()->level;
  93. if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  94. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  95. }
  96. //use default algorithm only if there is no mechanics-related problem
  97. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  98. }
  99. ///CureMechanics
  100. void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  101. {
  102. DefaultSpellMechanics::applyBattle(battle, packet);
  103. for(auto stackID : packet->affectedCres)
  104. {
  105. if(vstd::contains(packet->resisted, stackID))
  106. {
  107. logGlobal->errorStream() << "Resistance to positive spell CURE";
  108. continue;
  109. }
  110. CStack *s = battle->getStack(stackID);
  111. s->popBonuses([&](const Bonus *b) -> bool
  112. {
  113. if(b->source == Bonus::SPELL_EFFECT)
  114. {
  115. CSpell * sp = SpellID(b->sid).toSpell();
  116. return sp->isNegative();
  117. }
  118. return false; //not a spell effect
  119. });
  120. }
  121. }
  122. ///DispellMechanics
  123. void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  124. {
  125. DefaultSpellMechanics::applyBattle(battle, packet);
  126. for(auto stackID : packet->affectedCres)
  127. {
  128. if(vstd::contains(packet->resisted, stackID))
  129. continue;
  130. CStack *s = battle->getStack(stackID);
  131. s->popBonuses([&](const Bonus *b) -> bool
  132. {
  133. return Selector::sourceType(Bonus::SPELL_EFFECT)(b);
  134. });
  135. }
  136. }
  137. ESpellCastProblem::ESpellCastProblem DispellMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  138. {
  139. //todo: check for lower level
  140. std::stringstream cachingStr;
  141. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  142. for(const CStack * s : cb->battleAliveStacks())
  143. {
  144. if(s->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  145. {
  146. return ESpellCastProblem::OK;
  147. }
  148. }
  149. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  150. }
  151. ///EarthquakeMechanics
  152. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  153. {
  154. if(nullptr == parameters.cb->town)
  155. {
  156. env->complain("EarthquakeMechanics: not town siege");
  157. return;
  158. }
  159. if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
  160. {
  161. env->complain("EarthquakeMechanics: town has no fort");
  162. return;
  163. }
  164. //start with all destructible parts
  165. std::set<EWallPart::EWallPart> possibleTargets =
  166. {
  167. EWallPart::KEEP,
  168. EWallPart::BOTTOM_TOWER,
  169. EWallPart::BOTTOM_WALL,
  170. EWallPart::BELOW_GATE,
  171. EWallPart::OVER_GATE,
  172. EWallPart::UPPER_WALL,
  173. EWallPart::UPPER_TOWER,
  174. EWallPart::GATE
  175. };
  176. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  177. const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
  178. CatapultAttack ca;
  179. ca.attacker = -1;
  180. for(int i = 0; i < targetsToAttack; i++)
  181. {
  182. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  183. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  184. auto & currentHP = parameters.cb->si.wallState;
  185. if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
  186. continue;
  187. CatapultAttack::AttackInfo attackInfo;
  188. attackInfo.damageDealt = 1;
  189. attackInfo.attackedPart = target;
  190. attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
  191. ca.attackedParts.push_back(attackInfo);
  192. //removing creatures in turrets / keep if one is destroyed
  193. BattleHex posRemove;
  194. switch(target)
  195. {
  196. case EWallPart::KEEP:
  197. posRemove = -2;
  198. break;
  199. case EWallPart::BOTTOM_TOWER:
  200. posRemove = -3;
  201. break;
  202. case EWallPart::UPPER_TOWER:
  203. posRemove = -4;
  204. break;
  205. }
  206. if(posRemove != BattleHex::INVALID)
  207. {
  208. BattleStacksRemoved bsr;
  209. for(auto & elem : parameters.cb->stacks)
  210. {
  211. if(elem->position == posRemove)
  212. {
  213. bsr.stackIDs.insert(elem->ID);
  214. break;
  215. }
  216. }
  217. if(bsr.stackIDs.size() > 0)
  218. env->sendAndApply(&bsr);
  219. }
  220. };
  221. env->sendAndApply(&ca);
  222. }
  223. ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  224. {
  225. if(nullptr == cb->battleGetDefendedTown())
  226. {
  227. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  228. }
  229. if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
  230. {
  231. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  232. }
  233. if(owner->getTargetInfo(0).smart) //TODO: use real spell level
  234. {
  235. //if spell targeting is smart, then only attacker can use it
  236. if(cb->playerToSide(player) != 0)
  237. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  238. }
  239. return ESpellCastProblem::OK;
  240. }
  241. ///HypnotizeMechanics
  242. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  243. {
  244. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  245. {
  246. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  247. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  248. //apply 'damage' bonus for hypnotize, including hero specialty
  249. ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  250. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
  251. if (subjectHealth > maxHealth)
  252. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  253. }
  254. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  255. }
  256. ///ObstacleMechanics
  257. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  258. {
  259. auto placeObstacle = [&, this](BattleHex pos)
  260. {
  261. static int obstacleIdToGive = parameters.cb->obstacles.size()
  262. ? (parameters.cb->obstacles.back()->uniqueID+1)
  263. : 0;
  264. auto obstacle = make_shared<SpellCreatedObstacle>();
  265. switch(owner->id) // :/
  266. {
  267. case SpellID::QUICKSAND:
  268. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  269. obstacle->turnsRemaining = -1;
  270. obstacle->visibleForAnotherSide = false;
  271. break;
  272. case SpellID::LAND_MINE:
  273. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  274. obstacle->turnsRemaining = -1;
  275. obstacle->visibleForAnotherSide = false;
  276. break;
  277. case SpellID::FIRE_WALL:
  278. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  279. obstacle->turnsRemaining = 2;
  280. obstacle->visibleForAnotherSide = true;
  281. break;
  282. case SpellID::FORCE_FIELD:
  283. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  284. obstacle->turnsRemaining = 2;
  285. obstacle->visibleForAnotherSide = true;
  286. break;
  287. default:
  288. //this function cannot be used with spells that do not create obstacles
  289. assert(0);
  290. }
  291. obstacle->pos = pos;
  292. obstacle->casterSide = parameters.casterSide;
  293. obstacle->ID = owner->id;
  294. obstacle->spellLevel = parameters.spellLvl;
  295. obstacle->casterSpellPower = parameters.usedSpellPower;
  296. obstacle->uniqueID = obstacleIdToGive++;
  297. BattleObstaclePlaced bop;
  298. bop.obstacle = obstacle;
  299. env->sendAndApply(&bop);
  300. };
  301. switch(owner->id)
  302. {
  303. case SpellID::QUICKSAND:
  304. case SpellID::LAND_MINE:
  305. {
  306. std::vector<BattleHex> availableTiles;
  307. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  308. {
  309. BattleHex hex = i;
  310. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  311. availableTiles.push_back(hex);
  312. }
  313. boost::range::random_shuffle(availableTiles);
  314. const int patchesForSkill[] = {4, 4, 6, 8};
  315. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  316. //land mines or quicksand patches are handled as spell created obstacles
  317. for (int i = 0; i < patchesToPut; i++)
  318. placeObstacle(availableTiles.at(i));
  319. }
  320. break;
  321. case SpellID::FORCE_FIELD:
  322. placeObstacle(parameters.destination);
  323. break;
  324. case SpellID::FIRE_WALL:
  325. {
  326. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  327. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  328. for(BattleHex hex : affectedHexes)
  329. placeObstacle(hex);
  330. }
  331. break;
  332. default:
  333. assert(0);
  334. }
  335. }
  336. ///WallMechanics
  337. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  338. {
  339. std::vector<BattleHex> ret;
  340. //Special case - shape of obstacle depends on caster's side
  341. //TODO make it possible through spell config
  342. BattleHex::EDir firstStep, secondStep;
  343. if(side)
  344. {
  345. firstStep = BattleHex::TOP_LEFT;
  346. secondStep = BattleHex::TOP_RIGHT;
  347. }
  348. else
  349. {
  350. firstStep = BattleHex::TOP_RIGHT;
  351. secondStep = BattleHex::TOP_LEFT;
  352. }
  353. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  354. auto addIfValid = [&](BattleHex hex)
  355. {
  356. if(hex.isValid())
  357. ret.push_back(hex);
  358. else if(outDroppedHexes)
  359. *outDroppedHexes = true;
  360. };
  361. ret.push_back(centralHex);
  362. addIfValid(centralHex.moveInDir(firstStep, false));
  363. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  364. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  365. return ret;
  366. }
  367. ///RemoveObstacleMechanics
  368. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  369. {
  370. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  371. {
  372. ObstaclesRemoved obr;
  373. obr.obstacles.insert(obstacleToRemove->uniqueID);
  374. env->sendAndApply(&obr);
  375. }
  376. else
  377. env->complain("There's no obstacle to remove!");
  378. }
  379. ///SpecialRisingSpellMechanics
  380. ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  381. {
  382. // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
  383. bool targetExists = false;
  384. bool targetToSacrificeExists = false;
  385. for(const CStack * stack : cb->battleGetAllStacks())
  386. {
  387. //using isImmuneBy directly as this mechanics does not have overridden immunity check
  388. //therefore we do not need to check caster and casting mode
  389. //TODO: check that we really should check immunity for both stacks
  390. const bool immune = ESpellCastProblem::OK != owner->isImmuneBy(stack);
  391. const bool casterStack = stack->owner == player;
  392. if(!immune && casterStack)
  393. {
  394. if(stack->alive())
  395. targetToSacrificeExists = true;
  396. else
  397. targetExists = true;
  398. if(targetExists && targetToSacrificeExists)
  399. break;
  400. }
  401. }
  402. if(targetExists && targetToSacrificeExists)
  403. return ESpellCastProblem::OK;
  404. else
  405. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  406. }
  407. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  408. {
  409. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  410. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  411. //set another active stack than the one removed, or bad things will happen
  412. //TODO: make that part of BattleStacksRemoved? what about client update?
  413. {
  414. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  415. BattleSetActiveStack sas;
  416. //std::vector<const CStack *> hlp;
  417. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  418. //if(hlp.size())
  419. //{
  420. // sas.stack = hlp[0]->ID;
  421. //}
  422. //else
  423. // complain ("No new stack to activate!");
  424. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  425. env->sendAndApply(&sas);
  426. }
  427. BattleStacksRemoved bsr;
  428. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  429. env->sendAndApply(&bsr);
  430. }
  431. ///SpecialRisingSpellMechanics
  432. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  433. {
  434. // following does apply to resurrect and animate dead(?) only
  435. // for sacrifice health calculation and health limit check don't matter
  436. if(obj->count >= obj->baseAmount)
  437. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  438. if(caster) //FIXME: Archangels can cast immune stack
  439. {
  440. auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  441. if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  442. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  443. }
  444. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  445. }
  446. ///SummonMechanics
  447. ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  448. {
  449. const ui8 side = cb->playerToSide(player);
  450. //IDs of summon elemental spells (fire, earth, water, air)
  451. int spellIDs[] = { SpellID::SUMMON_FIRE_ELEMENTAL, SpellID::SUMMON_EARTH_ELEMENTAL,
  452. SpellID::SUMMON_WATER_ELEMENTAL, SpellID::SUMMON_AIR_ELEMENTAL };
  453. //(fire, earth, water, air) elementals
  454. int creIDs[] = {CreatureID::FIRE_ELEMENTAL, CreatureID::EARTH_ELEMENTAL,
  455. CreatureID::WATER_ELEMENTAL, CreatureID::AIR_ELEMENTAL};
  456. int arpos = vstd::find_pos(spellIDs, owner->id);
  457. if(arpos < ARRAY_COUNT(spellIDs))
  458. {
  459. //check if there are summoned elementals of other type
  460. for(const CStack * st : cb->battleAliveStacks(side))
  461. if(vstd::contains(st->state, EBattleStackState::SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])
  462. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  463. }
  464. return ESpellCastProblem::OK;
  465. }
  466. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  467. {
  468. //todo: make configurable
  469. CreatureID creID = CreatureID::NONE;
  470. switch(owner->id)
  471. {
  472. case SpellID::SUMMON_FIRE_ELEMENTAL:
  473. creID = CreatureID::FIRE_ELEMENTAL;
  474. break;
  475. case SpellID::SUMMON_EARTH_ELEMENTAL:
  476. creID = CreatureID::EARTH_ELEMENTAL;
  477. break;
  478. case SpellID::SUMMON_WATER_ELEMENTAL:
  479. creID = CreatureID::WATER_ELEMENTAL;
  480. break;
  481. case SpellID::SUMMON_AIR_ELEMENTAL:
  482. creID = CreatureID::AIR_ELEMENTAL;
  483. break;
  484. default:
  485. env->complain("Unable to determine summoned creature");
  486. return;
  487. }
  488. BattleStackAdded bsa;
  489. bsa.creID = creID;
  490. bsa.attacker = !(bool)parameters.casterSide;
  491. bsa.summoned = true;
  492. bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
  493. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  494. int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  495. bsa.amount = parameters.usedSpellPower
  496. * owner->getPower(parameters.spellLvl)
  497. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  498. if(bsa.amount)
  499. env->sendAndApply(&bsa);
  500. else
  501. env->complain("Summoning didn't summon any!");
  502. }
  503. ///TeleportMechanics
  504. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  505. {
  506. BattleStackMoved bsm;
  507. bsm.distance = -1;
  508. bsm.stack = parameters.selectedStack->ID;
  509. std::vector<BattleHex> tiles;
  510. tiles.push_back(parameters.destination);
  511. bsm.tilesToMove = tiles;
  512. bsm.teleporting = true;
  513. env->sendAndApply(&bsm);
  514. }