BattleSpellMechanics.cpp 14 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. ///EarthquakeMechanics
  138. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  139. {
  140. if(nullptr == parameters.cb->town)
  141. {
  142. env->complain("EarthquakeMechanics: not town siege");
  143. return;
  144. }
  145. if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
  146. {
  147. env->complain("EarthquakeMechanics: town has no fort");
  148. return;
  149. }
  150. //start with all damagable parts
  151. std::set<EWallPart::EWallPart> possibleTargets =
  152. {
  153. EWallPart::KEEP,
  154. EWallPart::BOTTOM_TOWER,
  155. EWallPart::BOTTOM_WALL,
  156. EWallPart::BELOW_GATE,
  157. EWallPart::OVER_GATE,
  158. EWallPart::UPPER_WALL,
  159. EWallPart::UPPER_TOWER,
  160. EWallPart::GATE
  161. };
  162. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  163. vstd::erase_if(possibleTargets, [parameters](EWallPart::EWallPart part)
  164. {
  165. return (parameters.cb->si.wallState[part] == EWallState::DESTROYED) || (parameters.cb->si.wallState[part] == EWallState::NONE);
  166. });
  167. if(0 == possibleTargets.size())
  168. {
  169. env->complain("EarthquakeMechanics: no target to attack");
  170. return;
  171. }
  172. int targetsToAttack = 2;
  173. switch(parameters.spellLvl)
  174. {
  175. case 2:
  176. targetsToAttack = 3;
  177. break;
  178. case 3:
  179. targetsToAttack = 4;
  180. break;
  181. default:
  182. break;
  183. }
  184. CatapultAttack ca;
  185. ca.attacker = -1;
  186. do
  187. {
  188. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  189. CatapultAttack::AttackInfo attackInfo;
  190. attackInfo.damageDealt = 1;
  191. attackInfo.attackedPart = target;
  192. attackInfo.destinationTile = BattleHex::INVALID;
  193. ca.attackedParts.push_back(attackInfo);
  194. possibleTargets.erase(target);
  195. targetsToAttack--;
  196. }
  197. while(targetsToAttack > 0 && possibleTargets.size() > 0);
  198. env->sendAndApply(&ca);
  199. }
  200. ///HypnotizeMechanics
  201. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  202. {
  203. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  204. {
  205. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  206. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  207. //apply 'damage' bonus for hypnotize, including hero specialty
  208. ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  209. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
  210. if (subjectHealth > maxHealth)
  211. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  212. }
  213. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  214. }
  215. ///ObstacleMechanics
  216. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  217. {
  218. auto placeObstacle = [&, this](BattleHex pos)
  219. {
  220. static int obstacleIdToGive = parameters.cb->obstacles.size()
  221. ? (parameters.cb->obstacles.back()->uniqueID+1)
  222. : 0;
  223. auto obstacle = make_shared<SpellCreatedObstacle>();
  224. switch(owner->id) // :/
  225. {
  226. case SpellID::QUICKSAND:
  227. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  228. obstacle->turnsRemaining = -1;
  229. obstacle->visibleForAnotherSide = false;
  230. break;
  231. case SpellID::LAND_MINE:
  232. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  233. obstacle->turnsRemaining = -1;
  234. obstacle->visibleForAnotherSide = false;
  235. break;
  236. case SpellID::FIRE_WALL:
  237. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  238. obstacle->turnsRemaining = 2;
  239. obstacle->visibleForAnotherSide = true;
  240. break;
  241. case SpellID::FORCE_FIELD:
  242. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  243. obstacle->turnsRemaining = 2;
  244. obstacle->visibleForAnotherSide = true;
  245. break;
  246. default:
  247. //this function cannot be used with spells that do not create obstacles
  248. assert(0);
  249. }
  250. obstacle->pos = pos;
  251. obstacle->casterSide = parameters.casterSide;
  252. obstacle->ID = owner->id;
  253. obstacle->spellLevel = parameters.spellLvl;
  254. obstacle->casterSpellPower = parameters.usedSpellPower;
  255. obstacle->uniqueID = obstacleIdToGive++;
  256. BattleObstaclePlaced bop;
  257. bop.obstacle = obstacle;
  258. env->sendAndApply(&bop);
  259. };
  260. switch(owner->id)
  261. {
  262. case SpellID::QUICKSAND:
  263. case SpellID::LAND_MINE:
  264. {
  265. std::vector<BattleHex> availableTiles;
  266. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  267. {
  268. BattleHex hex = i;
  269. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  270. availableTiles.push_back(hex);
  271. }
  272. boost::range::random_shuffle(availableTiles);
  273. const int patchesForSkill[] = {4, 4, 6, 8};
  274. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  275. //land mines or quicksand patches are handled as spell created obstacles
  276. for (int i = 0; i < patchesToPut; i++)
  277. placeObstacle(availableTiles.at(i));
  278. }
  279. break;
  280. case SpellID::FORCE_FIELD:
  281. placeObstacle(parameters.destination);
  282. break;
  283. case SpellID::FIRE_WALL:
  284. {
  285. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  286. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  287. for(BattleHex hex : affectedHexes)
  288. placeObstacle(hex);
  289. }
  290. break;
  291. default:
  292. assert(0);
  293. }
  294. }
  295. ///WallMechanics
  296. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  297. {
  298. std::vector<BattleHex> ret;
  299. //Special case - shape of obstacle depends on caster's side
  300. //TODO make it possible through spell config
  301. BattleHex::EDir firstStep, secondStep;
  302. if(side)
  303. {
  304. firstStep = BattleHex::TOP_LEFT;
  305. secondStep = BattleHex::TOP_RIGHT;
  306. }
  307. else
  308. {
  309. firstStep = BattleHex::TOP_RIGHT;
  310. secondStep = BattleHex::TOP_LEFT;
  311. }
  312. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  313. auto addIfValid = [&](BattleHex hex)
  314. {
  315. if(hex.isValid())
  316. ret.push_back(hex);
  317. else if(outDroppedHexes)
  318. *outDroppedHexes = true;
  319. };
  320. ret.push_back(centralHex);
  321. addIfValid(centralHex.moveInDir(firstStep, false));
  322. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  323. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  324. return ret;
  325. }
  326. ///RemoveObstacleMechanics
  327. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  328. {
  329. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  330. {
  331. ObstaclesRemoved obr;
  332. obr.obstacles.insert(obstacleToRemove->uniqueID);
  333. env->sendAndApply(&obr);
  334. }
  335. else
  336. env->complain("There's no obstacle to remove!");
  337. }
  338. ///SpecialRisingSpellMechanics
  339. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  340. {
  341. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  342. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  343. //set another active stack than the one removed, or bad things will happen
  344. //TODO: make that part of BattleStacksRemoved? what about client update?
  345. {
  346. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  347. BattleSetActiveStack sas;
  348. //std::vector<const CStack *> hlp;
  349. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  350. //if(hlp.size())
  351. //{
  352. // sas.stack = hlp[0]->ID;
  353. //}
  354. //else
  355. // complain ("No new stack to activate!");
  356. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  357. env->sendAndApply(&sas);
  358. }
  359. BattleStacksRemoved bsr;
  360. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  361. env->sendAndApply(&bsr);
  362. }
  363. ///SpecialRisingSpellMechanics
  364. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  365. {
  366. // following does apply to resurrect and animate dead(?) only
  367. // for sacrifice health calculation and health limit check don't matter
  368. if(obj->count >= obj->baseAmount)
  369. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  370. if(caster) //FIXME: Archangels can cast immune stack
  371. {
  372. auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  373. if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  374. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  375. }
  376. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  377. }
  378. ///SummonMechanics
  379. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  380. {
  381. //todo: make configurable
  382. CreatureID creID = CreatureID::NONE;
  383. switch(owner->id)
  384. {
  385. case SpellID::SUMMON_FIRE_ELEMENTAL:
  386. creID = CreatureID::FIRE_ELEMENTAL;
  387. break;
  388. case SpellID::SUMMON_EARTH_ELEMENTAL:
  389. creID = CreatureID::EARTH_ELEMENTAL;
  390. break;
  391. case SpellID::SUMMON_WATER_ELEMENTAL:
  392. creID = CreatureID::WATER_ELEMENTAL;
  393. break;
  394. case SpellID::SUMMON_AIR_ELEMENTAL:
  395. creID = CreatureID::AIR_ELEMENTAL;
  396. break;
  397. default:
  398. env->complain("Unable to determine summoned creature");
  399. return;
  400. }
  401. BattleStackAdded bsa;
  402. bsa.creID = creID;
  403. bsa.attacker = !(bool)parameters.casterSide;
  404. bsa.summoned = true;
  405. bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
  406. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  407. int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  408. bsa.amount = parameters.usedSpellPower
  409. * owner->getPower(parameters.spellLvl)
  410. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  411. if(bsa.amount)
  412. env->sendAndApply(&bsa);
  413. else
  414. env->complain("Summoning didn't summon any!");
  415. }
  416. ///TeleportMechanics
  417. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  418. {
  419. BattleStackMoved bsm;
  420. bsm.distance = -1;
  421. bsm.stack = parameters.selectedStack->ID;
  422. std::vector<BattleHex> tiles;
  423. tiles.push_back(parameters.destination);
  424. bsm.tilesToMove = tiles;
  425. bsm.teleporting = true;
  426. env->sendAndApply(&bsm);
  427. }