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 (!getSpell()->canCastOnSelf())
  183. {
  184. if(spellTarget.front().unitValue)
  185. {
  186. mainTarget = target.front().unitValue;
  187. }
  188. else if(spellTarget.front().hexValue.isValid())
  189. {
  190. mainTarget = battle()->battleGetUnitByPos(target.front().hexValue, true);
  191. }
  192. if (mainTarget && mainTarget == caster)
  193. return false; // can't cast on self
  194. }
  195. return effects->applicable(problem, this, target, spellTarget);
  196. }
  197. std::vector<const CStack *> BattleSpellMechanics::getAffectedStacks(const Target & target) const
  198. {
  199. Target spellTarget = transformSpellTarget(target);
  200. EffectTarget all;
  201. effects->forEachEffect(getEffectLevel(), [&all, &target, &spellTarget, this](const effects::Effect * e, bool & stop)
  202. {
  203. EffectTarget one = e->transformTarget(this, target, spellTarget);
  204. vstd::concatenate(all, one);
  205. });
  206. std::set<const CStack *> stacks;
  207. for(const Destination & dest : all)
  208. {
  209. if(dest.unitValue)
  210. {
  211. //FIXME: remove and return battle::Unit
  212. stacks.insert(battle()->battleGetStackByID(dest.unitValue->unitId(), false));
  213. }
  214. }
  215. std::vector<const CStack *> res;
  216. std::copy(stacks.begin(), stacks.end(), std::back_inserter(res));
  217. return res;
  218. }
  219. void BattleSpellMechanics::cast(ServerCallback * server, const Target & target)
  220. {
  221. BattleSpellCast sc;
  222. int spellCost = 0;
  223. sc.side = casterSide;
  224. sc.spellID = getSpellId();
  225. sc.battleID = battle()->getBattle()->getBattleID();
  226. sc.tile = target.at(0).hexValue;
  227. sc.castByHero = mode == Mode::HERO;
  228. sc.casterStack = caster->getCasterUnitId();
  229. sc.manaGained = 0;
  230. sc.activeCast = false;
  231. affectedUnits.clear();
  232. const CGHeroInstance * otherHero = nullptr;
  233. {
  234. //check it there is opponent hero
  235. const BattleSide otherSide = battle()->otherSide(casterSide);
  236. if(battle()->battleHasHero(otherSide))
  237. otherHero = battle()->battleGetFightingHero(otherSide);
  238. }
  239. //calculate spell cost
  240. if(mode == Mode::HERO)
  241. {
  242. const auto * casterHero = dynamic_cast<const CGHeroInstance *>(caster);
  243. spellCost = battle()->battleGetSpellCost(owner, casterHero);
  244. if(nullptr != otherHero) //handle mana channel
  245. {
  246. int manaChannel = 0;
  247. for(const auto * stack : battle()->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
  248. {
  249. if(stack->unitOwner() == otherHero->tempOwner)
  250. {
  251. vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING));
  252. }
  253. }
  254. sc.manaGained = (manaChannel * spellCost) / 100;
  255. }
  256. sc.activeCast = true;
  257. }
  258. else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER)
  259. {
  260. spellCost = 1;
  261. sc.activeCast = true;
  262. }
  263. beforeCast(sc, *server->getRNG(), target);
  264. BattleLogMessage castDescription;
  265. castDescription.battleID = battle()->getBattle()->getBattleID();
  266. switch (mode)
  267. {
  268. case Mode::CREATURE_ACTIVE:
  269. case Mode::ENCHANTER:
  270. case Mode::HERO:
  271. case Mode::PASSIVE:
  272. {
  273. MetaString line;
  274. caster->getCastDescription(owner, affectedUnits, line);
  275. if(!line.empty())
  276. castDescription.lines.push_back(line);
  277. }
  278. break;
  279. default:
  280. break;
  281. }
  282. doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1));
  283. for(auto & unit : affectedUnits)
  284. sc.affectedCres.insert(unit->unitId());
  285. if(!castDescription.lines.empty())
  286. server->apply(&castDescription);
  287. server->apply(&sc);
  288. for(auto & p : effectsToApply)
  289. p.first->apply(server, this, p.second);
  290. if(sc.activeCast)
  291. {
  292. caster->spendMana(server, spellCost);
  293. if(sc.manaGained > 0)
  294. {
  295. assert(otherHero);
  296. otherHero->spendMana(server, -sc.manaGained);
  297. }
  298. }
  299. // send empty event to client
  300. // temporary(?) workaround to force animations to trigger
  301. StacksInjured fakeEvent;
  302. fakeEvent.battleID = battle()->getBattle()->getBattleID();
  303. server->apply(&fakeEvent);
  304. }
  305. void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target)
  306. {
  307. affectedUnits.clear();
  308. Target spellTarget = transformSpellTarget(target);
  309. std::vector <const battle::Unit *> resisted;
  310. auto filterResisted = [&, this](const battle::Unit * unit) -> bool
  311. {
  312. if(isNegativeSpell() && isMagicalEffect())
  313. {
  314. //magic resistance
  315. const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in %
  316. if(rng.nextInt(0, 99) < prob)
  317. return true;
  318. }
  319. return false;
  320. };
  321. auto filterUnit = [&](const battle::Unit * unit)
  322. {
  323. if(filterResisted(unit))
  324. resisted.push_back(unit);
  325. else
  326. affectedUnits.push_back(unit);
  327. };
  328. //prepare targets
  329. effectsToApply = effects->prepare(this, target, spellTarget);
  330. std::set<const battle::Unit *> unitTargets = collectTargets();
  331. //process them
  332. for(const auto * unit : unitTargets)
  333. filterUnit(unit);
  334. //and update targets
  335. for(auto & p : effectsToApply)
  336. {
  337. vstd::erase_if(p.second, [&](const Destination & d)
  338. {
  339. if(!d.unitValue)
  340. return false;
  341. return vstd::contains(resisted, d.unitValue);
  342. });
  343. }
  344. if(mode == Mode::MAGIC_MIRROR)
  345. {
  346. if(caster->getHeroCaster() == nullptr)
  347. {
  348. sc.reflectedCres.insert(caster->getCasterUnitId());
  349. }
  350. }
  351. for(const auto * unit : resisted)
  352. sc.resistedCres.insert(unit->unitId());
  353. }
  354. void BattleSpellMechanics::castEval(ServerCallback * server, const Target & target)
  355. {
  356. affectedUnits.clear();
  357. //TODO: evaluate caster updates (mana usage etc.)
  358. //TODO: evaluate random values
  359. Target spellTarget = transformSpellTarget(target);
  360. effectsToApply = effects->prepare(this, target, spellTarget);
  361. std::set<const battle::Unit *> unitTargets = collectTargets();
  362. auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1);
  363. std::copy(std::begin(unitTargets), std::end(unitTargets), std::back_inserter(affectedUnits));
  364. doRemoveEffects(server, affectedUnits, selector);
  365. for(auto & p : effectsToApply)
  366. p.first->apply(server, this, p.second);
  367. }
  368. std::set<const battle::Unit *> BattleSpellMechanics::collectTargets() const
  369. {
  370. std::set<const battle::Unit *> result;
  371. for(const auto & p : effectsToApply)
  372. {
  373. for(const Destination & d : p.second)
  374. if(d.unitValue)
  375. result.insert(d.unitValue);
  376. }
  377. return result;
  378. }
  379. void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const std::vector<const battle::Unit *> & targets, const CSelector & selector)
  380. {
  381. SetStackEffect sse;
  382. sse.battleID = battle()->getBattle()->getBattleID();
  383. for(const auto * unit : targets)
  384. {
  385. std::vector<Bonus> buffer;
  386. auto bl = unit->getBonuses(selector);
  387. for(const auto & item : *bl)
  388. buffer.emplace_back(*item);
  389. if(!buffer.empty())
  390. sse.toRemove.emplace_back(unit->unitId(), buffer);
  391. }
  392. if(!sse.toRemove.empty())
  393. server->apply(&sse);
  394. }
  395. bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const
  396. {
  397. if(bonus->source != BonusSource::SPELL_EFFECT)
  398. return false;
  399. for(const SpellID & id : owner->counteredSpells)
  400. {
  401. if(bonus->sid.as<SpellID>() == id)
  402. return true;
  403. }
  404. return false;
  405. }
  406. std::set<BattleHex> BattleSpellMechanics::spellRangeInHexes(BattleHex centralHex) const
  407. {
  408. using namespace SRSLPraserHelpers;
  409. std::set<BattleHex> ret;
  410. std::vector<int> rng = owner->getLevelInfo(getRangeLevel()).range;
  411. for(auto & elem : rng)
  412. {
  413. std::set<ui16> curLayer = getInRange(centralHex, elem, elem);
  414. //adding obtained hexes
  415. for(const auto & curLayer_it : curLayer)
  416. ret.insert(curLayer_it);
  417. }
  418. return ret;
  419. }
  420. Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const
  421. {
  422. Target spellTarget;
  423. if(aimPoint.empty())
  424. {
  425. logGlobal->error("Aimed spell cast with no destination.");
  426. }
  427. else
  428. {
  429. const Destination & primary = aimPoint.at(0);
  430. BattleHex aimPointHex = primary.hexValue;
  431. //transform primary spell target with spell range (if it`s valid), leave anything else to effects
  432. if(aimPointHex.isValid())
  433. {
  434. auto spellRange = spellRangeInHexes(aimPointHex);
  435. for(const auto & hex : spellRange)
  436. spellTarget.push_back(Destination(hex));
  437. }
  438. }
  439. if(spellTarget.empty())
  440. spellTarget.push_back(Destination(BattleHex::INVALID));
  441. return spellTarget;
  442. }
  443. std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
  444. {
  445. auto ret = BaseMechanics::getTargetTypes();
  446. if(!ret.empty())
  447. {
  448. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop)
  449. {
  450. e->adjustTargetTypes(ret);
  451. stop = ret.empty();
  452. });
  453. }
  454. return ret;
  455. }
  456. std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const
  457. {
  458. //TODO: BattleSpellMechanics::getPossibleDestinations
  459. if(index != 0)
  460. return std::vector<Destination>();
  461. std::vector<Destination> ret;
  462. switch(aimType)
  463. {
  464. case AimType::CREATURE:
  465. {
  466. auto stacks = battle()->battleGetAllStacks();
  467. for(auto stack : stacks)
  468. {
  469. Target tmp = current;
  470. tmp.emplace_back(stack->getPosition());
  471. detail::ProblemImpl ignored;
  472. if(canBeCastAt(tmp, ignored))
  473. ret.emplace_back(stack->getPosition());
  474. }
  475. break;
  476. }
  477. case AimType::LOCATION:
  478. if(fast)
  479. {
  480. auto stacks = battle()->battleGetAllStacks();
  481. std::set<BattleHex> hexesToCheck;
  482. for(auto stack : stacks)
  483. {
  484. hexesToCheck.insert(stack->getPosition());
  485. for(auto adjacent : stack->getPosition().neighbouringTiles())
  486. hexesToCheck.insert(adjacent);
  487. }
  488. for(auto hex : hexesToCheck)
  489. {
  490. if(hex.isAvailable())
  491. {
  492. Target tmp = current;
  493. tmp.emplace_back(hex);
  494. detail::ProblemImpl ignored;
  495. if(canBeCastAt(tmp, ignored))
  496. ret.emplace_back(hex);
  497. }
  498. }
  499. }
  500. else
  501. {
  502. for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
  503. {
  504. BattleHex dest(i);
  505. if(dest.isAvailable())
  506. {
  507. Target tmp = current;
  508. tmp.emplace_back(dest);
  509. detail::ProblemImpl ignored;
  510. if(canBeCastAt(tmp, ignored))
  511. ret.emplace_back(dest);
  512. }
  513. }
  514. }
  515. break;
  516. case AimType::NO_TARGET:
  517. ret.emplace_back();
  518. break;
  519. default:
  520. break;
  521. }
  522. return ret;
  523. }
  524. bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const
  525. {
  526. return targetCondition->isReceptive(this, target);
  527. }
  528. std::vector<BattleHex> BattleSpellMechanics::rangeInHexes(BattleHex centralHex) const
  529. {
  530. if(isMassive() || !centralHex.isValid())
  531. return std::vector<BattleHex>(1, BattleHex::INVALID);
  532. Target aimPoint;
  533. aimPoint.push_back(Destination(centralHex));
  534. Target spellTarget = transformSpellTarget(aimPoint);
  535. std::set<BattleHex> effectRange;
  536. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop)
  537. {
  538. if(!effect->indirect)
  539. {
  540. effect->adjustAffectedHexes(effectRange, this, spellTarget);
  541. }
  542. });
  543. std::vector<BattleHex> ret;
  544. ret.reserve(effectRange.size());
  545. std::copy(effectRange.begin(), effectRange.end(), std::back_inserter(ret));
  546. return ret;
  547. }
  548. const Spell * BattleSpellMechanics::getSpell() const
  549. {
  550. return owner;
  551. }
  552. }
  553. VCMI_LIB_NAMESPACE_END