SpellMechanics.cpp 37 KB

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  1. /*
  2. * SpellMechanics.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 "SpellMechanics.h"
  12. #include "CObstacleInstance.h"
  13. #include "mapObjects/CGHeroInstance.h"
  14. #include "BattleState.h"
  15. #include "CRandomGenerator.h"
  16. #include "NetPacks.h"
  17. namespace SRSLPraserHelpers
  18. {
  19. static int XYToHex(int x, int y)
  20. {
  21. return x + GameConstants::BFIELD_WIDTH * y;
  22. }
  23. static int XYToHex(std::pair<int, int> xy)
  24. {
  25. return XYToHex(xy.first, xy.second);
  26. }
  27. static int hexToY(int battleFieldPosition)
  28. {
  29. return battleFieldPosition/GameConstants::BFIELD_WIDTH;
  30. }
  31. static int hexToX(int battleFieldPosition)
  32. {
  33. int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
  34. return pos;
  35. }
  36. static std::pair<int, int> hexToPair(int battleFieldPosition)
  37. {
  38. return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
  39. }
  40. //moves hex by one hex in given direction
  41. //0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
  42. static std::pair<int, int> gotoDir(int x, int y, int direction)
  43. {
  44. switch(direction)
  45. {
  46. case 0: //top left
  47. return std::make_pair((y%2) ? x-1 : x, y-1);
  48. case 1: //top right
  49. return std::make_pair((y%2) ? x : x+1, y-1);
  50. case 2: //right
  51. return std::make_pair(x+1, y);
  52. case 3: //right bottom
  53. return std::make_pair((y%2) ? x : x+1, y+1);
  54. case 4: //left bottom
  55. return std::make_pair((y%2) ? x-1 : x, y+1);
  56. case 5: //left
  57. return std::make_pair(x-1, y);
  58. default:
  59. throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
  60. }
  61. }
  62. static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
  63. {
  64. return gotoDir(xy.first, xy.second, direction);
  65. }
  66. static bool isGoodHex(std::pair<int, int> xy)
  67. {
  68. return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
  69. }
  70. //helper function for rangeInHexes
  71. static std::set<ui16> getInRange(unsigned int center, int low, int high)
  72. {
  73. std::set<ui16> ret;
  74. if(low == 0)
  75. {
  76. ret.insert(center);
  77. }
  78. std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
  79. for(auto & elem : mainPointForLayer)
  80. elem = hexToPair(center);
  81. for(int it=1; it<=high; ++it) //it - distance to the center
  82. {
  83. for(int b=0; b<6; ++b)
  84. mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
  85. if(it>=low)
  86. {
  87. std::pair<int, int> curHex;
  88. //adding lines (A-b, B-c, C-d, etc)
  89. for(int v=0; v<6; ++v)
  90. {
  91. curHex = mainPointForLayer[v];
  92. for(int h=0; h<it; ++h)
  93. {
  94. if(isGoodHex(curHex))
  95. ret.insert(XYToHex(curHex));
  96. curHex = gotoDir(curHex, (v+2)%6);
  97. }
  98. }
  99. } //if(it>=low)
  100. }
  101. return ret;
  102. }
  103. }
  104. struct SpellCastContext
  105. {
  106. SpellCastContext(std::vector<const CStack*> & attackedCres, BattleSpellCast & sc, StacksInjured & si):
  107. attackedCres(attackedCres), sc(sc), si(si){};
  108. std::vector<const CStack*> & attackedCres;
  109. BattleSpellCast & sc;
  110. StacksInjured & si;
  111. };
  112. class DefaultSpellMechanics: public ISpellMechanics
  113. {
  114. public:
  115. DefaultSpellMechanics(CSpell * s): ISpellMechanics(s){};
  116. std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
  117. std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
  118. ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
  119. //bool adventureCast(const SpellCastContext & context) const override;
  120. void battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const override;
  121. protected:
  122. virtual void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const;
  123. virtual int calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const;
  124. };
  125. class AcidBreathDamageMechnics: public DefaultSpellMechanics
  126. {
  127. public:
  128. AcidBreathDamageMechnics(CSpell * s): DefaultSpellMechanics(s){};
  129. protected:
  130. void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
  131. };
  132. class ChainLightningMechanics: public DefaultSpellMechanics
  133. {
  134. public:
  135. ChainLightningMechanics(CSpell * s): DefaultSpellMechanics(s){};
  136. std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
  137. };
  138. class CloneMechanics: public DefaultSpellMechanics
  139. {
  140. public:
  141. CloneMechanics(CSpell * s): DefaultSpellMechanics(s){};
  142. ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
  143. protected:
  144. void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
  145. };
  146. class DeathStareMechnics: public DefaultSpellMechanics
  147. {
  148. public:
  149. DeathStareMechnics(CSpell * s): DefaultSpellMechanics(s){};
  150. protected:
  151. void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
  152. };
  153. class DispellHelpfulMechanics: public DefaultSpellMechanics
  154. {
  155. public:
  156. DispellHelpfulMechanics(CSpell * s): DefaultSpellMechanics(s){};
  157. ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
  158. };
  159. class HypnotizeMechanics: public DefaultSpellMechanics
  160. {
  161. public:
  162. HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){};
  163. ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
  164. };
  165. class ObstacleMechanics: public DefaultSpellMechanics
  166. {
  167. public:
  168. ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
  169. protected:
  170. void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
  171. };
  172. class WallMechanics: public ObstacleMechanics
  173. {
  174. public:
  175. WallMechanics(CSpell * s): ObstacleMechanics(s){};
  176. std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
  177. };
  178. class RemoveObstacleMechanics: public DefaultSpellMechanics
  179. {
  180. public:
  181. RemoveObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
  182. protected:
  183. void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
  184. };
  185. ///all rising spells
  186. class RisingSpellMechanics: public DefaultSpellMechanics
  187. {
  188. public:
  189. RisingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){};
  190. };
  191. class SacrificeMechanics: public RisingSpellMechanics
  192. {
  193. public:
  194. SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};
  195. };
  196. ///all rising spells but SACRIFICE
  197. class SpecialRisingSpellMechanics: public RisingSpellMechanics
  198. {
  199. public:
  200. SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
  201. ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
  202. };
  203. class SummonMechanics: public DefaultSpellMechanics
  204. {
  205. public:
  206. SummonMechanics(CSpell * s): DefaultSpellMechanics(s){};
  207. protected:
  208. void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
  209. };
  210. class TeleportMechanics: public DefaultSpellMechanics
  211. {
  212. public:
  213. TeleportMechanics(CSpell * s): DefaultSpellMechanics(s){};
  214. protected:
  215. void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
  216. };
  217. ///ISpellMechanics
  218. ISpellMechanics::ISpellMechanics(CSpell * s):
  219. owner(s)
  220. {
  221. }
  222. ISpellMechanics * ISpellMechanics::createMechanics(CSpell* s)
  223. {
  224. switch (s->id)
  225. {
  226. case SpellID::CLONE:
  227. return new CloneMechanics(s);
  228. case SpellID::DISPEL_HELPFUL_SPELLS:
  229. return new DispellHelpfulMechanics(s);
  230. case SpellID::SACRIFICE:
  231. return new SacrificeMechanics(s);
  232. case SpellID::CHAIN_LIGHTNING:
  233. return new ChainLightningMechanics(s);
  234. case SpellID::FIRE_WALL:
  235. case SpellID::FORCE_FIELD:
  236. return new WallMechanics(s);
  237. case SpellID::LAND_MINE:
  238. case SpellID::QUICKSAND:
  239. return new ObstacleMechanics(s);
  240. case SpellID::TELEPORT:
  241. return new TeleportMechanics(s);
  242. case SpellID::SUMMON_FIRE_ELEMENTAL:
  243. case SpellID::SUMMON_EARTH_ELEMENTAL:
  244. case SpellID::SUMMON_WATER_ELEMENTAL:
  245. case SpellID::SUMMON_AIR_ELEMENTAL:
  246. return new SummonMechanics(s);
  247. case SpellID::REMOVE_OBSTACLE:
  248. return new RemoveObstacleMechanics(s);
  249. case SpellID::DEATH_STARE:
  250. return new DeathStareMechnics(s);
  251. case SpellID::ACID_BREATH_DAMAGE:
  252. return new AcidBreathDamageMechnics(s);
  253. default:
  254. if(s->isRisingSpell())
  255. return new SpecialRisingSpellMechanics(s);
  256. else
  257. return new DefaultSpellMechanics(s);
  258. }
  259. }
  260. ///DefaultSpellMechanics
  261. //bool DefaultSpellMechanics::adventureCast(const SpellCastContext& context) const
  262. //{
  263. // return false; //there is no general algorithm for casting adventure spells
  264. //}
  265. void DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const
  266. {
  267. BattleSpellCast sc;
  268. sc.side = parameters.casterSide;
  269. sc.id = owner->id;
  270. sc.skill = parameters.spellLvl;
  271. sc.tile = parameters.destination;
  272. sc.dmgToDisplay = 0;
  273. sc.castedByHero = nullptr != parameters.caster;
  274. sc.attackerType = (parameters.casterStack ? parameters.casterStack->type->idNumber : CreatureID(CreatureID::NONE));
  275. sc.manaGained = 0;
  276. sc.spellCost = 0;
  277. //calculate spell cost
  278. if (parameters.caster)
  279. {
  280. sc.spellCost = parameters.cb->battleGetSpellCost(owner, parameters.caster);
  281. if (parameters.secHero && parameters.mode == ECastingMode::HERO_CASTING) //handle mana channel
  282. {
  283. int manaChannel = 0;
  284. for(const CStack * stack : parameters.cb->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
  285. {
  286. if (stack->owner == parameters.secHero->tempOwner)
  287. {
  288. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  289. }
  290. }
  291. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  292. }
  293. }
  294. //calculating affected creatures for all spells
  295. //must be vector, as in Chain Lightning order matters
  296. std::vector<const CStack*> attackedCres; //CStack vector is somewhat more suitable than ID vector
  297. auto creatures = owner->getAffectedStacks(parameters.cb, parameters.mode, parameters.casterColor, parameters.spellLvl, parameters.destination, parameters.caster);
  298. std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
  299. for (auto cre : attackedCres)
  300. {
  301. sc.affectedCres.insert (cre->ID);
  302. }
  303. //checking if creatures resist
  304. //resistance is applied only to negative spells
  305. if(owner->isNegative())
  306. {
  307. for(auto s : attackedCres)
  308. {
  309. const int prob = std::min((s)->magicResistance(), 100); //probability of resistance in %
  310. if(env->getRandomGenerator().nextInt(99) < prob)
  311. {
  312. sc.resisted.push_back(s->ID);
  313. }
  314. }
  315. }
  316. StacksInjured si;
  317. SpellCastContext ctx(attackedCres, sc, si);
  318. //TODO: extract dmg to display calculation
  319. //calculating dmg to display
  320. if (owner->id == SpellID::DEATH_STARE || owner->id == SpellID::ACID_BREATH_DAMAGE)
  321. {
  322. sc.dmgToDisplay = parameters.usedSpellPower;
  323. if (owner->id == SpellID::DEATH_STARE)
  324. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  325. }
  326. applyBattleEffects(env, parameters, ctx);
  327. env->sendAndApply(&sc);
  328. if(!si.stacks.empty()) //after spellcast info shows
  329. env->sendAndApply(&si);
  330. //reduce number of casts remaining
  331. //TODO: this should be part of BattleSpellCast apply
  332. if (parameters.mode == ECastingMode::CREATURE_ACTIVE_CASTING || parameters.mode == ECastingMode::ENCHANTER_CASTING)
  333. {
  334. assert(parameters.casterStack);
  335. BattleSetStackProperty ssp;
  336. ssp.stackID = parameters.casterStack->ID;
  337. ssp.which = BattleSetStackProperty::CASTS;
  338. ssp.val = -1;
  339. ssp.absolute = false;
  340. env->sendAndApply(&ssp);
  341. }
  342. //Magic Mirror effect
  343. if (owner->isNegative() && parameters.mode != ECastingMode::MAGIC_MIRROR && owner->level && owner->getLevelInfo(0).range == "0") //it is actual spell and can be reflected to single target, no recurrence
  344. {
  345. for(auto & attackedCre : attackedCres)
  346. {
  347. int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
  348. if(mirrorChance > env->getRandomGenerator().nextInt(99))
  349. {
  350. std::vector<const CStack *> mirrorTargets;
  351. auto battleStacks = parameters.cb->battleGetAllStacks(true);
  352. for (auto & battleStack : battleStacks)
  353. {
  354. if(battleStack->owner == parameters.casterColor) //get enemy stacks which can be affected by this spell
  355. {
  356. if (ESpellCastProblem::OK == owner->isImmuneByStack(nullptr, battleStack))
  357. mirrorTargets.push_back(battleStack);
  358. }
  359. }
  360. if (!mirrorTargets.empty())
  361. {
  362. int targetHex = (*RandomGeneratorUtil::nextItem(mirrorTargets, env->getRandomGenerator()))->position;
  363. BattleSpellCastParameters mirrorParameters = parameters;
  364. mirrorParameters.spellLvl = 0;
  365. mirrorParameters.casterSide = 1-parameters.casterSide;
  366. mirrorParameters.casterColor = (attackedCre)->owner;
  367. mirrorParameters.caster = nullptr;
  368. mirrorParameters.destination = targetHex;
  369. mirrorParameters.secHero = parameters.caster;
  370. mirrorParameters.mode = ECastingMode::MAGIC_MIRROR;
  371. mirrorParameters.casterStack = (attackedCre);
  372. mirrorParameters.selectedStack = nullptr;
  373. battleCast(env, mirrorParameters);
  374. }
  375. }
  376. }
  377. }
  378. }
  379. int DefaultSpellMechanics::calculateDuration(const CGHeroInstance* caster, int usedSpellPower) const
  380. {
  381. if(!caster)
  382. {
  383. if (!usedSpellPower)
  384. return 3; //default duration of all creature spells
  385. else
  386. return usedSpellPower; //use creature spell power
  387. }
  388. switch(owner->id)
  389. {
  390. case SpellID::FRENZY:
  391. return 1;
  392. default: //other spells
  393. return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
  394. }
  395. }
  396. void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment* env, BattleSpellCastParameters& parameters, SpellCastContext & ctx) const
  397. {
  398. //TODO:applying effects
  399. //applying effects
  400. if (owner->isOffensiveSpell())
  401. {
  402. int spellDamage = 0;
  403. if (parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
  404. {
  405. int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
  406. if (unitSpellPower)
  407. ctx.sc.dmgToDisplay = spellDamage = parameters.casterStack->count * unitSpellPower; //TODO: handle immunities
  408. else //Faerie Dragon
  409. {
  410. parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
  411. ctx.sc.dmgToDisplay = 0;
  412. }
  413. }
  414. int chainLightningModifier = 0;
  415. for(auto & attackedCre : ctx.attackedCres)
  416. {
  417. if(vstd::contains(ctx.sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
  418. continue;
  419. BattleStackAttacked bsa;
  420. if ((parameters.destination > -1 && (attackedCre)->coversPos(parameters.destination)) || (owner->getLevelInfo(parameters.spellLvl).range == "X" || parameters.mode == ECastingMode::ENCHANTER_CASTING))
  421. //display effect only upon primary target of area spell
  422. //FIXME: if no stack is attacked, there is no animation and interface freezes
  423. {
  424. bsa.flags |= BattleStackAttacked::EFFECT;
  425. bsa.effect = owner->mainEffectAnim;
  426. }
  427. if (spellDamage)
  428. bsa.damageAmount = spellDamage >> chainLightningModifier;
  429. else
  430. bsa.damageAmount = owner->calculateDamage(parameters.caster, attackedCre, parameters.spellLvl, parameters.usedSpellPower) >> chainLightningModifier;
  431. ctx.sc.dmgToDisplay += bsa.damageAmount;
  432. bsa.stackAttacked = (attackedCre)->ID;
  433. if (parameters.mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  434. bsa.attackerID = parameters.casterStack->ID;
  435. else
  436. bsa.attackerID = -1;
  437. (attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
  438. ctx.si.stacks.push_back(bsa);
  439. if (owner->id == SpellID::CHAIN_LIGHTNING)
  440. ++chainLightningModifier;
  441. }
  442. }
  443. if (owner->hasEffects())
  444. {
  445. int stackSpellPower = 0;
  446. if (parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)
  447. {
  448. stackSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  449. }
  450. SetStackEffect sse;
  451. Bonus pseudoBonus;
  452. pseudoBonus.sid = owner->id;
  453. pseudoBonus.val = parameters.spellLvl;
  454. pseudoBonus.turnsRemain = calculateDuration(parameters.caster, stackSpellPower ? stackSpellPower : parameters.usedSpellPower);
  455. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  456. if (owner->id == SpellID::SHIELD || owner->id == SpellID::AIR_SHIELD)
  457. {
  458. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shield should display damage reduction
  459. }
  460. if (owner->id == SpellID::BIND && parameters.casterStack)//bind
  461. {
  462. sse.effect.back().additionalInfo = parameters.casterStack->ID; //we need to know who casted Bind
  463. }
  464. const Bonus * bonus = nullptr;
  465. if (parameters.caster)
  466. bonus = parameters.caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, owner->id));
  467. //TODO does hero specialty should affects his stack casting spells?
  468. si32 power = 0;
  469. for(const CStack * affected : ctx.attackedCres)
  470. {
  471. if(vstd::contains(ctx.sc.resisted, affected->ID)) //this creature resisted the spell
  472. continue;
  473. sse.stacks.push_back(affected->ID);
  474. //Apply hero specials - peculiar enchants
  475. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  476. if (bonus)
  477. {
  478. switch(bonus->additionalInfo)
  479. {
  480. case 0: //normal
  481. {
  482. switch(tier)
  483. {
  484. case 1: case 2:
  485. power = 3;
  486. break;
  487. case 3: case 4:
  488. power = 2;
  489. break;
  490. case 5: case 6:
  491. power = 1;
  492. break;
  493. }
  494. Bonus specialBonus(sse.effect.back());
  495. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  496. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  497. }
  498. break;
  499. case 1: //only Coronius as yet
  500. {
  501. power = std::max(5 - tier, 0);
  502. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  503. specialBonus.sid = owner->id;
  504. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  505. }
  506. break;
  507. }
  508. }
  509. if (parameters.caster && parameters.caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, owner->id)) //TODO: better handling of bonus percentages
  510. {
  511. int damagePercent = parameters.caster->level * parameters.caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, owner->id.toEnum()) / tier;
  512. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  513. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  514. specialBonus.sid = owner->id;
  515. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  516. }
  517. }
  518. if(!sse.stacks.empty())
  519. env->sendAndApply(&sse);
  520. }
  521. if(owner->isHealingSpell())
  522. {
  523. int hpGained = 0;
  524. if (parameters.casterStack)
  525. {
  526. int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());
  527. if (unitSpellPower)
  528. hpGained = parameters.casterStack->count * unitSpellPower; //Archangel
  529. else //Faerie Dragon-like effect - unused so far
  530. parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
  531. }
  532. StacksHealedOrResurrected shr;
  533. shr.lifeDrain = false;
  534. shr.tentHealing = false;
  535. for(auto & attackedCre : ctx.attackedCres)
  536. {
  537. StacksHealedOrResurrected::HealInfo hi;
  538. hi.stackID = (attackedCre)->ID;
  539. if (parameters.casterStack) //casted by creature
  540. {
  541. if (hpGained)
  542. {
  543. hi.healedHP = parameters.cb->calculateHealedHP(hpGained, owner, attackedCre); //archangel
  544. }
  545. else
  546. hi.healedHP = parameters.cb->calculateHealedHP(owner, parameters.usedSpellPower, parameters.spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
  547. }
  548. else
  549. hi.healedHP = owner->calculateHealedHP(parameters.caster, attackedCre, parameters.selectedStack); //Casted by hero
  550. hi.lowLevelResurrection = parameters.spellLvl <= 1;
  551. shr.healedStacks.push_back(hi);
  552. }
  553. if(!shr.healedStacks.empty())
  554. env->sendAndApply(&shr);
  555. if(owner->id == SpellID::SACRIFICE) //remove victim
  556. {
  557. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  558. //set another active stack than the one removed, or bad things will happen
  559. //TODO: make that part of BattleStacksRemoved? what about client update?
  560. {
  561. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  562. BattleSetActiveStack sas;
  563. //std::vector<const CStack *> hlp;
  564. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  565. //if(hlp.size())
  566. //{
  567. // sas.stack = hlp[0]->ID;
  568. //}
  569. //else
  570. // complain ("No new stack to activate!");
  571. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  572. env->sendAndApply(&sas);
  573. }
  574. BattleStacksRemoved bsr;
  575. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  576. env->sendAndApply(&bsr);
  577. }
  578. }
  579. }
  580. std::vector<BattleHex> DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
  581. {
  582. using namespace SRSLPraserHelpers;
  583. std::vector<BattleHex> ret;
  584. std::string rng = owner->getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling
  585. if(rng.size() >= 2 && rng[0] != 'X') //there is at lest one hex in range (+artificial comma)
  586. {
  587. std::string number1, number2;
  588. int beg, end;
  589. bool readingFirst = true;
  590. for(auto & elem : rng)
  591. {
  592. if(std::isdigit(elem) ) //reading number
  593. {
  594. if(readingFirst)
  595. number1 += elem;
  596. else
  597. number2 += elem;
  598. }
  599. else if(elem == ',') //comma
  600. {
  601. //calculating variables
  602. if(readingFirst)
  603. {
  604. beg = atoi(number1.c_str());
  605. number1 = "";
  606. }
  607. else
  608. {
  609. end = atoi(number2.c_str());
  610. number2 = "";
  611. }
  612. //obtaining new hexes
  613. std::set<ui16> curLayer;
  614. if(readingFirst)
  615. {
  616. curLayer = getInRange(centralHex, beg, beg);
  617. }
  618. else
  619. {
  620. curLayer = getInRange(centralHex, beg, end);
  621. readingFirst = true;
  622. }
  623. //adding abtained hexes
  624. for(auto & curLayer_it : curLayer)
  625. {
  626. ret.push_back(curLayer_it);
  627. }
  628. }
  629. else if(elem == '-') //dash
  630. {
  631. beg = atoi(number1.c_str());
  632. number1 = "";
  633. readingFirst = false;
  634. }
  635. }
  636. }
  637. //remove duplicates (TODO check if actually needed)
  638. range::unique(ret);
  639. return ret;
  640. }
  641. std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  642. {
  643. std::set<const CStack* > attackedCres;//std::set to exclude multiple occurrences of two hex creatures
  644. const ui8 attackerSide = ctx.cb->playerToSide(ctx.casterColor) == 1;
  645. const auto attackedHexes = rangeInHexes(ctx.destination, ctx.schoolLvl, attackerSide);
  646. const CSpell::TargetInfo ti(owner, ctx.schoolLvl, ctx.mode);
  647. //TODO: more generic solution for mass spells
  648. if (owner->getLevelInfo(ctx.schoolLvl).range.size() > 1) //custom many-hex range
  649. {
  650. for(BattleHex hex : attackedHexes)
  651. {
  652. if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))
  653. {
  654. attackedCres.insert(st);
  655. }
  656. }
  657. }
  658. else if(ti.type == CSpell::CREATURE)
  659. {
  660. auto predicate = [=](const CStack * s){
  661. const bool positiveToAlly = owner->isPositive() && s->owner == ctx.casterColor;
  662. const bool negativeToEnemy = owner->isNegative() && s->owner != ctx.casterColor;
  663. const bool validTarget = s->isValidTarget(!ti.onlyAlive); //todo: this should be handled by spell class
  664. //for single target spells select stacks covering destination tile
  665. const bool rangeCovers = ti.massive || s->coversPos(ctx.destination);
  666. //handle smart targeting
  667. const bool positivenessFlag = !ti.smart || owner->isNeutral() || positiveToAlly || negativeToEnemy;
  668. return rangeCovers && positivenessFlag && validTarget;
  669. };
  670. TStacks stacks = ctx.cb->battleGetStacksIf(predicate);
  671. if (ti.massive)
  672. {
  673. //for massive spells add all targets
  674. for (auto stack : stacks)
  675. attackedCres.insert(stack);
  676. }
  677. else
  678. {
  679. //for single target spells we must select one target. Alive stack is preferred (issue #1763)
  680. for(auto stack : stacks)
  681. {
  682. if(stack->alive())
  683. {
  684. attackedCres.insert(stack);
  685. break;
  686. }
  687. }
  688. if(attackedCres.empty() && !stacks.empty())
  689. {
  690. attackedCres.insert(stacks.front());
  691. }
  692. }
  693. }
  694. else //custom range from attackedHexes
  695. {
  696. for(BattleHex hex : attackedHexes)
  697. {
  698. if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))
  699. attackedCres.insert(st);
  700. }
  701. }
  702. return attackedCres;
  703. }
  704. ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  705. {
  706. //by default use general algorithm
  707. return owner->isImmuneBy(obj);
  708. }
  709. ///AcidBreathDamageMechnics
  710. void AcidBreathDamageMechnics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  711. {
  712. //calculating dmg to display
  713. ctx.sc.dmgToDisplay = parameters.usedSpellPower;
  714. for(auto & attackedCre : ctx.attackedCres) //no immunities
  715. {
  716. BattleStackAttacked bsa;
  717. bsa.flags |= BattleStackAttacked::EFFECT;
  718. bsa.effect = owner->mainEffectAnim;
  719. bsa.damageAmount = parameters.usedSpellPower; //damage times the number of attackers
  720. bsa.stackAttacked = (attackedCre)->ID;
  721. bsa.attackerID = -1;
  722. (attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
  723. ctx.si.stacks.push_back(bsa);
  724. }
  725. }
  726. ///ChainLightningMechanics
  727. std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  728. {
  729. std::set<const CStack* > attackedCres;
  730. std::set<BattleHex> possibleHexes;
  731. for(auto stack : ctx.cb->battleGetAllStacks())
  732. {
  733. if(stack->isValidTarget())
  734. {
  735. for(auto hex : stack->getHexes())
  736. {
  737. possibleHexes.insert (hex);
  738. }
  739. }
  740. }
  741. int targetsOnLevel[4] = {4, 4, 5, 5};
  742. BattleHex lightningHex = ctx.destination;
  743. for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
  744. {
  745. auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
  746. if(!stack)
  747. break;
  748. attackedCres.insert (stack);
  749. for(auto hex : stack->getHexes())
  750. {
  751. possibleHexes.erase(hex); //can't hit same place twice
  752. }
  753. if(possibleHexes.empty()) //not enough targets
  754. break;
  755. lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
  756. }
  757. return attackedCres;
  758. }
  759. ///CloneMechanics
  760. void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  761. {
  762. const CStack * clonedStack = nullptr;
  763. if(ctx.attackedCres.size())
  764. clonedStack = *ctx.attackedCres.begin();
  765. if(!clonedStack)
  766. {
  767. env->complain ("No target stack to clone!");
  768. return;
  769. }
  770. const int attacker = !(bool)parameters.casterSide;
  771. BattleStackAdded bsa;
  772. bsa.creID = clonedStack->type->idNumber;
  773. bsa.attacker = attacker;
  774. bsa.summoned = true;
  775. bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
  776. bsa.amount = clonedStack->count;
  777. env->sendAndApply(&bsa);
  778. BattleSetStackProperty ssp;
  779. ssp.stackID = bsa.newStackID;//we know stack ID after apply
  780. ssp.which = BattleSetStackProperty::CLONED;
  781. ssp.val = 0;
  782. ssp.absolute = 1;
  783. env->sendAndApply(&ssp);
  784. }
  785. ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance* caster, const CStack * obj) const
  786. {
  787. //can't clone already cloned creature
  788. if (vstd::contains(obj->state, EBattleStackState::CLONED))
  789. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  790. //TODO: how about stacks casting Clone?
  791. //currently Clone casted by stack is assumed Expert level
  792. ui8 schoolLevel;
  793. if (caster)
  794. {
  795. schoolLevel = caster->getSpellSchoolLevel(owner);
  796. }
  797. else
  798. {
  799. schoolLevel = 3;
  800. }
  801. if (schoolLevel < 3)
  802. {
  803. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  804. int creLevel = obj->getCreature()->level;
  805. if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  806. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  807. }
  808. //use default algorithm only if there is no mechanics-related problem
  809. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  810. }
  811. ///DeathStareMechnics
  812. void DeathStareMechnics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  813. {
  814. //calculating dmg to display
  815. ctx.sc.dmgToDisplay = parameters.usedSpellPower;
  816. vstd::amin(ctx.sc.dmgToDisplay, (*ctx.attackedCres.begin())->count); //stack is already reduced after attack
  817. for(auto & attackedCre : ctx.attackedCres)
  818. {
  819. BattleStackAttacked bsa;
  820. bsa.flags |= BattleStackAttacked::EFFECT;
  821. bsa.effect = owner->mainEffectAnim; //from config\spell-Info.txt
  822. bsa.damageAmount = parameters.usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
  823. bsa.stackAttacked = (attackedCre)->ID;
  824. bsa.attackerID = -1;
  825. (attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
  826. ctx.si.stacks.push_back(bsa);
  827. }
  828. }
  829. ///DispellHelpfulMechanics
  830. ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  831. {
  832. TBonusListPtr spellBon = obj->getSpellBonuses();
  833. bool hasPositiveSpell = false;
  834. for(const Bonus * b : *spellBon)
  835. {
  836. if(SpellID(b->sid).toSpell()->isPositive())
  837. {
  838. hasPositiveSpell = true;
  839. break;
  840. }
  841. }
  842. if(!hasPositiveSpell)
  843. {
  844. return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
  845. }
  846. //use default algorithm only if there is no mechanics-related problem
  847. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  848. }
  849. ///HypnotizeMechanics
  850. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  851. {
  852. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  853. {
  854. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  855. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  856. //apply 'damage' bonus for hypnotize, including hero specialty
  857. ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  858. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
  859. if (subjectHealth > maxHealth)
  860. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  861. }
  862. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  863. }
  864. ///ObstacleMechanics
  865. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment* env, BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
  866. {
  867. auto placeObstacle = [&, this](BattleHex pos)
  868. {
  869. static int obstacleIdToGive = parameters.cb->obstacles.size()
  870. ? (parameters.cb->obstacles.back()->uniqueID+1)
  871. : 0;
  872. auto obstacle = make_shared<SpellCreatedObstacle>();
  873. switch(owner->id) // :/
  874. {
  875. case SpellID::QUICKSAND:
  876. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  877. obstacle->turnsRemaining = -1;
  878. obstacle->visibleForAnotherSide = false;
  879. break;
  880. case SpellID::LAND_MINE:
  881. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  882. obstacle->turnsRemaining = -1;
  883. obstacle->visibleForAnotherSide = false;
  884. break;
  885. case SpellID::FIRE_WALL:
  886. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  887. obstacle->turnsRemaining = 2;
  888. obstacle->visibleForAnotherSide = true;
  889. break;
  890. case SpellID::FORCE_FIELD:
  891. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  892. obstacle->turnsRemaining = 2;
  893. obstacle->visibleForAnotherSide = true;
  894. break;
  895. default:
  896. //this function cannot be used with spells that do not create obstacles
  897. assert(0);
  898. }
  899. obstacle->pos = pos;
  900. obstacle->casterSide = parameters.casterSide;
  901. obstacle->ID = owner->id;
  902. obstacle->spellLevel = parameters.spellLvl;
  903. obstacle->casterSpellPower = parameters.usedSpellPower;
  904. obstacle->uniqueID = obstacleIdToGive++;
  905. BattleObstaclePlaced bop;
  906. bop.obstacle = obstacle;
  907. env->sendAndApply(&bop);
  908. };
  909. switch (owner->id)
  910. {
  911. case SpellID::QUICKSAND:
  912. case SpellID::LAND_MINE:
  913. {
  914. std::vector<BattleHex> availableTiles;
  915. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  916. {
  917. BattleHex hex = i;
  918. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  919. availableTiles.push_back(hex);
  920. }
  921. boost::range::random_shuffle(availableTiles);
  922. const int patchesForSkill[] = {4, 4, 6, 8};
  923. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  924. //land mines or quicksand patches are handled as spell created obstacles
  925. for (int i = 0; i < patchesToPut; i++)
  926. placeObstacle(availableTiles.at(i));
  927. }
  928. break;
  929. case SpellID::FORCE_FIELD:
  930. placeObstacle(parameters.destination);
  931. break;
  932. case SpellID::FIRE_WALL:
  933. {
  934. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  935. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  936. for(BattleHex hex : affectedHexes)
  937. placeObstacle(hex);
  938. }
  939. break;
  940. default:
  941. assert(0);
  942. }
  943. }
  944. ///WallMechanics
  945. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool* outDroppedHexes) const
  946. {
  947. using namespace SRSLPraserHelpers;
  948. std::vector<BattleHex> ret;
  949. //Special case - shape of obstacle depends on caster's side
  950. //TODO make it possible through spell_info config
  951. BattleHex::EDir firstStep, secondStep;
  952. if(side)
  953. {
  954. firstStep = BattleHex::TOP_LEFT;
  955. secondStep = BattleHex::TOP_RIGHT;
  956. }
  957. else
  958. {
  959. firstStep = BattleHex::TOP_RIGHT;
  960. secondStep = BattleHex::TOP_LEFT;
  961. }
  962. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  963. auto addIfValid = [&](BattleHex hex)
  964. {
  965. if(hex.isValid())
  966. ret.push_back(hex);
  967. else if(outDroppedHexes)
  968. *outDroppedHexes = true;
  969. };
  970. ret.push_back(centralHex);
  971. addIfValid(centralHex.moveInDir(firstStep, false));
  972. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  973. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  974. return ret;
  975. }
  976. ///RemoveObstacleMechanics
  977. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  978. {
  979. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  980. {
  981. ObstaclesRemoved obr;
  982. obr.obstacles.insert(obstacleToRemove->uniqueID);
  983. env->sendAndApply(&obr);
  984. }
  985. else
  986. env->complain("There's no obstacle to remove!");
  987. }
  988. ///SpecialRisingSpellMechanics
  989. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  990. {
  991. // following does apply to resurrect and animate dead(?) only
  992. // for sacrifice health calculation and health limit check don't matter
  993. if(obj->count >= obj->baseAmount)
  994. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  995. if(caster) //FIXME: Archangels can cast immune stack
  996. {
  997. auto maxHealth = owner->calculateHealedHP(caster, obj);
  998. if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  999. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  1000. }
  1001. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  1002. }
  1003. ///SummonMechanics
  1004. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  1005. {
  1006. //todo: make configurable
  1007. CreatureID creID = CreatureID::NONE;
  1008. switch(owner->id)
  1009. {
  1010. case SpellID::SUMMON_FIRE_ELEMENTAL:
  1011. creID = CreatureID::FIRE_ELEMENTAL;
  1012. break;
  1013. case SpellID::SUMMON_EARTH_ELEMENTAL:
  1014. creID = CreatureID::EARTH_ELEMENTAL;
  1015. break;
  1016. case SpellID::SUMMON_WATER_ELEMENTAL:
  1017. creID = CreatureID::WATER_ELEMENTAL;
  1018. break;
  1019. case SpellID::SUMMON_AIR_ELEMENTAL:
  1020. creID = CreatureID::AIR_ELEMENTAL;
  1021. break;
  1022. default:
  1023. env->complain("Unable to determine summoned creature");
  1024. return;
  1025. }
  1026. BattleStackAdded bsa;
  1027. bsa.creID = creID;
  1028. bsa.attacker = !(bool)parameters.casterSide;
  1029. bsa.summoned = true;
  1030. bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
  1031. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  1032. int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  1033. bsa.amount = parameters.usedSpellPower
  1034. * owner->getPower(parameters.spellLvl)
  1035. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  1036. if(bsa.amount)
  1037. env->sendAndApply(&bsa);
  1038. else
  1039. env->complain("Summoning didn't summon any!");
  1040. }
  1041. ///TeleportMechanics
  1042. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  1043. {
  1044. BattleStackMoved bsm;
  1045. bsm.distance = -1;
  1046. bsm.stack = parameters.selectedStack->ID;
  1047. std::vector<BattleHex> tiles;
  1048. tiles.push_back(parameters.destination);
  1049. bsm.tilesToMove = tiles;
  1050. bsm.teleporting = true;
  1051. env->sendAndApply(&bsm);
  1052. }