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