| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738 | /* * BattleSpellMechanics.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "BattleSpellMechanics.h"#include "Problem.h"#include "CSpellHandler.h"#include "../battle/IBattleState.h"#include "../battle/CBattleInfoCallback.h"#include "../networkPacks/PacksForClientBattle.h"#include "../networkPacks/SetStackEffect.h"#include "../CStack.h"#include <vstd/RNG.h>VCMI_LIB_NAMESPACE_BEGINnamespace spells{namespace SRSLPraserHelpers{	static int XYToHex(int x, int y)	{		return x + GameConstants::BFIELD_WIDTH * y;	}	static int XYToHex(std::pair<int, int> xy)	{		return XYToHex(xy.first, xy.second);	}	static int hexToY(int battleFieldPosition)	{		return battleFieldPosition/GameConstants::BFIELD_WIDTH;	}	static int hexToX(int battleFieldPosition)	{		int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;		return pos;	}	static std::pair<int, int> hexToPair(int battleFieldPosition)	{		return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));	}	//moves hex by one hex in given direction	//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left	static std::pair<int, int> gotoDir(int x, int y, int direction)	{		switch(direction)		{		case 0: //top left			return std::make_pair((y%2) ? x-1 : x, y-1);		case 1: //top right			return std::make_pair((y%2) ? x : x+1, y-1);		case 2:  //right			return std::make_pair(x+1, y);		case 3: //right bottom			return std::make_pair((y%2) ? x : x+1, y+1);		case 4: //left bottom			return std::make_pair((y%2) ? x-1 : x, y+1);		case 5: //left			return std::make_pair(x-1, y);		default:			throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");		}	}	static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)	{		return gotoDir(xy.first, xy.second, direction);	}	static bool isGoodHex(std::pair<int, int> xy)	{		return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;	}	//helper function for rangeInHexes	static std::set<ui16> getInRange(unsigned int center, int low, int high)	{		std::set<ui16> ret;		if(low == 0)		{			ret.insert(center);		}		std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points		for(auto & elem : mainPointForLayer)			elem = hexToPair(center);		for(int it=1; it<=high; ++it) //it - distance to the center		{			for(int b=0; b<6; ++b)				mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);			if(it>=low)			{				std::pair<int, int> curHex;				//adding lines (A-b, B-c, C-d, etc)				for(int v=0; v<6; ++v)				{					curHex = mainPointForLayer[v];					for(int h=0; h<it; ++h)					{						if(isGoodHex(curHex))							ret.insert(XYToHex(curHex));						curHex = gotoDir(curHex, (v+2)%6);					}				}			} //if(it>=low)		}		return ret;	}}BattleSpellMechanics::BattleSpellMechanics(const IBattleCast * event,										   std::shared_ptr<effects::Effects> effects_,										   std::shared_ptr<IReceptiveCheck> targetCondition_):	BaseMechanics(event),	effects(std::move(effects_)),	targetCondition(std::move(targetCondition_)){}BattleSpellMechanics::~BattleSpellMechanics() = default;void BattleSpellMechanics::applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const{	auto callback = [&](const effects::Effect * effect, bool & stop)	{		if(indirect == effect->indirect)		{			if(ignoreImmunity)			{				effect->apply(server, this, targets);			}			else			{				EffectTarget filtered = effect->filterTarget(this, targets);				effect->apply(server, this, filtered);			}		}	};	effects->forEachEffect(getEffectLevel(), callback);}bool BattleSpellMechanics::canBeCast(Problem & problem) const{	auto genProblem = battle()->battleCanCastSpell(caster, mode);	if(genProblem != ESpellCastProblem::OK)		return adaptProblem(genProblem, problem);	switch(mode)	{	case Mode::HERO:		{			const auto * castingHero = dynamic_cast<const CGHeroInstance *>(caster); //todo: unify hero|creature spell cost			if(!castingHero)			{				logGlobal->debug("CSpell::canBeCast: invalid caster");				genProblem = ESpellCastProblem::NO_HERO_TO_CAST_SPELL;			}			else if(!castingHero->getArt(ArtifactPosition::SPELLBOOK))				genProblem = ESpellCastProblem::NO_SPELLBOOK;			else if(!castingHero->canCastThisSpell(owner))				genProblem = ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;			else if(castingHero->mana < battle()->battleGetSpellCost(owner, castingHero)) //not enough mana				genProblem = ESpellCastProblem::NOT_ENOUGH_MANA;		}		break;	}	if(genProblem != ESpellCastProblem::OK)		return adaptProblem(genProblem, problem);	if(!owner->isCombat())		return adaptProblem(ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, problem);	const PlayerColor player = caster->getCasterOwner();	const BattleSide side = battle()->playerToSide(player);	if(side == BattleSide::NONE)		return adaptProblem(ESpellCastProblem::INVALID, problem);	//effect like Recanter's Cloak. Blocks also passive casting.	//TODO: check creature abilities to block	//TODO: check any possible caster	if(battle()->battleMaxSpellLevel(side) < getSpellLevel() || battle()->battleMinSpellLevel(side) > getSpellLevel())		return adaptProblem(ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED, problem);	return effects->applicable(problem, this);}bool BattleSpellMechanics::canBeCastAt(const Target & target, Problem & problem) const{	if(!canBeCast(problem))		return false;	Target spellTarget = transformSpellTarget(target);	const battle::Unit * mainTarget = nullptr;	if(spellTarget.front().unitValue)	{		mainTarget = target.front().unitValue;	}	else if(spellTarget.front().hexValue.isValid())	{		mainTarget = battle()->battleGetUnitByPos(target.front().hexValue, true);	}	if (!getSpell()->canCastOnSelf() && !getSpell()->canCastOnlyOnSelf())	{		if(mainTarget && mainTarget == caster)			return false; // can't cast on self		if(mainTarget && mainTarget->isInvincible() && !getSpell()->getPositiveness())			return false;	}	else if(getSpell()->canCastOnlyOnSelf())	{		if(mainTarget && mainTarget != caster)			return false; // can't cast on others	}	return effects->applicable(problem, this, target, spellTarget);}std::vector<const CStack *> BattleSpellMechanics::getAffectedStacks(const Target & target) const{	Target spellTarget = transformSpellTarget(target);	EffectTarget all;	effects->forEachEffect(getEffectLevel(), [&all, &target, &spellTarget, this](const effects::Effect * e, bool & stop)	{		EffectTarget one = e->transformTarget(this, target, spellTarget);		vstd::concatenate(all, one);	});	std::set<const CStack *> stacks;	for(const Destination & dest : all)	{		if(dest.unitValue && !dest.unitValue->isInvincible())		{			//FIXME: remove and return battle::Unit			stacks.insert(battle()->battleGetStackByID(dest.unitValue->unitId(), false));		}	}	std::vector<const CStack *> res;	std::copy(stacks.begin(), stacks.end(), std::back_inserter(res));	return res;}void BattleSpellMechanics::cast(ServerCallback * server, const Target & target){	BattleSpellCast sc;	int spellCost = 0;	sc.side = casterSide;	sc.spellID = getSpellId();	sc.battleID = battle()->getBattle()->getBattleID();	sc.tile = target.at(0).hexValue;	sc.castByHero = mode == Mode::HERO;	if (mode != Mode::HERO)		sc.casterStack = caster->getCasterUnitId();	sc.manaGained = 0;	sc.activeCast = false;	affectedUnits.clear();	const CGHeroInstance * otherHero = nullptr;	{		//check it there is opponent hero		const BattleSide otherSide = battle()->otherSide(casterSide);		if(battle()->battleHasHero(otherSide))			otherHero = battle()->battleGetFightingHero(otherSide);	}	//calculate spell cost	if(mode == Mode::HERO)	{		const auto * casterHero = dynamic_cast<const CGHeroInstance *>(caster);		spellCost = battle()->battleGetSpellCost(owner, casterHero);		if(nullptr != otherHero) //handle mana channel		{			int manaChannel = 0;			for(const auto * stack : battle()->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?			{				if(stack->unitOwner() == otherHero->tempOwner && stack->alive())					vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING));			}			sc.manaGained = (manaChannel * spellCost) / 100;		}		sc.activeCast = true;	}	else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER)	{		spellCost = 1;		sc.activeCast = true;	}	beforeCast(sc, *server->getRNG(), target);	BattleLogMessage castDescription;	castDescription.battleID = battle()->getBattle()->getBattleID();	switch (mode)	{	case Mode::CREATURE_ACTIVE:	case Mode::ENCHANTER:	case Mode::HERO:	case Mode::PASSIVE:	case Mode::MAGIC_MIRROR:		{			MetaString line;			caster->getCastDescription(owner, affectedUnits, line);			if(!line.empty())				castDescription.lines.push_back(line);		}		break;	default:		break;	}	doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1));	for(auto & unit : affectedUnits)		sc.affectedCres.insert(unit->unitId());	if(!castDescription.lines.empty())		server->apply(castDescription);	server->apply(sc);	for(auto & p : effectsToApply)		p.first->apply(server, this, p.second);	if(sc.activeCast)	{		caster->spendMana(server, spellCost);		if(sc.manaGained > 0)		{			assert(otherHero);			otherHero->spendMana(server, -sc.manaGained);		}	}	// send empty event to client	// temporary(?) workaround to force animations to trigger	StacksInjured fakeEvent;	fakeEvent.battleID = battle()->getBattle()->getBattleID();	server->apply(fakeEvent);}void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target){	affectedUnits.clear();	Target spellTarget = transformSpellTarget(target);	std::vector <const battle::Unit *> resisted;	auto filterResisted = [&, this](const battle::Unit * unit) -> bool	{		if(isNegativeSpell() && isMagicalEffect())		{			//magic resistance			const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in %			if(rng.nextInt(0, 99) < prob)				return true;		}		return false;	};	auto filterUnit = [&](const battle::Unit * unit)	{		if(filterResisted(unit))			resisted.push_back(unit);		else			affectedUnits.push_back(unit);	};	if (!target.empty())	{		const battle::Unit * targetedUnit = battle()->battleGetUnitByPos(target.front().hexValue, true);		if (isReflected(targetedUnit, rng)) {			reflect(sc, rng, targetedUnit);			return;			}	}	//prepare targets	effectsToApply = effects->prepare(this, target, spellTarget);	std::set<const battle::Unit *> unitTargets = collectTargets();	//process them	for(const auto * unit : unitTargets)		filterUnit(unit);	//and update targets	for(auto & p : effectsToApply)	{		vstd::erase_if(p.second, [&](const Destination & d)		{			if(!d.unitValue)				return false;			return vstd::contains(resisted, d.unitValue);		});	}	for(const auto * unit : resisted)		sc.resistedCres.insert(unit->unitId());}bool BattleSpellMechanics::isReflected(const battle::Unit * unit, vstd::RNG & rng){	if (unit == nullptr)		return false;	bool isDirectSpell = owner->getTargetType() == AimType::CREATURE && !isMassive();	bool spellIsReflectable = isDirectSpell && (mode == Mode::HERO || mode == Mode::MAGIC_MIRROR) && isNegativeSpell();	bool targetCanReflectSpell = spellIsReflectable && unit->getAllBonuses(Selector::type()(BonusType::MAGIC_MIRROR))->size()>0;	return targetCanReflectSpell && rng.nextInt(0, 99) < unit->valOfBonuses(BonusType::MAGIC_MIRROR);}void BattleSpellMechanics::reflect(BattleSpellCast & sc, vstd::RNG & rng, const battle::Unit * unit){	auto otherSide = battle()->otherSide(unit->unitSide());	auto newTarget = getRandomUnit(rng, otherSide);	if (newTarget == nullptr)		throw std::runtime_error("Failed to find random unit to reflect spell!");	auto reflectedTo = newTarget->getPosition();	mode = Mode::MAGIC_MIRROR;	sc.reflectedCres.insert(unit->unitId());	sc.tile = reflectedTo;	if (!isReceptive(newTarget))		sc.resistedCres.insert(newTarget->unitId());    //A spell can be reflected to then resisted by an immune unit. Consistent with the original game.	beforeCast(sc, rng, { Destination(reflectedTo) });}const battle::Unit * BattleSpellMechanics::getRandomUnit(vstd::RNG & rng, const BattleSide & side){	auto targets = battle()->getBattle()->getUnitsIf([&side](const battle::Unit * unit)	{		return unit->unitSide() == side && unit->isValidTarget(false) &&			!unit->hasBonusOfType(BonusType::SIEGE_WEAPON);	});	return !targets.empty() ? (*RandomGeneratorUtil::nextItem(targets, rng)) : nullptr;}void BattleSpellMechanics::castEval(ServerCallback * server, const Target & target){	affectedUnits.clear();	//TODO: evaluate caster updates (mana usage etc.)	//TODO: evaluate random values	Target spellTarget = transformSpellTarget(target);	effectsToApply = effects->prepare(this, target, spellTarget);	std::set<const battle::Unit *> unitTargets = collectTargets();	auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1);	std::copy(std::begin(unitTargets), std::end(unitTargets), std::back_inserter(affectedUnits));	doRemoveEffects(server, affectedUnits, selector);	for(auto & p : effectsToApply)		p.first->apply(server, this, p.second);}std::set<const battle::Unit *> BattleSpellMechanics::collectTargets() const{	std::set<const battle::Unit *> result;	for(const auto & p : effectsToApply)	{		for(const Destination & d : p.second)			if(d.unitValue)				result.insert(d.unitValue);	}	return result;}void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const battle::Units & targets, const CSelector & selector){	SetStackEffect sse;	sse.battleID = battle()->getBattle()->getBattleID();	for(const auto * unit : targets)	{		std::vector<Bonus> buffer;		auto bl = unit->getBonuses(selector);		for(const auto & item : *bl)			buffer.emplace_back(*item);		if(!buffer.empty())			sse.toRemove.emplace_back(unit->unitId(), buffer);	}	if(!sse.toRemove.empty())		server->apply(sse);}bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const{	if(bonus->source != BonusSource::SPELL_EFFECT)		return false;	for(const SpellID & id : owner->counteredSpells)	{		if(bonus->sid.as<SpellID>() == id)			return true;	}	return false;}BattleHexArray BattleSpellMechanics::spellRangeInHexes(const BattleHex & centralHex) const{	using namespace SRSLPraserHelpers;	BattleHexArray ret;	std::vector<int> rng = owner->getLevelInfo(getRangeLevel()).range;	for(auto & elem : rng)	{		std::set<ui16> curLayer = getInRange(centralHex.toInt(), elem, elem);		//adding obtained hexes		for(const auto & curLayer_it : curLayer)			ret.insert(curLayer_it);	}	return ret;}Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const{	Target spellTarget;	if(aimPoint.empty())	{		logGlobal->error("Aimed spell cast with no destination.");	}	else	{		const Destination & primary = aimPoint.at(0);		BattleHex aimPointHex = primary.hexValue;		//transform primary spell target with spell range (if it`s valid), leave anything else to effects		if(aimPointHex.isValid())		{			auto spellRange = spellRangeInHexes(aimPointHex);			for(const auto & hex : spellRange)				spellTarget.push_back(Destination(hex));		}	}	if(spellTarget.empty())		spellTarget.push_back(Destination(BattleHex::INVALID));	return spellTarget;}std::vector<AimType> BattleSpellMechanics::getTargetTypes() const{	auto ret = BaseMechanics::getTargetTypes();	if(!ret.empty())	{		effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop)		{			e->adjustTargetTypes(ret);			stop = ret.empty();		});	}	return ret;}std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const{	//TODO: BattleSpellMechanics::getPossibleDestinations	if(index != 0)		return std::vector<Destination>();	std::vector<Destination> ret;	switch(aimType)	{	case AimType::CREATURE:	{		auto stacks = battle()->battleGetAllStacks();		for(auto stack : stacks)		{			Target tmp = current;			tmp.emplace_back(stack->getPosition());			detail::ProblemImpl ignored;			if(canBeCastAt(tmp, ignored))				ret.emplace_back(stack->getPosition());		}		break;	}	case AimType::LOCATION:		if(fast)		{			auto stacks = battle()->battleGetAllStacks();			BattleHexArray hexesToCheck;			for(auto stack : stacks)			{				hexesToCheck.insert(stack->getPosition());				hexesToCheck.insert(stack->getPosition().getNeighbouringTiles());			}			for(const auto & hex : hexesToCheck)			{				if(hex.isAvailable())				{					Target tmp = current;					tmp.emplace_back(hex);					detail::ProblemImpl ignored;					if(canBeCastAt(tmp, ignored))						ret.emplace_back(hex);				}			}		}		else		{			for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)			{				BattleHex dest(i);				if(dest.isAvailable())				{					Target tmp = current;					tmp.emplace_back(dest);					detail::ProblemImpl ignored;					if(canBeCastAt(tmp, ignored))						ret.emplace_back(dest);				}			}		}		break;	case AimType::NO_TARGET:		ret.emplace_back();		break;	default:		break;	}	return ret;}bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const{	return targetCondition->isReceptive(this, target);}bool BattleSpellMechanics::isSmart() const{	return mode != Mode::MAGIC_MIRROR && BaseMechanics::isSmart();}BattleHexArray BattleSpellMechanics::rangeInHexes(const BattleHex & centralHex) const{	if(isMassive() || !centralHex.isValid())		return BattleHexArray();	Target aimPoint;	aimPoint.push_back(Destination(centralHex));	Target spellTarget = transformSpellTarget(aimPoint);	BattleHexArray effectRange;	effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop)	{		if(!effect->indirect)		{			effect->adjustAffectedHexes(effectRange, this, spellTarget);		}	});	return effectRange;}const Spell * BattleSpellMechanics::getSpell() const{	return owner;}}VCMI_LIB_NAMESPACE_END
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