BattleSpellMechanics.cpp 15 KB

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  1. /*
  2. * BattleSpellMechanics.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleSpellMechanics.h"
  12. #include "../NetPacks.h"
  13. #include "../BattleState.h"
  14. ///ChainLightningMechanics
  15. std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  16. {
  17. std::set<const CStack* > attackedCres;
  18. std::set<BattleHex> possibleHexes;
  19. for(auto stack : ctx.cb->battleGetAllStacks())
  20. {
  21. if(stack->isValidTarget())
  22. {
  23. for(auto hex : stack->getHexes())
  24. {
  25. possibleHexes.insert (hex);
  26. }
  27. }
  28. }
  29. int targetsOnLevel[4] = {4, 4, 5, 5};
  30. BattleHex lightningHex = ctx.destination;
  31. for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
  32. {
  33. auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
  34. if(!stack)
  35. break;
  36. attackedCres.insert (stack);
  37. for(auto hex : stack->getHexes())
  38. {
  39. possibleHexes.erase(hex); //can't hit same place twice
  40. }
  41. if(possibleHexes.empty()) //not enough targets
  42. break;
  43. lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
  44. }
  45. return attackedCres;
  46. }
  47. ///CloneMechanics
  48. void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  49. {
  50. const CStack * clonedStack = nullptr;
  51. if(ctx.attackedCres.size())
  52. clonedStack = *ctx.attackedCres.begin();
  53. if(!clonedStack)
  54. {
  55. env->complain ("No target stack to clone!");
  56. return;
  57. }
  58. const int attacker = !(bool)parameters.casterSide;
  59. BattleStackAdded bsa;
  60. bsa.creID = clonedStack->type->idNumber;
  61. bsa.attacker = attacker;
  62. bsa.summoned = true;
  63. bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
  64. bsa.amount = clonedStack->count;
  65. env->sendAndApply(&bsa);
  66. BattleSetStackProperty ssp;
  67. ssp.stackID = bsa.newStackID;//we know stack ID after apply
  68. ssp.which = BattleSetStackProperty::CLONED;
  69. ssp.val = 0;
  70. ssp.absolute = 1;
  71. env->sendAndApply(&ssp);
  72. }
  73. ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  74. {
  75. //can't clone already cloned creature
  76. if(vstd::contains(obj->state, EBattleStackState::CLONED))
  77. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  78. //TODO: how about stacks casting Clone?
  79. //currently Clone casted by stack is assumed Expert level
  80. ui8 schoolLevel;
  81. if(caster)
  82. {
  83. schoolLevel = caster->getSpellSchoolLevel(owner);
  84. }
  85. else
  86. {
  87. schoolLevel = 3;
  88. }
  89. if(schoolLevel < 3)
  90. {
  91. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  92. int creLevel = obj->getCreature()->level;
  93. if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  94. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  95. }
  96. //use default algorithm only if there is no mechanics-related problem
  97. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  98. }
  99. ///CureMechanics
  100. void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  101. {
  102. DefaultSpellMechanics::applyBattle(battle, packet);
  103. for(auto stackID : packet->affectedCres)
  104. {
  105. if(vstd::contains(packet->resisted, stackID))
  106. {
  107. logGlobal->errorStream() << "Resistance to positive spell CURE";
  108. continue;
  109. }
  110. CStack *s = battle->getStack(stackID);
  111. s->popBonuses([&](const Bonus *b) -> bool
  112. {
  113. if(b->source == Bonus::SPELL_EFFECT)
  114. {
  115. CSpell * sp = SpellID(b->sid).toSpell();
  116. return sp->isNegative();
  117. }
  118. return false; //not a spell effect
  119. });
  120. }
  121. }
  122. ///DispellMechanics
  123. void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  124. {
  125. DefaultSpellMechanics::applyBattle(battle, packet);
  126. for(auto stackID : packet->affectedCres)
  127. {
  128. if(vstd::contains(packet->resisted, stackID))
  129. continue;
  130. CStack *s = battle->getStack(stackID);
  131. s->popBonuses([&](const Bonus *b) -> bool
  132. {
  133. return Selector::sourceType(Bonus::SPELL_EFFECT)(b);
  134. });
  135. }
  136. }
  137. ///EarthquakeMechanics
  138. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  139. {
  140. if(nullptr == parameters.cb->town)
  141. {
  142. env->complain("EarthquakeMechanics: not town siege");
  143. return;
  144. }
  145. if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
  146. {
  147. env->complain("EarthquakeMechanics: town has no fort");
  148. return;
  149. }
  150. //start with all destructible parts
  151. std::set<EWallPart::EWallPart> possibleTargets =
  152. {
  153. EWallPart::KEEP,
  154. EWallPart::BOTTOM_TOWER,
  155. EWallPart::BOTTOM_WALL,
  156. EWallPart::BELOW_GATE,
  157. EWallPart::OVER_GATE,
  158. EWallPart::UPPER_WALL,
  159. EWallPart::UPPER_TOWER,
  160. EWallPart::GATE
  161. };
  162. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  163. const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
  164. CatapultAttack ca;
  165. ca.attacker = -1;
  166. for(int i = 0; i < targetsToAttack; i++)
  167. {
  168. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  169. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  170. auto & currentHP = parameters.cb->si.wallState;
  171. if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
  172. continue;
  173. CatapultAttack::AttackInfo attackInfo;
  174. attackInfo.damageDealt = 1;
  175. attackInfo.attackedPart = target;
  176. attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
  177. ca.attackedParts.push_back(attackInfo);
  178. //removing creatures in turrets / keep if one is destroyed
  179. BattleHex posRemove;
  180. switch(target)
  181. {
  182. case EWallPart::KEEP:
  183. posRemove = -2;
  184. break;
  185. case EWallPart::BOTTOM_TOWER:
  186. posRemove = -3;
  187. break;
  188. case EWallPart::UPPER_TOWER:
  189. posRemove = -4;
  190. break;
  191. }
  192. if(posRemove != BattleHex::INVALID)
  193. {
  194. BattleStacksRemoved bsr;
  195. for(auto & elem : parameters.cb->stacks)
  196. {
  197. if(elem->position == posRemove)
  198. {
  199. bsr.stackIDs.insert(elem->ID);
  200. break;
  201. }
  202. }
  203. if(bsr.stackIDs.size() > 0)
  204. env->sendAndApply(&bsr);
  205. }
  206. };
  207. env->sendAndApply(&ca);
  208. }
  209. ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  210. {
  211. if(nullptr == cb->battleGetDefendedTown())
  212. {
  213. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  214. }
  215. if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
  216. {
  217. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  218. }
  219. if(owner->getTargetInfo(0).smart) //TODO: use real spell level
  220. {
  221. //if spell targeting is smart, then only attacker can use it
  222. if(cb->playerToSide(player) != 0)
  223. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  224. }
  225. return ESpellCastProblem::OK;
  226. }
  227. ///HypnotizeMechanics
  228. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  229. {
  230. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  231. {
  232. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  233. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  234. //apply 'damage' bonus for hypnotize, including hero specialty
  235. ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  236. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);
  237. if (subjectHealth > maxHealth)
  238. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  239. }
  240. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  241. }
  242. ///ObstacleMechanics
  243. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  244. {
  245. auto placeObstacle = [&, this](BattleHex pos)
  246. {
  247. static int obstacleIdToGive = parameters.cb->obstacles.size()
  248. ? (parameters.cb->obstacles.back()->uniqueID+1)
  249. : 0;
  250. auto obstacle = make_shared<SpellCreatedObstacle>();
  251. switch(owner->id) // :/
  252. {
  253. case SpellID::QUICKSAND:
  254. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  255. obstacle->turnsRemaining = -1;
  256. obstacle->visibleForAnotherSide = false;
  257. break;
  258. case SpellID::LAND_MINE:
  259. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  260. obstacle->turnsRemaining = -1;
  261. obstacle->visibleForAnotherSide = false;
  262. break;
  263. case SpellID::FIRE_WALL:
  264. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  265. obstacle->turnsRemaining = 2;
  266. obstacle->visibleForAnotherSide = true;
  267. break;
  268. case SpellID::FORCE_FIELD:
  269. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  270. obstacle->turnsRemaining = 2;
  271. obstacle->visibleForAnotherSide = true;
  272. break;
  273. default:
  274. //this function cannot be used with spells that do not create obstacles
  275. assert(0);
  276. }
  277. obstacle->pos = pos;
  278. obstacle->casterSide = parameters.casterSide;
  279. obstacle->ID = owner->id;
  280. obstacle->spellLevel = parameters.spellLvl;
  281. obstacle->casterSpellPower = parameters.usedSpellPower;
  282. obstacle->uniqueID = obstacleIdToGive++;
  283. BattleObstaclePlaced bop;
  284. bop.obstacle = obstacle;
  285. env->sendAndApply(&bop);
  286. };
  287. switch(owner->id)
  288. {
  289. case SpellID::QUICKSAND:
  290. case SpellID::LAND_MINE:
  291. {
  292. std::vector<BattleHex> availableTiles;
  293. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  294. {
  295. BattleHex hex = i;
  296. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  297. availableTiles.push_back(hex);
  298. }
  299. boost::range::random_shuffle(availableTiles);
  300. const int patchesForSkill[] = {4, 4, 6, 8};
  301. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  302. //land mines or quicksand patches are handled as spell created obstacles
  303. for (int i = 0; i < patchesToPut; i++)
  304. placeObstacle(availableTiles.at(i));
  305. }
  306. break;
  307. case SpellID::FORCE_FIELD:
  308. placeObstacle(parameters.destination);
  309. break;
  310. case SpellID::FIRE_WALL:
  311. {
  312. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  313. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  314. for(BattleHex hex : affectedHexes)
  315. placeObstacle(hex);
  316. }
  317. break;
  318. default:
  319. assert(0);
  320. }
  321. }
  322. ///WallMechanics
  323. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  324. {
  325. std::vector<BattleHex> ret;
  326. //Special case - shape of obstacle depends on caster's side
  327. //TODO make it possible through spell config
  328. BattleHex::EDir firstStep, secondStep;
  329. if(side)
  330. {
  331. firstStep = BattleHex::TOP_LEFT;
  332. secondStep = BattleHex::TOP_RIGHT;
  333. }
  334. else
  335. {
  336. firstStep = BattleHex::TOP_RIGHT;
  337. secondStep = BattleHex::TOP_LEFT;
  338. }
  339. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  340. auto addIfValid = [&](BattleHex hex)
  341. {
  342. if(hex.isValid())
  343. ret.push_back(hex);
  344. else if(outDroppedHexes)
  345. *outDroppedHexes = true;
  346. };
  347. ret.push_back(centralHex);
  348. addIfValid(centralHex.moveInDir(firstStep, false));
  349. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  350. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  351. return ret;
  352. }
  353. ///RemoveObstacleMechanics
  354. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  355. {
  356. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  357. {
  358. ObstaclesRemoved obr;
  359. obr.obstacles.insert(obstacleToRemove->uniqueID);
  360. env->sendAndApply(&obr);
  361. }
  362. else
  363. env->complain("There's no obstacle to remove!");
  364. }
  365. ///SpecialRisingSpellMechanics
  366. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  367. {
  368. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  369. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  370. //set another active stack than the one removed, or bad things will happen
  371. //TODO: make that part of BattleStacksRemoved? what about client update?
  372. {
  373. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  374. BattleSetActiveStack sas;
  375. //std::vector<const CStack *> hlp;
  376. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  377. //if(hlp.size())
  378. //{
  379. // sas.stack = hlp[0]->ID;
  380. //}
  381. //else
  382. // complain ("No new stack to activate!");
  383. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  384. env->sendAndApply(&sas);
  385. }
  386. BattleStacksRemoved bsr;
  387. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  388. env->sendAndApply(&bsr);
  389. }
  390. ///SpecialRisingSpellMechanics
  391. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  392. {
  393. // following does apply to resurrect and animate dead(?) only
  394. // for sacrifice health calculation and health limit check don't matter
  395. if(obj->count >= obj->baseAmount)
  396. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  397. if(caster) //FIXME: Archangels can cast immune stack
  398. {
  399. auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  400. if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  401. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  402. }
  403. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  404. }
  405. ///SummonMechanics
  406. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  407. {
  408. //todo: make configurable
  409. CreatureID creID = CreatureID::NONE;
  410. switch(owner->id)
  411. {
  412. case SpellID::SUMMON_FIRE_ELEMENTAL:
  413. creID = CreatureID::FIRE_ELEMENTAL;
  414. break;
  415. case SpellID::SUMMON_EARTH_ELEMENTAL:
  416. creID = CreatureID::EARTH_ELEMENTAL;
  417. break;
  418. case SpellID::SUMMON_WATER_ELEMENTAL:
  419. creID = CreatureID::WATER_ELEMENTAL;
  420. break;
  421. case SpellID::SUMMON_AIR_ELEMENTAL:
  422. creID = CreatureID::AIR_ELEMENTAL;
  423. break;
  424. default:
  425. env->complain("Unable to determine summoned creature");
  426. return;
  427. }
  428. BattleStackAdded bsa;
  429. bsa.creID = creID;
  430. bsa.attacker = !(bool)parameters.casterSide;
  431. bsa.summoned = true;
  432. bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it
  433. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  434. int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  435. bsa.amount = parameters.usedSpellPower
  436. * owner->getPower(parameters.spellLvl)
  437. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  438. if(bsa.amount)
  439. env->sendAndApply(&bsa);
  440. else
  441. env->complain("Summoning didn't summon any!");
  442. }
  443. ///TeleportMechanics
  444. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  445. {
  446. BattleStackMoved bsm;
  447. bsm.distance = -1;
  448. bsm.stack = parameters.selectedStack->ID;
  449. std::vector<BattleHex> tiles;
  450. tiles.push_back(parameters.destination);
  451. bsm.tilesToMove = tiles;
  452. bsm.teleporting = true;
  453. env->sendAndApply(&bsm);
  454. }