CStack.cpp 11 KB

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  1. /*
  2. * CStack.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 "CStack.h"
  12. #include <vstd/RNG.h>
  13. #include <vcmi/Entity.h>
  14. #include <vcmi/ServerCallback.h>
  15. #include "CGeneralTextHandler.h"
  16. #include "battle/BattleInfo.h"
  17. #include "bonuses/BonusSubtypes.h"
  18. #include "spells/CSpellHandler.h"
  19. #include "NetPacks.h"
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. ///CStack
  22. CStack::CStack(const CStackInstance * Base, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
  23. CBonusSystemNode(STACK_BATTLE),
  24. base(Base),
  25. ID(I),
  26. type(Base->type),
  27. baseAmount(Base->count),
  28. owner(O),
  29. slot(S),
  30. side(Side)
  31. {
  32. health.init(); //???
  33. }
  34. CStack::CStack():
  35. CBonusSystemNode(STACK_BATTLE),
  36. owner(PlayerColor::NEUTRAL),
  37. slot(SlotID(255)),
  38. initialPosition(BattleHex())
  39. {
  40. }
  41. CStack::CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
  42. CBonusSystemNode(STACK_BATTLE),
  43. ID(I),
  44. type(stack->type),
  45. baseAmount(stack->count),
  46. owner(O),
  47. slot(S),
  48. side(Side)
  49. {
  50. health.init(); //???
  51. }
  52. void CStack::localInit(BattleInfo * battleInfo)
  53. {
  54. battle = battleInfo;
  55. assert(type);
  56. exportBonuses();
  57. if(base) //stack originating from "real" stack in garrison -> attach to it
  58. {
  59. attachTo(const_cast<CStackInstance&>(*base));
  60. }
  61. else //attach directly to obj to which stack belongs and creature type
  62. {
  63. CArmedInstance * army = battle->battleGetArmyObject(side);
  64. assert(army);
  65. attachTo(*army);
  66. attachTo(const_cast<CCreature&>(*type));
  67. }
  68. nativeTerrain = getNativeTerrain(); //save nativeTerrain in the variable on the battle start to avoid dead lock
  69. CUnitState::localInit(this); //it causes execution of the CStack::isOnNativeTerrain where nativeTerrain will be considered
  70. position = initialPosition;
  71. }
  72. ui32 CStack::level() const
  73. {
  74. if(base)
  75. return base->getLevel(); //creature or commander
  76. else
  77. return std::max(1, static_cast<int>(unitType()->getLevel())); //war machine, clone etc
  78. }
  79. si32 CStack::magicResistance() const
  80. {
  81. auto magicResistance = AFactionMember::magicResistance();
  82. si32 auraBonus = 0;
  83. for(const auto * one : battle->battleAdjacentUnits(this))
  84. {
  85. if(one->unitOwner() == owner)
  86. vstd::amax(auraBonus, one->valOfBonuses(BonusType::SPELL_RESISTANCE_AURA)); //max value
  87. }
  88. vstd::abetween(auraBonus, 0, 100);
  89. vstd::abetween(magicResistance, 0, 100);
  90. float castChance = (100 - magicResistance) * (100 - auraBonus)/100.0;
  91. return static_cast<si32>(100 - castChance);
  92. }
  93. BattleHex::EDir CStack::destShiftDir() const
  94. {
  95. if(doubleWide())
  96. {
  97. if(side == BattleSide::ATTACKER)
  98. return BattleHex::EDir::RIGHT;
  99. else
  100. return BattleHex::EDir::LEFT;
  101. }
  102. else
  103. {
  104. return BattleHex::EDir::NONE;
  105. }
  106. }
  107. std::vector<si32> CStack::activeSpells() const
  108. {
  109. std::vector<si32> ret;
  110. std::stringstream cachingStr;
  111. cachingStr << "!type_" << vstd::to_underlying(BonusType::NONE) << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT);
  112. CSelector selector = Selector::sourceType()(BonusSource::SPELL_EFFECT)
  113. .And(CSelector([](const Bonus * b)->bool
  114. {
  115. return b->type != BonusType::NONE && SpellID(b->sid).toSpell() && !SpellID(b->sid).toSpell()->isAdventure();
  116. }));
  117. TConstBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
  118. for(const auto & it : *spellEffects)
  119. {
  120. if(!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
  121. ret.push_back(it->sid);
  122. }
  123. return ret;
  124. }
  125. CStack::~CStack()
  126. {
  127. detachFromAll();
  128. }
  129. const CGHeroInstance * CStack::getMyHero() const
  130. {
  131. if(base)
  132. return dynamic_cast<const CGHeroInstance *>(base->armyObj);
  133. else //we are attached directly?
  134. for(const CBonusSystemNode * n : getParentNodes())
  135. if(n->getNodeType() == HERO)
  136. return dynamic_cast<const CGHeroInstance *>(n);
  137. return nullptr;
  138. }
  139. std::string CStack::nodeName() const
  140. {
  141. std::ostringstream oss;
  142. oss << owner.toString();
  143. oss << " battle stack [" << ID << "]: " << getCount() << " of ";
  144. if(type)
  145. oss << type->getNamePluralTextID();
  146. else
  147. oss << "[UNDEFINED TYPE]";
  148. oss << " from slot " << slot;
  149. if(base && base->armyObj)
  150. oss << " of armyobj=" << base->armyObj->id.getNum();
  151. return oss.str();
  152. }
  153. void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand) const
  154. {
  155. auto newState = acquireState();
  156. prepareAttacked(bsa, rand, newState);
  157. }
  158. void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, const std::shared_ptr<battle::CUnitState> & customState)
  159. {
  160. auto initialCount = customState->getCount();
  161. // compute damage and update bsa.damageAmount
  162. customState->damage(bsa.damageAmount);
  163. bsa.killedAmount = initialCount - customState->getCount();
  164. if(!customState->alive() && customState->isClone())
  165. {
  166. bsa.flags |= BattleStackAttacked::CLONE_KILLED;
  167. }
  168. else if(!customState->alive()) //stack killed
  169. {
  170. bsa.flags |= BattleStackAttacked::KILLED;
  171. auto resurrectValue = customState->valOfBonuses(BonusType::REBIRTH);
  172. if(resurrectValue > 0 && customState->canCast()) //there must be casts left
  173. {
  174. double resurrectFactor = resurrectValue / 100.0;
  175. auto baseAmount = customState->unitBaseAmount();
  176. double resurrectedRaw = baseAmount * resurrectFactor;
  177. auto resurrectedCount = static_cast<int32_t>(floor(resurrectedRaw));
  178. auto resurrectedAdd = static_cast<int32_t>(baseAmount - (resurrectedCount / resurrectFactor));
  179. auto rangeGen = rand.getInt64Range(0, 99);
  180. for(int32_t i = 0; i < resurrectedAdd; i++)
  181. {
  182. if(resurrectValue > rangeGen())
  183. resurrectedCount += 1;
  184. }
  185. if(customState->hasBonusOfType(BonusType::REBIRTH, BonusSubtypes::rebirthSpecial))
  186. {
  187. // resurrect at least one Sacred Phoenix
  188. vstd::amax(resurrectedCount, 1);
  189. }
  190. if(resurrectedCount > 0)
  191. {
  192. customState->casts.use();
  193. bsa.flags |= BattleStackAttacked::REBIRTH;
  194. int64_t toHeal = customState->getMaxHealth() * resurrectedCount;
  195. //TODO: add one-battle rebirth?
  196. customState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  197. customState->counterAttacks.use(customState->counterAttacks.available());
  198. }
  199. }
  200. }
  201. customState->save(bsa.newState.data);
  202. bsa.newState.healthDelta = -bsa.damageAmount;
  203. bsa.newState.id = customState->unitId();
  204. bsa.newState.operation = UnitChanges::EOperation::RESET_STATE;
  205. }
  206. std::vector<BattleHex> CStack::meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
  207. {
  208. int mask = 0;
  209. std::vector<BattleHex> res;
  210. if (!attackerPos.isValid())
  211. attackerPos = attacker->getPosition();
  212. if (!defenderPos.isValid())
  213. defenderPos = defender->getPosition();
  214. BattleHex otherAttackerPos = attackerPos + (attacker->unitSide() == BattleSide::ATTACKER ? -1 : 1);
  215. BattleHex otherDefenderPos = defenderPos + (defender->unitSide() == BattleSide::ATTACKER ? -1 : 1);
  216. if(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
  217. {
  218. if((mask & 1) == 0)
  219. {
  220. mask |= 1;
  221. res.push_back(defenderPos);
  222. }
  223. }
  224. if (attacker->doubleWide() //back <=> front
  225. && BattleHex::mutualPosition(otherAttackerPos, defenderPos) >= 0)
  226. {
  227. if((mask & 1) == 0)
  228. {
  229. mask |= 1;
  230. res.push_back(defenderPos);
  231. }
  232. }
  233. if (defender->doubleWide()//front <=> back
  234. && BattleHex::mutualPosition(attackerPos, otherDefenderPos) >= 0)
  235. {
  236. if((mask & 2) == 0)
  237. {
  238. mask |= 2;
  239. res.push_back(otherDefenderPos);
  240. }
  241. }
  242. if (defender->doubleWide() && attacker->doubleWide()//back <=> back
  243. && BattleHex::mutualPosition(otherAttackerPos, otherDefenderPos) >= 0)
  244. {
  245. if((mask & 2) == 0)
  246. {
  247. mask |= 2;
  248. res.push_back(otherDefenderPos);
  249. }
  250. }
  251. return res;
  252. }
  253. bool CStack::isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
  254. {
  255. return !meleeAttackHexes(attacker, defender, attackerPos, defenderPos).empty();
  256. }
  257. std::string CStack::getName() const
  258. {
  259. return (getCount() == 1) ? type->getNameSingularTranslated() : type->getNamePluralTranslated(); //War machines can't use base
  260. }
  261. bool CStack::canBeHealed() const
  262. {
  263. return getFirstHPleft() < static_cast<int32_t>(getMaxHealth()) && isValidTarget() && !hasBonusOfType(BonusType::SIEGE_WEAPON);
  264. }
  265. bool CStack::isOnNativeTerrain() const
  266. {
  267. //this code is called from CreatureTerrainLimiter::limit on battle start
  268. auto res = nativeTerrain == ETerrainId::ANY_TERRAIN || nativeTerrain == battle->getTerrainType();
  269. return res;
  270. }
  271. bool CStack::isOnTerrain(TerrainId terrain) const
  272. {
  273. return battle->getTerrainType() == terrain;
  274. }
  275. const CCreature * CStack::unitType() const
  276. {
  277. return type;
  278. }
  279. int32_t CStack::unitBaseAmount() const
  280. {
  281. return baseAmount;
  282. }
  283. const IBonusBearer* CStack::getBonusBearer() const
  284. {
  285. return this;
  286. }
  287. bool CStack::unitHasAmmoCart(const battle::Unit * unit) const
  288. {
  289. for(const CStack * st : battle->stacks)
  290. {
  291. if(battle->battleMatchOwner(st, unit, true) && st->unitType()->getId() == CreatureID::AMMO_CART)
  292. {
  293. return st->alive();
  294. }
  295. }
  296. //ammo cart works during creature bank battle while not on battlefield
  297. const auto * ownerHero = battle->battleGetOwnerHero(unit);
  298. if(ownerHero && ownerHero->artifactsWorn.find(ArtifactPosition::MACH2) != ownerHero->artifactsWorn.end())
  299. {
  300. if(battle->battleGetOwnerHero(unit)->artifactsWorn.at(ArtifactPosition::MACH2).artifact->artType->getId() == ArtifactID::AMMO_CART)
  301. {
  302. return true;
  303. }
  304. }
  305. return false; //will be always false if trying to examine enemy hero in "special battle"
  306. }
  307. PlayerColor CStack::unitEffectiveOwner(const battle::Unit * unit) const
  308. {
  309. return battle->battleGetOwner(unit);
  310. }
  311. uint32_t CStack::unitId() const
  312. {
  313. return ID;
  314. }
  315. ui8 CStack::unitSide() const
  316. {
  317. return side;
  318. }
  319. PlayerColor CStack::unitOwner() const
  320. {
  321. return owner;
  322. }
  323. SlotID CStack::unitSlot() const
  324. {
  325. return slot;
  326. }
  327. std::string CStack::getDescription() const
  328. {
  329. return nodeName();
  330. }
  331. void CStack::spendMana(ServerCallback * server, const int spellCost) const
  332. {
  333. if(spellCost != 1)
  334. logGlobal->warn("Unexpected spell cost %d for creature", spellCost);
  335. BattleSetStackProperty ssp;
  336. ssp.battleID = battle->battleID;
  337. ssp.stackID = unitId();
  338. ssp.which = BattleSetStackProperty::CASTS;
  339. ssp.val = -spellCost;
  340. ssp.absolute = false;
  341. server->apply(&ssp);
  342. }
  343. VCMI_LIB_NAMESPACE_END