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- /*
- * BattleActionProcessor.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 "BattleActionProcessor.h"
- #include "BattleProcessor.h"
- #include "../CGameHandler.h"
- #include "../../lib/CGeneralTextHandler.h"
- #include "../../lib/CStack.h"
- #include "../../lib/GameSettings.h"
- #include "../../lib/battle/CBattleInfoCallback.h"
- #include "../../lib/battle/IBattleState.h"
- #include "../../lib/battle/BattleAction.h"
- #include "../../lib/gameState/CGameState.h"
- #include "../../lib/NetPacks.h"
- #include "../../lib/spells/AbilityCaster.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/spells/ISpellMechanics.h"
- #include "../../lib/spells/Problem.h"
- BattleActionProcessor::BattleActionProcessor(BattleProcessor * owner)
- : owner(owner)
- , gameHandler(nullptr)
- {
- }
- void BattleActionProcessor::setGameHandler(CGameHandler * newGameHandler)
- {
- gameHandler = newGameHandler;
- }
- bool BattleActionProcessor::doEmptyAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- return true;
- }
- bool BattleActionProcessor::doEndTacticsAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- return true;
- }
- bool BattleActionProcessor::doWaitAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
- if (!canStackAct(battle, stack))
- return false;
- return true;
- }
- bool BattleActionProcessor::doRetreatAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- if (!battle.battleCanFlee(battle.sideToPlayer(ba.side)))
- {
- gameHandler->complain("Cannot retreat!");
- return false;
- }
- owner->setBattleResult(battle, EBattleResult::ESCAPE, !ba.side);
- return true;
- }
- bool BattleActionProcessor::doSurrenderAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- PlayerColor player = battle.sideToPlayer(ba.side);
- int cost = battle.battleGetSurrenderCost(player);
- if (cost < 0)
- {
- gameHandler->complain("Cannot surrender!");
- return false;
- }
- if (gameHandler->getResource(player, EGameResID::GOLD) < cost)
- {
- gameHandler->complain("Not enough gold to surrender!");
- return false;
- }
- gameHandler->giveResource(player, EGameResID::GOLD, -cost);
- owner->setBattleResult(battle, EBattleResult::SURRENDER, !ba.side);
- return true;
- }
- bool BattleActionProcessor::doHeroSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- const CGHeroInstance *h = battle.battleGetFightingHero(ba.side);
- if (!h)
- {
- logGlobal->error("Wrong caster!");
- return false;
- }
- const CSpell * s = ba.spell.toSpell();
- if (!s)
- {
- logGlobal->error("Wrong spell id (%d)!", ba.spell.getNum());
- return false;
- }
- spells::BattleCast parameters(&battle, h, spells::Mode::HERO, s);
- spells::detail::ProblemImpl problem;
- auto m = s->battleMechanics(¶meters);
- if(!m->canBeCast(problem))//todo: should we check aimed cast?
- {
- logGlobal->warn("Spell cannot be cast!");
- std::vector<std::string> texts;
- problem.getAll(texts);
- for(auto s : texts)
- logGlobal->warn(s);
- return false;
- }
- parameters.cast(gameHandler->spellEnv, ba.getTarget(&battle));
- return true;
- }
- bool BattleActionProcessor::doWalkAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
- battle::Target target = ba.getTarget(&battle);
- if (!canStackAct(battle, stack))
- return false;
- if(target.size() < 1)
- {
- gameHandler->complain("Destination required for move action.");
- return false;
- }
- int walkedTiles = moveStack(battle, ba.stackNumber, target.at(0).hexValue); //move
- if (!walkedTiles)
- {
- gameHandler->complain("Stack failed movement!");
- return false;
- }
- return true;
- }
- bool BattleActionProcessor::doDefendAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
- if (!canStackAct(battle, stack))
- return false;
- //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
- SetStackEffect sse;
- sse.battleID = battle.getBattle()->getBattleID();
- Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, static_cast<int32_t>(PrimarySkill::DEFENSE), BonusValueType::PERCENT_TO_ALL);
- Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE), -1, static_cast<int32_t>(PrimarySkill::DEFENSE), BonusValueType::ADDITIVE_VALUE);
- Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, static_cast<int32_t>(PrimarySkill::DEFENSE), BonusValueType::ADDITIVE_VALUE);
- BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int32_t>(PrimarySkill::DEFENSE)));
- int oldDefenceValue = defence.totalValue();
- defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
- defence.push_back(std::make_shared<Bonus>(bonus2));
- int difference = defence.totalValue() - oldDefenceValue;
- std::vector<Bonus> buffer;
- if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
- {
- difference = 1;
- buffer.push_back(alternativeWeakCreatureBonus);
- }
- else
- {
- buffer.push_back(defenseBonusToAdd);
- }
- buffer.push_back(bonus2);
- sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
- gameHandler->sendAndApply(&sse);
- BattleLogMessage message;
- message.battleID = battle.getBattle()->getBattleID();
- MetaString text;
- stack->addText(text, EMetaText::GENERAL_TXT, 120);
- stack->addNameReplacement(text);
- text.replaceNumber(difference);
- message.lines.push_back(text);
- gameHandler->sendAndApply(&message);
- return true;
- }
- bool BattleActionProcessor::doAttackAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
- battle::Target target = ba.getTarget(&battle);
- if (!canStackAct(battle, stack))
- return false;
- if(target.size() < 2)
- {
- gameHandler->complain("Two destinations required for attack action.");
- return false;
- }
- BattleHex attackPos = target.at(0).hexValue;
- BattleHex destinationTile = target.at(1).hexValue;
- const CStack * destinationStack = battle.battleGetStackByPos(destinationTile, true);
- if(!destinationStack)
- {
- gameHandler->complain("Invalid target to attack");
- return false;
- }
- BattleHex startingPos = stack->getPosition();
- int distance = moveStack(battle, ba.stackNumber, attackPos);
- logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
- if(stack->getPosition() != attackPos && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) )
- {
- // we were not able to reach destination tile, nor occupy specified hex
- // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
- return true;
- }
- if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
- {
- destinationStack = nullptr;
- }
- if(!destinationStack)
- {
- gameHandler->complain("Unit can not attack itself");
- return false;
- }
- if(!CStack::isMeleeAttackPossible(stack, destinationStack))
- {
- gameHandler->complain("Attack cannot be performed!");
- return false;
- }
- //attack
- int totalAttacks = stack->totalAttacks.getMeleeValue();
- //TODO: move to CUnitState
- const auto * attackingHero = battle.battleGetFightingHero(ba.side);
- if(attackingHero)
- {
- totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
- }
- const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
- const bool retaliation = destinationStack->ableToRetaliate();
- for (int i = 0; i < totalAttacks; ++i)
- {
- //first strike
- if(i == 0 && firstStrike && retaliation)
- {
- makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, false, true);
- }
- //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
- if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
- {
- makeAttack(battle, stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
- }
- //counterattack
- //we check retaliation twice, so if it unblocked during attack it will work only on next attack
- if(stack->alive()
- && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
- && (i == 0 && !firstStrike)
- && retaliation && destinationStack->ableToRetaliate())
- {
- makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, false, true);
- }
- }
- //return
- if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
- && target.size() == 3
- && startingPos != stack->getPosition()
- && startingPos == target.at(2).hexValue
- && stack->alive())
- {
- moveStack(battle, ba.stackNumber, startingPos);
- //NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
- }
- return true;
- }
- bool BattleActionProcessor::doShootAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
- battle::Target target = ba.getTarget(&battle);
- if (!canStackAct(battle, stack))
- return false;
- if(target.size() < 1)
- {
- gameHandler->complain("Destination required for shot action.");
- return false;
- }
- auto destination = target.at(0).hexValue;
- const CStack * destinationStack = battle.battleGetStackByPos(destination);
- if (!battle.battleCanShoot(stack, destination))
- {
- gameHandler->complain("Cannot shoot!");
- return false;
- }
- if (!destinationStack)
- {
- gameHandler->complain("No target to shoot!");
- return false;
- }
- makeAttack(battle, stack, destinationStack, 0, destination, true, true, false);
- //ranged counterattack
- if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
- && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
- && destinationStack->ableToRetaliate()
- && battle.battleCanShoot(destinationStack, stack->getPosition())
- && stack->alive()) //attacker may have died (fire shield)
- {
- makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, true, true);
- }
- //allow more than one additional attack
- int totalRangedAttacks = stack->totalAttacks.getRangedValue();
- //TODO: move to CUnitState
- const auto * attackingHero = battle.battleGetFightingHero(ba.side);
- if(attackingHero)
- {
- totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
- }
- for(int i = 1; i < totalRangedAttacks; ++i)
- {
- if(
- stack->alive()
- && destinationStack->alive()
- && stack->shots.canUse()
- )
- {
- makeAttack(battle, stack, destinationStack, 0, destination, false, true, false);
- }
- }
- return true;
- }
- bool BattleActionProcessor::doCatapultAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
- battle::Target target = ba.getTarget(&battle);
- if (!canStackAct(battle, stack))
- return false;
- std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
- if(!catapultAbility || catapultAbility->subtype < 0)
- {
- gameHandler->complain("We do not know how to shoot :P");
- }
- else
- {
- const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
- spells::BattleCast parameters(&battle, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
- auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
- parameters.setSpellLevel(shotLevel);
- parameters.cast(gameHandler->spellEnv, target);
- }
- return true;
- }
- bool BattleActionProcessor::doUnitSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
- battle::Target target = ba.getTarget(&battle);
- SpellID spellID = ba.spell;
- if (!canStackAct(battle, stack))
- return false;
- std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
- std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
- //TODO special bonus for genies ability
- if (randSpellcaster && battle.battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) == SpellID::NONE)
- spellID = battle.battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
- if (spellID == SpellID::NONE)
- gameHandler->complain("That stack can't cast spells!");
- else
- {
- const CSpell * spell = SpellID(spellID).toSpell();
- spells::BattleCast parameters(&battle, stack, spells::Mode::CREATURE_ACTIVE, spell);
- int32_t spellLvl = 0;
- if(spellcaster)
- vstd::amax(spellLvl, spellcaster->val);
- if(randSpellcaster)
- vstd::amax(spellLvl, randSpellcaster->val);
- parameters.setSpellLevel(spellLvl);
- parameters.cast(gameHandler->spellEnv, target);
- }
- return true;
- }
- bool BattleActionProcessor::doHealAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
- battle::Target target = ba.getTarget(&battle);
- if (!canStackAct(battle, stack))
- return false;
- if(target.size() < 1)
- {
- gameHandler->complain("Destination required for heal action.");
- return false;
- }
- const battle::Unit * destStack = nullptr;
- std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
- if(target.at(0).unitValue)
- destStack = target.at(0).unitValue;
- else
- destStack = battle.battleGetUnitByPos(target.at(0).hexValue);
- if(stack == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
- {
- gameHandler->complain("There is either no healer, no destination, or healer cannot heal :P");
- }
- else
- {
- const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
- spells::BattleCast parameters(&battle, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
- auto dest = battle::Destination(destStack, target.at(0).hexValue);
- parameters.setSpellLevel(0);
- parameters.cast(gameHandler->spellEnv, {dest});
- }
- return true;
- }
- bool BattleActionProcessor::canStackAct(const CBattleInfoCallback & battle, const CStack * stack)
- {
- if (!stack)
- {
- gameHandler->complain("No such stack!");
- return false;
- }
- if (!stack->alive())
- {
- gameHandler->complain("This stack is dead: " + stack->nodeName());
- return false;
- }
- if (battle.battleTacticDist())
- {
- if (stack && stack->unitSide() != battle.battleGetTacticsSide())
- {
- gameHandler->complain("This is not a stack of side that has tactics!");
- return false;
- }
- }
- else
- {
- if (stack != battle.battleActiveUnit())
- {
- gameHandler->complain("Action has to be about active stack!");
- return false;
- }
- }
- return true;
- }
- bool BattleActionProcessor::dispatchBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- switch(ba.actionType)
- {
- case EActionType::BAD_MORALE:
- case EActionType::NO_ACTION:
- return doEmptyAction(battle, ba);
- case EActionType::END_TACTIC_PHASE:
- return doEndTacticsAction(battle, ba);
- case EActionType::RETREAT:
- return doRetreatAction(battle, ba);
- case EActionType::SURRENDER:
- return doSurrenderAction(battle, ba);
- case EActionType::HERO_SPELL:
- return doHeroSpellAction(battle, ba);
- case EActionType::WALK:
- return doWalkAction(battle, ba);
- case EActionType::WAIT:
- return doWaitAction(battle, ba);
- case EActionType::DEFEND:
- return doDefendAction(battle, ba);
- case EActionType::WALK_AND_ATTACK:
- return doAttackAction(battle, ba);
- case EActionType::SHOOT:
- return doShootAction(battle, ba);
- case EActionType::CATAPULT:
- return doCatapultAction(battle, ba);
- case EActionType::MONSTER_SPELL:
- return doUnitSpellAction(battle, ba);
- case EActionType::STACK_HEAL:
- return doHealAction(battle, ba);
- }
- gameHandler->complain("Unrecognized action type received!!");
- return false;
- }
- bool BattleActionProcessor::makeBattleActionImpl(const CBattleInfoCallback & battle, const BattleAction &ba)
- {
- logGlobal->trace("Making action: %s", ba.toString());
- const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
- // for these events client does not expects StartAction/EndAction wrapper
- if (!ba.isBattleEndAction())
- {
- StartAction startAction(ba);
- startAction.battleID = battle.getBattle()->getBattleID();
- gameHandler->sendAndApply(&startAction);
- }
- bool result = dispatchBattleAction(battle, ba);
- if (!ba.isBattleEndAction())
- {
- EndAction endAction;
- endAction.battleID = battle.getBattle()->getBattleID();
- gameHandler->sendAndApply(&endAction);
- }
- if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
- battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *stack);
- return result;
- }
- int BattleActionProcessor::moveStack(const CBattleInfoCallback & battle, int stack, BattleHex dest)
- {
- int ret = 0;
- const CStack *curStack = battle.battleGetStackByID(stack);
- const CStack *stackAtEnd = battle.battleGetStackByPos(dest);
- assert(curStack);
- assert(dest < GameConstants::BFIELD_SIZE);
- if (battle.battleGetTacticDist())
- {
- assert(battle.isInTacticRange(dest));
- }
- auto start = curStack->getPosition();
- if (start == dest)
- return 0;
- //initing necessary tables
- auto accessibility = battle.getAccesibility(curStack);
- std::set<BattleHex> passed;
- //Ignore obstacles on starting position
- passed.insert(curStack->getPosition());
- if(curStack->doubleWide())
- passed.insert(curStack->occupiedHex());
- //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
- if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
- {
- BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
- if(accessibility.accessible(shifted, curStack))
- dest = shifted;
- }
- if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
- {
- gameHandler->complain("Given destination is not accessible!");
- return 0;
- }
- bool canUseGate = false;
- auto dbState = battle.battleGetGateState();
- if(battle.battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
- dbState != EGateState::DESTROYED &&
- dbState != EGateState::BLOCKED)
- {
- canUseGate = true;
- }
- std::pair< std::vector<BattleHex>, int > path = battle.getPath(start, dest, curStack);
- ret = path.second;
- int creSpeed = curStack->speed(0, true);
- if (battle.battleGetTacticDist() > 0 && creSpeed > 0)
- creSpeed = GameConstants::BFIELD_SIZE;
- bool hasWideMoat = vstd::contains_if(battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
- {
- return obst->obstacleType == CObstacleInstance::MOAT;
- });
- auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
- {
- if (hasWideMoat && hex == BattleHex::GATE_BRIDGE)
- return true;
- if (hex == BattleHex::GATE_OUTER)
- return true;
- if (hex == BattleHex::GATE_INNER)
- return true;
- return false;
- };
- auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
- {
- if (isGateDrawbridgeHex(hex))
- return true;
- if (curStack->doubleWide())
- {
- BattleHex otherHex = curStack->occupiedHex(hex);
- if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
- return true;
- }
- return false;
- };
- if (curStack->hasBonusOfType(BonusType::FLYING))
- {
- if (path.second <= creSpeed && path.first.size() > 0)
- {
- if (canUseGate && dbState != EGateState::OPENED &&
- occupyGateDrawbridgeHex(dest))
- {
- BattleUpdateGateState db;
- db.battleID = battle.getBattle()->getBattleID();
- db.state = EGateState::OPENED;
- gameHandler->sendAndApply(&db);
- }
- //inform clients about move
- BattleStackMoved sm;
- sm.battleID = battle.getBattle()->getBattleID();
- sm.stack = curStack->unitId();
- std::vector<BattleHex> tiles;
- tiles.push_back(path.first[0]);
- sm.tilesToMove = tiles;
- sm.distance = path.second;
- sm.teleporting = false;
- gameHandler->sendAndApply(&sm);
- }
- }
- else //for non-flying creatures
- {
- std::vector<BattleHex> tiles;
- const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
- int v = (int)path.first.size()-1;
- path.first.push_back(start);
- // check if gate need to be open or closed at some point
- BattleHex openGateAtHex, gateMayCloseAtHex;
- if (canUseGate)
- {
- for (int i = (int)path.first.size()-1; i >= 0; i--)
- {
- auto needOpenGates = [&](BattleHex hex) -> bool
- {
- if (hasWideMoat && hex == BattleHex::GATE_BRIDGE)
- return true;
- if (hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == BattleHex::GATE_OUTER)
- return true;
- else if (hex == BattleHex::GATE_OUTER || hex == BattleHex::GATE_INNER)
- return true;
- return false;
- };
- auto hex = path.first[i];
- if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
- {
- if (needOpenGates(hex))
- openGateAtHex = path.first[i+1];
- //TODO we need find batter way to handle double-wide stacks
- //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
- if (curStack->doubleWide())
- {
- BattleHex otherHex = curStack->occupiedHex(hex);
- if (otherHex.isValid() && needOpenGates(otherHex))
- openGateAtHex = path.first[i+2];
- }
- //gate may be opened and then closed during stack movement, but not other way around
- if (openGateAtHex.isValid())
- dbState = EGateState::OPENED;
- }
- if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
- {
- if (hex == BattleHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_OUTER)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- if (hasWideMoat)
- {
- if (hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_OUTER)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- else if (hex == BattleHex::GATE_OUTER && i-1 >= 0 &&
- path.first[i-1] != BattleHex::GATE_INNER &&
- path.first[i-1] != BattleHex::GATE_BRIDGE)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- }
- else if (hex == BattleHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_INNER)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- }
- }
- }
- bool stackIsMoving = true;
- while(stackIsMoving)
- {
- if (v<tilesToMove)
- {
- logGlobal->error("Movement terminated abnormally");
- break;
- }
- bool gateStateChanging = false;
- //special handling for opening gate on from starting hex
- if (openGateAtHex.isValid() && openGateAtHex == start)
- gateStateChanging = true;
- else
- {
- for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
- {
- BattleHex hex = path.first[v];
- tiles.push_back(hex);
- if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
- (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
- {
- gateStateChanging = true;
- }
- //if we walked onto something, finalize this portion of stack movement check into obstacle
- if(!battle.battleGetAllObstaclesOnPos(hex, false).empty())
- obstacleHit = true;
- if (curStack->doubleWide())
- {
- BattleHex otherHex = curStack->occupiedHex(hex);
- //two hex creature hit obstacle by backside
- auto obstacle2 = battle.battleGetAllObstaclesOnPos(otherHex, false);
- if(otherHex.isValid() && !obstacle2.empty())
- obstacleHit = true;
- }
- if(!obstacleHit)
- passed.insert(hex);
- }
- }
- if (!tiles.empty())
- {
- //commit movement
- BattleStackMoved sm;
- sm.battleID = battle.getBattle()->getBattleID();
- sm.stack = curStack->unitId();
- sm.distance = path.second;
- sm.teleporting = false;
- sm.tilesToMove = tiles;
- gameHandler->sendAndApply(&sm);
- tiles.clear();
- }
- //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
- if (curStack->getPosition() != dest)
- {
- if(stackIsMoving && start != curStack->getPosition())
- {
- stackIsMoving = battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
- passed.insert(curStack->getPosition());
- if(curStack->doubleWide())
- passed.insert(curStack->occupiedHex());
- }
- if (gateStateChanging)
- {
- if (curStack->getPosition() == openGateAtHex)
- {
- openGateAtHex = BattleHex();
- //only open gate if stack is still alive
- if (curStack->alive())
- {
- BattleUpdateGateState db;
- db.battleID = battle.getBattle()->getBattleID();
- db.state = EGateState::OPENED;
- gameHandler->sendAndApply(&db);
- }
- }
- else if (curStack->getPosition() == gateMayCloseAtHex)
- {
- gateMayCloseAtHex = BattleHex();
- owner->updateGateState(battle);
- }
- }
- }
- else
- //movement finished normally: we reached destination
- stackIsMoving = false;
- }
- }
- //handle last hex separately for deviation
- if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
- {
- if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
- || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
- passed.clear(); //Just empty passed, obstacles will handled automatically
- }
- //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
- battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
- return ret;
- }
- void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
- {
- if(first && !counter)
- handleAttackBeforeCasting(battle, ranged, attacker, defender);
- FireShieldInfo fireShield;
- BattleAttack bat;
- BattleLogMessage blm;
- blm.battleID = battle.getBattle()->getBattleID();
- bat.battleID = battle.getBattle()->getBattleID();
- bat.attackerChanges.battleID = battle.getBattle()->getBattleID();
- bat.stackAttacking = attacker->unitId();
- bat.tile = targetHex;
- std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
- if(ranged)
- bat.flags |= BattleAttack::SHOT;
- if(counter)
- bat.flags |= BattleAttack::COUNTER;
- const int attackerLuck = attacker->luckVal();
- if(attackerLuck > 0)
- {
- auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
- size_t diceIndex = std::min<size_t>(diceSize.size(), attackerLuck) - 1; // array index, so 0-indexed
- if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
- bat.flags |= BattleAttack::LUCKY;
- }
- if(attackerLuck < 0)
- {
- auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
- size_t diceIndex = std::min<size_t>(diceSize.size(), -attackerLuck) - 1; // array index, so 0-indexed
- if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
- bat.flags |= BattleAttack::UNLUCKY;
- }
- if (gameHandler->getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
- {
- bat.flags |= BattleAttack::DEATH_BLOW;
- }
- const auto * owner = battle.battleGetFightingHero(attacker->unitSide());
- if(owner)
- {
- int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
- if (chance > gameHandler->getRandomGenerator().nextInt(99))
- bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
- }
- int64_t drainedLife = 0;
- // only primary target
- if(defender->alive())
- drainedLife += applyBattleEffects(battle, bat, attackerState, fireShield, defender, distance, false);
- //multiple-hex normal attack
- std::set<const CStack*> attackedCreatures = battle.getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
- for(const CStack * stack : attackedCreatures)
- {
- if(stack != defender && stack->alive()) //do not hit same stack twice
- drainedLife += applyBattleEffects(battle, bat, attackerState, fireShield, stack, distance, true);
- }
- std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
- if(bonus && ranged) //TODO: make it work in melee?
- {
- //this is need for displaying hit animation
- bat.flags |= BattleAttack::SPELL_LIKE;
- bat.spellID = SpellID(bonus->subtype);
- //TODO: should spell override creature`s projectile?
- auto spell = bat.spellID.toSpell();
- battle::Target target;
- target.emplace_back(defender, targetHex);
- spells::BattleCast event(&battle, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
- event.setSpellLevel(bonus->val);
- auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
- //TODO: get exact attacked hex for defender
- for(const CStack * stack : attackedCreatures)
- {
- if(stack != defender && stack->alive()) //do not hit same stack twice
- {
- drainedLife += applyBattleEffects(battle, bat, attackerState, fireShield, stack, distance, true);
- }
- }
- //now add effect info for all attacked stacks
- for (BattleStackAttacked & bsa : bat.bsa)
- {
- if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
- {
- //this is need for displaying affect animation
- bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
- bsa.spellID = SpellID(bonus->subtype);
- }
- }
- }
- attackerState->afterAttack(ranged, counter);
- {
- UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
- attackerState->save(info.data);
- bat.attackerChanges.changedStacks.push_back(info);
- }
- if (drainedLife > 0)
- bat.flags |= BattleAttack::LIFE_DRAIN;
- for (BattleStackAttacked & bsa : bat.bsa)
- bsa.battleID = battle.getBattle()->getBattleID();
- gameHandler->sendAndApply(&bat);
- {
- const bool multipleTargets = bat.bsa.size() > 1;
- int64_t totalDamage = 0;
- int32_t totalKills = 0;
- for(const BattleStackAttacked & bsa : bat.bsa)
- {
- totalDamage += bsa.damageAmount;
- totalKills += bsa.killedAmount;
- }
- {
- MetaString text;
- attacker->addText(text, EMetaText::GENERAL_TXT, 376);
- attacker->addNameReplacement(text);
- text.replaceNumber(totalDamage);
- blm.lines.push_back(text);
- }
- addGenericKilledLog(blm, defender, totalKills, multipleTargets);
- }
- // drain life effect (as well as log entry) must be applied after the attack
- if(drainedLife > 0)
- {
- MetaString text;
- attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
- attackerState->addNameReplacement(text, false);
- text.replaceNumber(drainedLife);
- defender->addNameReplacement(text, true);
- blm.lines.push_back(std::move(text));
- }
- if(!fireShield.empty())
- {
- //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
- const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
- int64_t totalDamage = 0;
- for(const auto & item : fireShield)
- {
- const CStack * actor = item.first;
- int64_t rawDamage = item.second;
- const CGHeroInstance * actorOwner = battle.battleGetFightingHero(actor->unitOwner());
- if(actorOwner)
- {
- rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
- }
- else
- {
- rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
- }
- totalDamage+=rawDamage;
- //FIXME: add custom effect on actor
- }
- if (totalDamage > 0)
- {
- BattleStackAttacked bsa;
- bsa.battleID = battle.getBattle()->getBattleID();
- bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
- bsa.stackAttacked = attacker->unitId(); //invert
- bsa.attackerID = defender->unitId();
- bsa.damageAmount = totalDamage;
- attacker->prepareAttacked(bsa, gameHandler->getRandomGenerator());
- StacksInjured pack;
- pack.battleID = battle.getBattle()->getBattleID();
- pack.stacks.push_back(bsa);
- gameHandler->sendAndApply(&pack);
- // TODO: this is already implemented in Damage::describeEffect()
- {
- MetaString text;
- text.appendLocalString(EMetaText::GENERAL_TXT, 376);
- text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
- text.replaceNumber(totalDamage);
- blm.lines.push_back(std::move(text));
- }
- addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
- }
- }
- gameHandler->sendAndApply(&blm);
- handleAfterAttackCasting(battle, ranged, attacker, defender);
- }
- void BattleActionProcessor::attackCasting(const CBattleInfoCallback & battle, bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
- {
- if(attacker->hasBonusOfType(attackMode))
- {
- std::set<SpellID> spellsToCast;
- TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
- for(const auto & sf : *spells)
- {
- spellsToCast.insert(SpellID(sf->subtype));
- }
- for(SpellID spellID : spellsToCast)
- {
- bool castMe = false;
- if(!defender->alive())
- {
- logGlobal->debug("attackCasting: all attacked creatures have been killed");
- return;
- }
- int32_t spellLevel = 0;
- TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
- for(const auto & sf : *spellsByType)
- {
- int meleeRanged;
- if(sf->additionalInfo.size() < 2)
- {
- // legacy format
- vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
- meleeRanged = sf->additionalInfo[0] / 1000;
- }
- else
- {
- vstd::amax(spellLevel, sf->additionalInfo[0]);
- meleeRanged = sf->additionalInfo[1];
- }
- if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
- castMe = true;
- }
- int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
- vstd::amin(chance, 100);
- const CSpell * spell = SpellID(spellID).toSpell();
- spells::AbilityCaster caster(attacker, spellLevel);
- spells::Target target;
- target.emplace_back(defender);
- spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
- auto m = spell->battleMechanics(¶meters);
- spells::detail::ProblemImpl ignored;
- if(!m->canBeCastAt(target, ignored))
- continue;
- //check if spell should be cast (probability handling)
- if(gameHandler->getRandomGenerator().nextInt(99) >= chance)
- continue;
- //casting
- if(castMe)
- {
- parameters.cast(gameHandler->spellEnv, target);
- }
- }
- }
- }
- void BattleActionProcessor::handleAttackBeforeCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender)
- {
- attackCasting(battle, ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
- }
- void BattleActionProcessor::handleAfterAttackCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender)
- {
- if(!attacker->alive() || !defender->alive()) // can be already dead
- return;
- attackCasting(battle, ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
- if(!defender->alive())
- {
- //don't try death stare or acid breath on dead stack (crash!)
- return;
- }
- if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
- {
- // mechanics of Death Stare as in H3:
- // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
- //original formula x = min(x, (gorgons_count + 9)/10);
- double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
- vstd::amin(chanceToKill, 1); //cap at 100%
- std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
- int staredCreatures = distribution(gameHandler->getRandomGenerator().getStdGenerator());
- double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
- int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
- vstd::amin(staredCreatures, maxToKill);
- staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
- if(staredCreatures)
- {
- //TODO: death stare was not originally available for multiple-hex attacks, but...
- const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
- spells::AbilityCaster caster(attacker, 0);
- spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
- spells::Target target;
- target.emplace_back(defender);
- parameters.setEffectValue(staredCreatures);
- parameters.cast(gameHandler->spellEnv, target);
- }
- }
- if(!defender->alive())
- return;
- int64_t acidDamage = 0;
- TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
- for(const auto & b : *acidBreath)
- {
- if(b->additionalInfo[0] > gameHandler->getRandomGenerator().nextInt(99))
- acidDamage += b->val;
- }
- if(acidDamage > 0)
- {
- const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
- spells::AbilityCaster caster(attacker, 0);
- spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
- spells::Target target;
- target.emplace_back(defender);
- parameters.setEffectValue(acidDamage * attacker->getCount());
- parameters.cast(gameHandler->spellEnv, target);
- }
- if(!defender->alive())
- return;
- if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
- {
- double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
- vstd::amin(chanceToTrigger, 1); //cap at 100%
- if(gameHandler->getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
- return;
- int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
- if(defender->unitType()->getIndex() == bonusAdditionalInfo ||
- (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
- return;
- battle::UnitInfo resurrectInfo;
- resurrectInfo.id = battle.battleNextUnitId();
- resurrectInfo.summoned = false;
- resurrectInfo.position = defender->getPosition();
- resurrectInfo.side = defender->unitSide();
- if(bonusAdditionalInfo != CAddInfo::NONE)
- resurrectInfo.type = CreatureID(bonusAdditionalInfo);
- else
- resurrectInfo.type = attacker->creatureId();
- if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
- resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
- else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
- resurrectInfo.count = defender->getCount();
- else
- return; //wrong subtype
- BattleUnitsChanged addUnits;
- addUnits.battleID = battle.getBattle()->getBattleID();
- addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
- resurrectInfo.save(addUnits.changedStacks.back().data);
- BattleUnitsChanged removeUnits;
- removeUnits.battleID = battle.getBattle()->getBattleID();
- removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
- gameHandler->sendAndApply(&removeUnits);
- gameHandler->sendAndApply(&addUnits);
- // send empty event to client
- // temporary(?) workaround to force animations to trigger
- StacksInjured fakeEvent;
- gameHandler->sendAndApply(&fakeEvent);
- }
- if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
- {
- double chanceToTrigger = 0;
- int amountToDie = 0;
- if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
- {
- chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
- int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
- amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
- }
- else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
- {
- chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
- amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
- }
- vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
- if(gameHandler->getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
- return;
- BattleStackAttacked bsa;
- bsa.attackerID = -1;
- bsa.stackAttacked = defender->unitId();
- bsa.damageAmount = amountToDie * defender->getMaxHealth();
- bsa.flags = BattleStackAttacked::SPELL_EFFECT;
- bsa.spellID = SpellID::SLAYER;
- defender->prepareAttacked(bsa, gameHandler->getRandomGenerator());
- StacksInjured si;
- si.battleID = battle.getBattle()->getBattleID();
- si.stacks.push_back(bsa);
- gameHandler->sendAndApply(&si);
- sendGenericKilledLog(battle, defender, bsa.killedAmount, false);
- }
- }
- int64_t BattleActionProcessor::applyBattleEffects(const CBattleInfoCallback & battle, BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
- {
- BattleStackAttacked bsa;
- if(secondary)
- bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
- bsa.attackerID = attackerState->unitId();
- bsa.stackAttacked = def->unitId();
- {
- BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
- bai.deathBlow = bat.deathBlow();
- bai.doubleDamage = bat.ballistaDoubleDmg();
- bai.luckyStrike = bat.lucky();
- bai.unluckyStrike = bat.unlucky();
- auto range = battle.calculateDmgRange(bai);
- bsa.damageAmount = battle.getBattle()->getActualDamage(range.damage, attackerState->getCount(), gameHandler->getRandomGenerator());
- CStack::prepareAttacked(bsa, gameHandler->getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
- }
- int64_t drainedLife = 0;
- //life drain handling
- if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
- {
- int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
- attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
- drainedLife += toHeal;
- }
- //soul steal handling
- if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
- {
- //we can have two bonuses - one with subtype 0 and another with subtype 1
- //try to use permanent first, use only one of two
- for(si32 subtype = 1; subtype >= 0; subtype--)
- {
- if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
- {
- int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
- attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
- drainedLife += toHeal;
- break;
- }
- }
- }
- bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
- //fire shield handling
- if(!bat.shot() &&
- !def->isClone() &&
- def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
- !attackerState->hasBonusOfType(BonusType::SPELL_SCHOOL_IMMUNITY, SpellSchool(ESpellSchool::FIRE)) &&
- !attackerState->hasBonusOfType(BonusType::NEGATIVE_EFFECTS_IMMUNITY, SpellSchool(ESpellSchool::FIRE)) &&
- attackerState->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, SpellSchool(ESpellSchool::FIRE)) < 100 &&
- CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
- )
- {
- //TODO: use damage with bonus but without penalties
- auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
- fireShield.push_back(std::make_pair(def, fireShieldDamage));
- }
- return drainedLife;
- }
- void BattleActionProcessor::sendGenericKilledLog(const CBattleInfoCallback & battle, const CStack * defender, int32_t killed, bool multiple)
- {
- if(killed > 0)
- {
- BattleLogMessage blm;
- blm.battleID = battle.getBattle()->getBattleID();
- addGenericKilledLog(blm, defender, killed, multiple);
- gameHandler->sendAndApply(&blm);
- }
- }
- void BattleActionProcessor::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
- {
- if(killed > 0)
- {
- const int32_t txtIndex = (killed > 1) ? 379 : 378;
- std::string formatString = VLC->generaltexth->allTexts[txtIndex];
- // these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
- formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
- formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
- boost::algorithm::trim(formatString);
- boost::format txt(formatString);
- if(killed > 1)
- {
- txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
- }
- else //killed == 1
- {
- txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
- }
- MetaString line;
- line.appendRawString(txt.str());
- blm.lines.push_back(std::move(line));
- }
- }
- bool BattleActionProcessor::makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba)
- {
- return makeBattleActionImpl(battle, ba);
- }
- bool BattleActionProcessor::makePlayerBattleAction(const CBattleInfoCallback & battle, PlayerColor player, const BattleAction &ba)
- {
- if (ba.side != 0 && ba.side != 1 && gameHandler->complain("Can not make action - invalid battle side!"))
- return false;
- if(battle.battleGetTacticDist() != 0)
- {
- if(!ba.isTacticsAction())
- {
- gameHandler->complain("Can not make actions while in tactics mode!");
- return false;
- }
- if(player != battle.sideToPlayer(ba.side))
- {
- gameHandler->complain("Can not make actions in battles you are not part of!");
- return false;
- }
- }
- else
- {
- auto active = battle.battleActiveUnit();
- if(!active && gameHandler->complain("No active unit in battle!"))
- return false;
- if (ba.isUnitAction() && ba.stackNumber != active->unitId())
- {
- gameHandler->complain("Can not make actions - stack is not active!");
- return false;
- }
- auto unitOwner = battle.battleGetOwner(active);
- if(player != unitOwner && gameHandler->complain("Can not make actions in battles you are not part of!"))
- return false;
- }
- return makeBattleActionImpl(battle, ba);
- }
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