BattleSpellMechanics.cpp 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586
  1. /*
  2. * BattleSpellMechanics.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleSpellMechanics.h"
  12. #include "../NetPacks.h"
  13. #include "../BattleState.h"
  14. ///AntimagicMechanics
  15. void AntimagicMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  16. {
  17. DefaultSpellMechanics::applyBattle(battle, packet);
  18. doDispell(battle, packet, [this](const Bonus * b) -> bool
  19. {
  20. if(b->source == Bonus::SPELL_EFFECT)
  21. {
  22. return b->sid != owner->id; //effect from this spell
  23. }
  24. return false; //not a spell effect
  25. });
  26. }
  27. ///ChainLightningMechanics
  28. std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  29. {
  30. std::set<const CStack* > attackedCres;
  31. std::set<BattleHex> possibleHexes;
  32. for(auto stack : ctx.cb->battleGetAllStacks())
  33. {
  34. if(stack->isValidTarget())
  35. {
  36. for(auto hex : stack->getHexes())
  37. {
  38. possibleHexes.insert (hex);
  39. }
  40. }
  41. }
  42. int targetsOnLevel[4] = {4, 4, 5, 5};
  43. BattleHex lightningHex = ctx.destination;
  44. for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
  45. {
  46. auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
  47. if(!stack)
  48. break;
  49. attackedCres.insert (stack);
  50. for(auto hex : stack->getHexes())
  51. {
  52. possibleHexes.erase(hex); //can't hit same place twice
  53. }
  54. if(possibleHexes.empty()) //not enough targets
  55. break;
  56. lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
  57. }
  58. return attackedCres;
  59. }
  60. ///CloneMechanics
  61. void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  62. {
  63. const CStack * clonedStack = nullptr;
  64. if(ctx.attackedCres.size())
  65. clonedStack = *ctx.attackedCres.begin();
  66. if(!clonedStack)
  67. {
  68. env->complain ("No target stack to clone!");
  69. return;
  70. }
  71. const int attacker = !(bool)parameters.casterSide;
  72. BattleStackAdded bsa;
  73. bsa.creID = clonedStack->type->idNumber;
  74. bsa.attacker = attacker;
  75. bsa.summoned = true;
  76. bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
  77. bsa.amount = clonedStack->count;
  78. env->sendAndApply(&bsa);
  79. BattleSetStackProperty ssp;
  80. ssp.stackID = bsa.newStackID;//we know stack ID after apply
  81. ssp.which = BattleSetStackProperty::CLONED;
  82. ssp.val = 0;
  83. ssp.absolute = 1;
  84. env->sendAndApply(&ssp);
  85. }
  86. ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  87. {
  88. //can't clone already cloned creature
  89. if(vstd::contains(obj->state, EBattleStackState::CLONED))
  90. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  91. //TODO: how about stacks casting Clone?
  92. //currently Clone casted by stack is assumed Expert level
  93. ui8 schoolLevel;
  94. if(caster)
  95. {
  96. schoolLevel = caster->getSpellSchoolLevel(owner);
  97. }
  98. else
  99. {
  100. schoolLevel = 3;
  101. }
  102. if(schoolLevel < 3)
  103. {
  104. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  105. int creLevel = obj->getCreature()->level;
  106. if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  107. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  108. }
  109. //use default algorithm only if there is no mechanics-related problem
  110. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  111. }
  112. ///CureMechanics
  113. void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  114. {
  115. DefaultSpellMechanics::applyBattle(battle, packet);
  116. doDispell(battle, packet, [](const Bonus * b) -> bool
  117. {
  118. if(b->source == Bonus::SPELL_EFFECT)
  119. {
  120. CSpell * sp = SpellID(b->sid).toSpell();
  121. return sp->isNegative();
  122. }
  123. return false; //not a spell effect
  124. });
  125. }
  126. ///DispellMechanics
  127. void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  128. {
  129. DefaultSpellMechanics::applyBattle(battle, packet);
  130. doDispell(battle, packet, Selector::sourceType(Bonus::SPELL_EFFECT));
  131. }
  132. ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  133. {
  134. //DISPELL ignores all immunities, so do not call default
  135. std::stringstream cachingStr;
  136. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  137. if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  138. {
  139. return ESpellCastProblem::OK;
  140. }
  141. return ESpellCastProblem::WRONG_SPELL_TARGET;
  142. }
  143. void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  144. {
  145. DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx);
  146. if(parameters.spellLvl > 2)
  147. {
  148. //expert DISPELL also removes spell-created obstacles
  149. ObstaclesRemoved packet;
  150. for(const auto obstacle : parameters.cb->obstacles)
  151. {
  152. if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
  153. || obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
  154. || obstacle->obstacleType == CObstacleInstance::LAND_MINE)
  155. packet.obstacles.insert(obstacle->uniqueID);
  156. }
  157. if(!packet.obstacles.empty())
  158. env->sendAndApply(&packet);
  159. }
  160. }
  161. ///EarthquakeMechanics
  162. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  163. {
  164. if(nullptr == parameters.cb->town)
  165. {
  166. env->complain("EarthquakeMechanics: not town siege");
  167. return;
  168. }
  169. if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
  170. {
  171. env->complain("EarthquakeMechanics: town has no fort");
  172. return;
  173. }
  174. //start with all destructible parts
  175. std::set<EWallPart::EWallPart> possibleTargets =
  176. {
  177. EWallPart::KEEP,
  178. EWallPart::BOTTOM_TOWER,
  179. EWallPart::BOTTOM_WALL,
  180. EWallPart::BELOW_GATE,
  181. EWallPart::OVER_GATE,
  182. EWallPart::UPPER_WALL,
  183. EWallPart::UPPER_TOWER,
  184. EWallPart::GATE
  185. };
  186. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  187. const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
  188. CatapultAttack ca;
  189. ca.attacker = -1;
  190. for(int i = 0; i < targetsToAttack; i++)
  191. {
  192. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  193. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  194. auto & currentHP = parameters.cb->si.wallState;
  195. if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
  196. continue;
  197. CatapultAttack::AttackInfo attackInfo;
  198. attackInfo.damageDealt = 1;
  199. attackInfo.attackedPart = target;
  200. attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
  201. ca.attackedParts.push_back(attackInfo);
  202. //removing creatures in turrets / keep if one is destroyed
  203. BattleHex posRemove;
  204. switch(target)
  205. {
  206. case EWallPart::KEEP:
  207. posRemove = -2;
  208. break;
  209. case EWallPart::BOTTOM_TOWER:
  210. posRemove = -3;
  211. break;
  212. case EWallPart::UPPER_TOWER:
  213. posRemove = -4;
  214. break;
  215. }
  216. if(posRemove != BattleHex::INVALID)
  217. {
  218. BattleStacksRemoved bsr;
  219. for(auto & elem : parameters.cb->stacks)
  220. {
  221. if(elem->position == posRemove)
  222. {
  223. bsr.stackIDs.insert(elem->ID);
  224. break;
  225. }
  226. }
  227. if(bsr.stackIDs.size() > 0)
  228. env->sendAndApply(&bsr);
  229. }
  230. };
  231. env->sendAndApply(&ca);
  232. }
  233. ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  234. {
  235. if(nullptr == cb->battleGetDefendedTown())
  236. {
  237. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  238. }
  239. if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
  240. {
  241. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  242. }
  243. if(owner->getTargetInfo(0).smart) //TODO: use real spell level
  244. {
  245. //if spell targeting is smart, then only attacker can use it
  246. if(cb->playerToSide(player) != 0)
  247. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  248. }
  249. return ESpellCastProblem::OK;
  250. }
  251. ///HypnotizeMechanics
  252. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  253. {
  254. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  255. {
  256. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  257. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  258. //apply 'damage' bonus for hypnotize, including hero specialty
  259. ui64 maxHealth = caster->getSpellBonus(owner, caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  260. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), obj);
  261. if (subjectHealth > maxHealth)
  262. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  263. }
  264. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  265. }
  266. ///ObstacleMechanics
  267. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  268. {
  269. auto placeObstacle = [&, this](BattleHex pos)
  270. {
  271. static int obstacleIdToGive = parameters.cb->obstacles.size()
  272. ? (parameters.cb->obstacles.back()->uniqueID+1)
  273. : 0;
  274. auto obstacle = make_shared<SpellCreatedObstacle>();
  275. switch(owner->id) // :/
  276. {
  277. case SpellID::QUICKSAND:
  278. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  279. obstacle->turnsRemaining = -1;
  280. obstacle->visibleForAnotherSide = false;
  281. break;
  282. case SpellID::LAND_MINE:
  283. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  284. obstacle->turnsRemaining = -1;
  285. obstacle->visibleForAnotherSide = false;
  286. break;
  287. case SpellID::FIRE_WALL:
  288. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  289. obstacle->turnsRemaining = 2;
  290. obstacle->visibleForAnotherSide = true;
  291. break;
  292. case SpellID::FORCE_FIELD:
  293. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  294. obstacle->turnsRemaining = 2;
  295. obstacle->visibleForAnotherSide = true;
  296. break;
  297. default:
  298. //this function cannot be used with spells that do not create obstacles
  299. assert(0);
  300. }
  301. obstacle->pos = pos;
  302. obstacle->casterSide = parameters.casterSide;
  303. obstacle->ID = owner->id;
  304. obstacle->spellLevel = parameters.spellLvl;
  305. obstacle->casterSpellPower = parameters.usedSpellPower;
  306. obstacle->uniqueID = obstacleIdToGive++;
  307. BattleObstaclePlaced bop;
  308. bop.obstacle = obstacle;
  309. env->sendAndApply(&bop);
  310. };
  311. switch(owner->id)
  312. {
  313. case SpellID::QUICKSAND:
  314. case SpellID::LAND_MINE:
  315. {
  316. std::vector<BattleHex> availableTiles;
  317. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  318. {
  319. BattleHex hex = i;
  320. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  321. availableTiles.push_back(hex);
  322. }
  323. boost::range::random_shuffle(availableTiles);
  324. const int patchesForSkill[] = {4, 4, 6, 8};
  325. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  326. //land mines or quicksand patches are handled as spell created obstacles
  327. for (int i = 0; i < patchesToPut; i++)
  328. placeObstacle(availableTiles.at(i));
  329. }
  330. break;
  331. case SpellID::FORCE_FIELD:
  332. placeObstacle(parameters.destination);
  333. break;
  334. case SpellID::FIRE_WALL:
  335. {
  336. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  337. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  338. for(BattleHex hex : affectedHexes)
  339. placeObstacle(hex);
  340. }
  341. break;
  342. default:
  343. assert(0);
  344. }
  345. }
  346. ///WallMechanics
  347. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  348. {
  349. std::vector<BattleHex> ret;
  350. //Special case - shape of obstacle depends on caster's side
  351. //TODO make it possible through spell config
  352. BattleHex::EDir firstStep, secondStep;
  353. if(side)
  354. {
  355. firstStep = BattleHex::TOP_LEFT;
  356. secondStep = BattleHex::TOP_RIGHT;
  357. }
  358. else
  359. {
  360. firstStep = BattleHex::TOP_RIGHT;
  361. secondStep = BattleHex::TOP_LEFT;
  362. }
  363. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  364. auto addIfValid = [&](BattleHex hex)
  365. {
  366. if(hex.isValid())
  367. ret.push_back(hex);
  368. else if(outDroppedHexes)
  369. *outDroppedHexes = true;
  370. };
  371. ret.push_back(centralHex);
  372. addIfValid(centralHex.moveInDir(firstStep, false));
  373. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  374. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  375. return ret;
  376. }
  377. ///RemoveObstacleMechanics
  378. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  379. {
  380. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  381. {
  382. ObstaclesRemoved obr;
  383. obr.obstacles.insert(obstacleToRemove->uniqueID);
  384. env->sendAndApply(&obr);
  385. }
  386. else
  387. env->complain("There's no obstacle to remove!");
  388. }
  389. ///SpecialRisingSpellMechanics
  390. ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  391. {
  392. // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
  393. bool targetExists = false;
  394. bool targetToSacrificeExists = false;
  395. for(const CStack * stack : cb->battleGetAllStacks())
  396. {
  397. //using isImmuneBy directly as this mechanics does not have overridden immunity check
  398. //therefore we do not need to check caster and casting mode
  399. //TODO: check that we really should check immunity for both stacks
  400. const bool immune = ESpellCastProblem::OK != owner->isImmuneBy(stack);
  401. const bool casterStack = stack->owner == player;
  402. if(!immune && casterStack)
  403. {
  404. if(stack->alive())
  405. targetToSacrificeExists = true;
  406. else
  407. targetExists = true;
  408. if(targetExists && targetToSacrificeExists)
  409. break;
  410. }
  411. }
  412. if(targetExists && targetToSacrificeExists)
  413. return ESpellCastProblem::OK;
  414. else
  415. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  416. }
  417. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  418. {
  419. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  420. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  421. //set another active stack than the one removed, or bad things will happen
  422. //TODO: make that part of BattleStacksRemoved? what about client update?
  423. {
  424. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  425. BattleSetActiveStack sas;
  426. //std::vector<const CStack *> hlp;
  427. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  428. //if(hlp.size())
  429. //{
  430. // sas.stack = hlp[0]->ID;
  431. //}
  432. //else
  433. // complain ("No new stack to activate!");
  434. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  435. env->sendAndApply(&sas);
  436. }
  437. BattleStacksRemoved bsr;
  438. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  439. env->sendAndApply(&bsr);
  440. }
  441. ///SpecialRisingSpellMechanics
  442. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  443. {
  444. // following does apply to resurrect and animate dead(?) only
  445. // for sacrifice health calculation and health limit check don't matter
  446. if(obj->count >= obj->baseAmount)
  447. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  448. if(caster) //FIXME: Archangels can cast immune stack
  449. {
  450. auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  451. if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  452. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  453. }
  454. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  455. }
  456. ///SummonMechanics
  457. ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  458. {
  459. const ui8 side = cb->playerToSide(player);
  460. //check if there are summoned elementals of other type
  461. auto otherSummoned = cb->battleGetStacksIf([side, this](const CStack * st)
  462. {
  463. return (st->attackerOwned == !side)
  464. && (vstd::contains(st->state, EBattleStackState::SUMMONED))
  465. && (st->getCreature()->idNumber != creatureToSummon);
  466. });
  467. if(!otherSummoned.empty())
  468. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  469. return ESpellCastProblem::OK;
  470. }
  471. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  472. {
  473. BattleStackAdded bsa;
  474. bsa.creID = creatureToSummon;
  475. bsa.attacker = !(bool)parameters.casterSide;
  476. bsa.summoned = true;
  477. bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, !(bool)parameters.casterSide); //TODO: unify it
  478. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  479. int percentBonus = parameters.casterHero ? parameters.casterHero->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  480. bsa.amount = parameters.usedSpellPower
  481. * owner->getPower(parameters.spellLvl)
  482. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  483. if(bsa.amount)
  484. env->sendAndApply(&bsa);
  485. else
  486. env->complain("Summoning didn't summon any!");
  487. }
  488. ///TeleportMechanics
  489. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  490. {
  491. BattleStackMoved bsm;
  492. bsm.distance = -1;
  493. bsm.stack = parameters.selectedStack->ID;
  494. std::vector<BattleHex> tiles;
  495. tiles.push_back(parameters.destination);
  496. bsm.tilesToMove = tiles;
  497. bsm.teleporting = true;
  498. env->sendAndApply(&bsm);
  499. }