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							- /*
 
-  * Catapult.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 "Catapult.h"
 
- #include "Registry.h"
 
- #include "../ISpellMechanics.h"
 
- #include "../../NetPacks.h"
 
- #include "../../battle/IBattleState.h"
 
- #include "../../battle/CBattleInfoCallback.h"
 
- #include "../../battle/Unit.h"
 
- #include "../../mapObjects/CGTownInstance.h"
 
- #include "../../serializer/JsonSerializeFormat.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- namespace spells
 
- {
 
- namespace effects
 
- {
 
- bool Catapult::applicable(Problem & problem, const Mechanics * m) const
 
- {
 
- 	const auto *town = m->battle()->battleGetDefendedTown();
 
- 	if(nullptr == town)
 
- 	{
 
- 		return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
 
- 	}
 
- 	if(CGTownInstance::NONE == town->fortLevel())
 
- 	{
 
- 		return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
 
- 	}
 
- 	if(m->isSmart() && m->casterSide != BattleSide::ATTACKER)
 
- 	{
 
- 		//if spell targeting is smart, then only attacker can use it
 
- 		return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
 
- 	}
 
- 	const auto attackableBattleHexes = m->battle()->getAttackableBattleHexes();
 
- 	return !attackableBattleHexes.empty() || m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
 
- }
 
- void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & eTarget) const
 
- {
 
- 	if(m->isMassive())
 
- 		applyMassive(server, m); // Like earthquake
 
- 	else
 
- 		applyTargeted(server, m, eTarget); // Like catapult shots
 
- }
 
- void Catapult::applyMassive(ServerCallback * server, const Mechanics * m) const
 
- {
 
- 	//start with all destructible parts
 
- 	std::vector<EWallPart> allowedTargets = getPotentialTargets(m, true, true);
 
- 	assert(!allowedTargets.empty());
 
- 	if (allowedTargets.empty())
 
- 		return;
 
- 	CatapultAttack ca;
 
- 	ca.attacker = m->caster->getCasterUnitId();
 
- 	for(int i = 0; i < targetsToAttack; i++)
 
- 	{
 
- 		// Hit on any existing, not destroyed targets are allowed
 
- 		// Multiple hit on same target are allowed.
 
- 		// Potential overshots (more hits on same targets than remaining HP) are allowed
 
- 		EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG());
 
- 		auto attackInfo = ca.attackedParts.begin();
 
- 		for ( ; attackInfo != ca.attackedParts.end(); ++attackInfo)
 
- 			if ( attackInfo->attackedPart == target )
 
- 				break;
 
- 		if (attackInfo == ca.attackedParts.end()) // new part
 
- 		{
 
- 			CatapultAttack::AttackInfo newInfo;
 
- 			newInfo.damageDealt = getRandomDamage(server);
 
- 			newInfo.attackedPart = target;
 
- 			newInfo.destinationTile = m->battle()->wallPartToBattleHex(target);
 
- 			ca.attackedParts.push_back(newInfo);
 
- 			attackInfo = ca.attackedParts.end() - 1;
 
- 		}
 
- 		else // already damaged before, update damage
 
- 		{
 
- 			attackInfo->damageDealt += getRandomDamage(server);
 
- 		}
 
- 	}
 
- 	server->apply(&ca);
 
- 	removeTowerShooters(server, m);
 
- }
 
- void Catapult::applyTargeted(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
 
- {
 
- 	assert(!target.empty());
 
- 	auto destination = target.at(0).hexValue;
 
- 	auto desiredTarget = m->battle()->battleHexToWallPart(destination);
 
- 	for(int i = 0; i < targetsToAttack; i++)
 
- 	{
 
- 		auto actualTarget = EWallPart::INVALID;
 
- 		if ( m->battle()->isWallPartAttackable(desiredTarget) &&
 
- 				server->getRNG()->getInt64Range(0, 99)() < getCatapultHitChance(desiredTarget))
 
- 		{
 
- 			actualTarget = desiredTarget;
 
- 		}
 
- 		else
 
- 		{
 
- 			std::vector<EWallPart> potentialTargets = getPotentialTargets(m, false, false);
 
- 			if (potentialTargets.empty())
 
- 				break; // everything is gone, can't attack anymore
 
- 			actualTarget = *RandomGeneratorUtil::nextItem(potentialTargets, *server->getRNG());
 
- 		}
 
- 		assert(actualTarget != EWallPart::INVALID);
 
- 		CatapultAttack::AttackInfo attack;
 
- 		attack.attackedPart = actualTarget;
 
- 		attack.destinationTile = m->battle()->wallPartToBattleHex(actualTarget);
 
- 		attack.damageDealt = getRandomDamage(server);
 
- 		CatapultAttack ca; //package for clients
 
- 		ca.attacker = m->caster->getCasterUnitId();
 
- 		ca.attackedParts.push_back(attack);
 
- 		server->apply(&ca);
 
- 		removeTowerShooters(server, m);
 
- 	}
 
- }
 
- int Catapult::getCatapultHitChance(EWallPart part) const
 
- {
 
- 	switch(part)
 
- 	{
 
- 	case EWallPart::GATE:
 
- 		return gate;
 
- 	case EWallPart::KEEP:
 
- 		return keep;
 
- 	case EWallPart::BOTTOM_TOWER:
 
- 	case EWallPart::UPPER_TOWER:
 
- 		return tower;
 
- 	case EWallPart::BOTTOM_WALL:
 
- 	case EWallPart::BELOW_GATE:
 
- 	case EWallPart::OVER_GATE:
 
- 	case EWallPart::UPPER_WALL:
 
- 		return wall;
 
- 	default:
 
- 		return 0;
 
- 	}
 
- }
 
- int Catapult::getRandomDamage (ServerCallback * server) const
 
- {
 
- 	std::array<int, 3> damageChances = { noDmg, hit, crit }; //dmgChance[i] - chance for doing i dmg when hit is successful
 
- 	int totalChance = std::accumulate(damageChances.begin(), damageChances.end(), 0);
 
- 	int damageRandom = server->getRNG()->getInt64Range(0, totalChance - 1)();
 
- 	int dealtDamage = 0;
 
- 	//calculating dealt damage
 
- 	for (int damage = 0; damage < damageChances.size(); ++damage)
 
- 	{
 
- 		if (damageRandom <= damageChances[damage])
 
- 		{
 
- 			dealtDamage = damage;
 
- 			break;
 
- 		}
 
- 		damageRandom -= damageChances[damage];
 
- 	}
 
- 	return dealtDamage;
 
- }
 
- void Catapult::removeTowerShooters(ServerCallback * server, const Mechanics * m) const
 
- {
 
- 	BattleUnitsChanged removeUnits;
 
- 	for (auto const wallPart : { EWallPart::KEEP, EWallPart::BOTTOM_TOWER, EWallPart::UPPER_TOWER })
 
- 	{
 
- 		//removing creatures in turrets / keep if one is destroyed
 
- 		BattleHex posRemove;
 
- 		auto state = m->battle()->battleGetWallState(wallPart);
 
- 		switch(wallPart)
 
- 		{
 
- 		case EWallPart::KEEP:
 
- 			posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
 
- 			break;
 
- 		case EWallPart::BOTTOM_TOWER:
 
- 			posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
 
- 			break;
 
- 		case EWallPart::UPPER_TOWER:
 
- 			posRemove = BattleHex::CASTLE_UPPER_TOWER;
 
- 			break;
 
- 		}
 
- 		if(state == EWallState::DESTROYED) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
 
- 		{
 
- 			auto all = m->battle()->battleGetUnitsIf([=](const battle::Unit * unit)
 
- 			{
 
- 				return !unit->isGhost() && unit->getPosition() == posRemove;
 
- 			});
 
- 			assert(all.size() == 0 || all.size() == 1);
 
- 			for(auto & elem : all)
 
- 				removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
 
- 		}
 
- 	}
 
- 	if(!removeUnits.changedStacks.empty())
 
- 		server->apply(&removeUnits);
 
- }
 
- std::vector<EWallPart> Catapult::getPotentialTargets(const Mechanics * m, bool bypassGateCheck, bool bypassTowerCheck) const
 
- {
 
- 	std::vector<EWallPart> potentialTargets;
 
- 	constexpr std::array<EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
 
- 	constexpr std::array<EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
 
- 	constexpr EWallPart gates = EWallPart::GATE;
 
- 	// in H3, catapult under automatic control will attack objects in following order:
 
- 	// walls, gates, towers
 
- 	for (auto & part : walls)
 
- 		if (m->battle()->isWallPartAttackable(part))
 
- 			potentialTargets.push_back(part);
 
- 	if ((potentialTargets.empty() || bypassGateCheck) && (m->battle()->isWallPartAttackable(gates)))
 
- 		potentialTargets.push_back(gates);
 
- 	if (potentialTargets.empty() || bypassTowerCheck)
 
- 		for (auto & part : towers)
 
- 			if (m->battle()->isWallPartAttackable(part))
 
- 				potentialTargets.push_back(part);
 
- 	return potentialTargets;
 
- }
 
- void Catapult::adjustHitChance()
 
- {
 
- 	vstd::abetween(keep, 0, 100);
 
- 	vstd::abetween(tower, 0, 100);
 
- 	vstd::abetween(gate, 0, 100);
 
- 	vstd::abetween(wall, 0, 100);
 
- 	vstd::abetween(crit, 0, 100);
 
- 	vstd::abetween(hit, 0, 100 - crit);
 
- 	vstd::amin(noDmg, 100 - hit - crit);
 
- }
 
- void Catapult::serializeJsonEffect(JsonSerializeFormat & handler)
 
- {
 
- 	handler.serializeInt("targetsToAttack", targetsToAttack);
 
- 	handler.serializeInt("chanceToHitKeep", keep);
 
- 	handler.serializeInt("chanceToHitGate", gate);
 
- 	handler.serializeInt("chanceToHitTower", tower);
 
- 	handler.serializeInt("chanceToHitWall", wall);
 
- 	handler.serializeInt("chanceToNormalHit", hit);
 
- 	handler.serializeInt("chanceToCrit", crit);
 
- 	adjustHitChance();
 
- }
 
- }
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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