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| /* * SpellMechanics.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 "SpellMechanics.h"#include "CObstacleInstance.h"#include "mapObjects/CGHeroInstance.h"#include "BattleState.h"#include "CRandomGenerator.h"#include "NetPacks.h"namespace SRSLPraserHelpers{	static int XYToHex(int x, int y)	{		return x + GameConstants::BFIELD_WIDTH * y;	}	static int XYToHex(std::pair<int, int> xy)	{		return XYToHex(xy.first, xy.second);	}	static int hexToY(int battleFieldPosition)	{		return battleFieldPosition/GameConstants::BFIELD_WIDTH;	}	static int hexToX(int battleFieldPosition)	{		int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;		return pos;	}	static std::pair<int, int> hexToPair(int battleFieldPosition)	{		return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));	}	//moves hex by one hex in given direction	//0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left	static std::pair<int, int> gotoDir(int x, int y, int direction)	{		switch(direction)		{		case 0: //top left			return std::make_pair((y%2) ? x-1 : x, y-1);		case 1: //top right			return std::make_pair((y%2) ? x : x+1, y-1);		case 2:  //right			return std::make_pair(x+1, y);		case 3: //right bottom			return std::make_pair((y%2) ? x : x+1, y+1);		case 4: //left bottom			return std::make_pair((y%2) ? x-1 : x, y+1);		case 5: //left			return std::make_pair(x-1, y);		default:			throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");		}	}	static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)	{		return gotoDir(xy.first, xy.second, direction);	}	static bool isGoodHex(std::pair<int, int> xy)	{		return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;	}	//helper function for rangeInHexes	static std::set<ui16> getInRange(unsigned int center, int low, int high)	{		std::set<ui16> ret;		if(low == 0)		{			ret.insert(center);		}		std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points		for(auto & elem : mainPointForLayer)			elem = hexToPair(center);		for(int it=1; it<=high; ++it) //it - distance to the center		{			for(int b=0; b<6; ++b)				mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);			if(it>=low)			{				std::pair<int, int> curHex;				//adding lines (A-b, B-c, C-d, etc)				for(int v=0; v<6; ++v)				{					curHex = mainPointForLayer[v];					for(int h=0; h<it; ++h)					{						if(isGoodHex(curHex))							ret.insert(XYToHex(curHex));						curHex = gotoDir(curHex, (v+2)%6);					}				}			} //if(it>=low)		}		return ret;	}}struct SpellCastContext{	SpellCastContext(std::vector<const CStack*> & attackedCres, BattleSpellCast & sc, StacksInjured & si):		attackedCres(attackedCres), sc(sc), si(si){}; 	std::vector<const CStack*> & attackedCres;	BattleSpellCast & sc;	StacksInjured & si;};class DefaultSpellMechanics: public ISpellMechanics{public:	DefaultSpellMechanics(CSpell * s): ISpellMechanics(s){};		std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes = nullptr) const override;	std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;		ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;		//bool adventureCast(const SpellCastContext & context) const override; 	void battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const override;		void afterCast(BattleInfo * battle, const BattleSpellCast * packet) const override;protected:		virtual void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const;		virtual int calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const;	};class AcidBreathDamageMechnics: public DefaultSpellMechanics{public:	AcidBreathDamageMechnics(CSpell * s): DefaultSpellMechanics(s){};protected:	void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;		};class ChainLightningMechanics: public DefaultSpellMechanics{public:	ChainLightningMechanics(CSpell * s): DefaultSpellMechanics(s){};		std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;};class CloneMechanics: public DefaultSpellMechanics{public:	CloneMechanics(CSpell * s): DefaultSpellMechanics(s){};	ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;protected:	void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;	};class CureMechanics: public DefaultSpellMechanics{public:	CureMechanics(CSpell * s): DefaultSpellMechanics(s){};			void afterCast(BattleInfo * battle, const BattleSpellCast * packet) const override;	};class DeathStareMechnics: public DefaultSpellMechanics{public:	DeathStareMechnics(CSpell * s): DefaultSpellMechanics(s){};protected:	void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;		};class DispellHelpfulMechanics: public DefaultSpellMechanics{public:	DispellHelpfulMechanics(CSpell * s): DefaultSpellMechanics(s){};		void afterCast(BattleInfo * battle, const BattleSpellCast * packet) const override;		ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;	};class DispellMechanics: public DefaultSpellMechanics{public:	DispellMechanics(CSpell * s): DefaultSpellMechanics(s){};		void afterCast(BattleInfo * battle, const BattleSpellCast * packet) const override;	};class HypnotizeMechanics: public DefaultSpellMechanics{public:	HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){};		ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;	}; class ObstacleMechanics: public DefaultSpellMechanics{public:	ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};		protected:	void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;	};class WallMechanics: public ObstacleMechanics{public:	WallMechanics(CSpell * s): ObstacleMechanics(s){};		std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;		};class RemoveObstacleMechanics: public DefaultSpellMechanics{public:	RemoveObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};protected:	void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;		};///all rising spellsclass RisingSpellMechanics: public DefaultSpellMechanics{public:	RisingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){};			};class SacrificeMechanics: public RisingSpellMechanics{public:	SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};	protected:	void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;		};///all rising spells but SACRIFICEclass SpecialRisingSpellMechanics: public RisingSpellMechanics{public:	SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};	ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;						};class SummonMechanics: public DefaultSpellMechanics{public:	SummonMechanics(CSpell * s): DefaultSpellMechanics(s){};protected:	void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;		};class TeleportMechanics: public DefaultSpellMechanics{public:	TeleportMechanics(CSpell * s): DefaultSpellMechanics(s){};protected:	void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;		};///ISpellMechanicsISpellMechanics::ISpellMechanics(CSpell * s):	owner(s){	}ISpellMechanics * ISpellMechanics::createMechanics(CSpell * s){	switch (s->id)	{	case SpellID::ACID_BREATH_DAMAGE:		return new AcidBreathDamageMechnics(s);	case SpellID::CHAIN_LIGHTNING:		return new ChainLightningMechanics(s);			case SpellID::CLONE:		return new CloneMechanics(s);	case SpellID::CURE:		return new CureMechanics(s);	case SpellID::DEATH_STARE:		return new DeathStareMechnics(s);				case SpellID::DISPEL:		return new DispellMechanics(s);		case SpellID::DISPEL_HELPFUL_SPELLS:		return new DispellHelpfulMechanics(s);	case SpellID::FIRE_WALL:	case SpellID::FORCE_FIELD:		return new WallMechanics(s);			case SpellID::HYPNOTIZE:		return new HypnotizeMechanics(s);	case SpellID::LAND_MINE:	case SpellID::QUICKSAND:		return new ObstacleMechanics(s);	case SpellID::REMOVE_OBSTACLE:		return new RemoveObstacleMechanics(s);	case SpellID::SACRIFICE:		return new SacrificeMechanics(s);	case SpellID::SUMMON_FIRE_ELEMENTAL:	case SpellID::SUMMON_EARTH_ELEMENTAL:	case SpellID::SUMMON_WATER_ELEMENTAL:	case SpellID::SUMMON_AIR_ELEMENTAL:		return new SummonMechanics(s);	case SpellID::TELEPORT:		return new TeleportMechanics(s);	default:				if(s->isRisingSpell())			return new SpecialRisingSpellMechanics(s);		else				return new DefaultSpellMechanics(s);			}	}///DefaultSpellMechanicsvoid DefaultSpellMechanics::afterCast(BattleInfo * battle, const BattleSpellCast * packet) const{	//TODO: may be move all from BattleSpellCast::applyGs here 		//handle countering spells	for(auto stackID : packet->affectedCres)	{		if(vstd::contains(packet->resisted, stackID))			continue;		CStack * s = battle->getStack(stackID);		s->popBonuses([&](const Bonus * b) -> bool		{			//check for each bonus if it should be removed			const bool isSpellEffect = Selector::sourceType(Bonus::SPELL_EFFECT)(b);			const int spellID = isSpellEffect ? b->sid : -1;			return isSpellEffect && vstd::contains(owner->counteredSpells, spellID);		});	}	}void DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const{	BattleSpellCast sc;	sc.side = parameters.casterSide;	sc.id = owner->id;	sc.skill = parameters.spellLvl;	sc.tile = parameters.destination;	sc.dmgToDisplay = 0;	sc.castedByHero = nullptr != parameters.caster;	sc.attackerType = (parameters.casterStack ? parameters.casterStack->type->idNumber : CreatureID(CreatureID::NONE));	sc.manaGained = 0;		int spellCost = 0;			//calculate spell cost	if(parameters.caster) 	{		spellCost = parameters.cb->battleGetSpellCost(owner, parameters.caster);		if(parameters.secHero && parameters.mode == ECastingMode::HERO_CASTING) //handle mana channel		{			int manaChannel = 0;			for(const CStack * stack : parameters.cb->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?			{				if(stack->owner == parameters.secHero->tempOwner)				{					vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));				}			}			sc.manaGained = (manaChannel * spellCost) / 100;		}	}				//calculating affected creatures for all spells	//must be vector, as in Chain Lightning order matters	std::vector<const CStack*> attackedCres; //CStack vector is somewhat more suitable than ID vector	auto creatures = owner->getAffectedStacks(parameters.cb, parameters.mode, parameters.casterColor, parameters.spellLvl, parameters.destination, parameters.caster);	std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));		for (auto cre : attackedCres)	{		sc.affectedCres.insert(cre->ID);	}		//checking if creatures resist	//resistance is applied only to negative spells	if(owner->isNegative())	{		for(auto s : attackedCres)		{			const int prob = std::min((s)->magicResistance(), 100); //probability of resistance in %						if(env->getRandomGenerator().nextInt(99) < prob)			{				sc.resisted.push_back(s->ID);			}		}	}		StacksInjured si;		SpellCastContext ctx(attackedCres, sc, si);		applyBattleEffects(env, parameters, ctx);		env->sendAndApply(&sc);		//spend mana	if(parameters.caster) 	{		SetMana sm;		sm.absolute = false;				sm.hid = parameters.caster->id;		sm.val = -spellCost;				env->sendAndApply(&sm);				if(sc.manaGained > 0)		{			assert(parameters.secHero);						sm.hid = parameters.secHero->id;			sm.val = sc.manaGained;			env->sendAndApply(&sm);		}			}		if(!si.stacks.empty()) //after spellcast info shows		env->sendAndApply(&si);		//reduce number of casts remaining	//TODO: this should be part of BattleSpellCast apply	if (parameters.mode == ECastingMode::CREATURE_ACTIVE_CASTING || parameters.mode == ECastingMode::ENCHANTER_CASTING) 	{		assert(parameters.casterStack);				BattleSetStackProperty ssp;		ssp.stackID = parameters.casterStack->ID;		ssp.which = BattleSetStackProperty::CASTS;		ssp.val = -1;		ssp.absolute = false;		env->sendAndApply(&ssp);	}	//Magic Mirror effect	if(owner->isNegative() && parameters.mode != ECastingMode::MAGIC_MIRROR && owner->level && owner->getLevelInfo(0).range == "0") //it is actual spell and can be reflected to single target, no recurrence	{		for(auto & attackedCre : attackedCres)		{			int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);			if(mirrorChance > env->getRandomGenerator().nextInt(99))			{				std::vector<const CStack *> mirrorTargets;				auto battleStacks = parameters.cb->battleGetAllStacks(true);				for(auto & battleStack : battleStacks)				{					if(battleStack->owner == parameters.casterColor) //get enemy stacks which can be affected by this spell					{						if (ESpellCastProblem::OK == owner->isImmuneByStack(nullptr, battleStack))							mirrorTargets.push_back(battleStack);					}				}				if(!mirrorTargets.empty())				{					int targetHex = (*RandomGeneratorUtil::nextItem(mirrorTargets, env->getRandomGenerator()))->position;										BattleSpellCastParameters mirrorParameters = parameters;					mirrorParameters.spellLvl = 0;					mirrorParameters.casterSide = 1-parameters.casterSide;					mirrorParameters.casterColor = (attackedCre)->owner;					mirrorParameters.caster = nullptr;					mirrorParameters.destination = targetHex;					mirrorParameters.secHero = parameters.caster;					mirrorParameters.mode = ECastingMode::MAGIC_MIRROR;					mirrorParameters.casterStack = (attackedCre);					mirrorParameters.selectedStack = nullptr;										battleCast(env, mirrorParameters);									}			}		}	}	}int DefaultSpellMechanics::calculateDuration(const CGHeroInstance * caster, int usedSpellPower) const{	if(!caster)	{		if (!usedSpellPower)			return 3; //default duration of all creature spells		else			return usedSpellPower; //use creature spell power	}	switch(owner->id)	{	case SpellID::FRENZY:		return 1;	default: //other spells		return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);	}	}void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const{	//applying effects	if(owner->isOffensiveSpell())	{		int spellDamage = 0;		if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)		{			int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());			if(unitSpellPower)				ctx.sc.dmgToDisplay = spellDamage = parameters.casterStack->count * unitSpellPower; //TODO: handle immunities			else //Faerie Dragon			{				parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;				ctx.sc.dmgToDisplay = 0;			}		}		int chainLightningModifier = 0;		for(auto & attackedCre : ctx.attackedCres)		{			if(vstd::contains(ctx.sc.resisted, (attackedCre)->ID)) //this creature resisted the spell				continue;			BattleStackAttacked bsa;			if((parameters.destination > -1 && (attackedCre)->coversPos(parameters.destination)) || (owner->getLevelInfo(parameters.spellLvl).range == "X" || parameters.mode == ECastingMode::ENCHANTER_CASTING))				//display effect only upon primary target of area spell				//FIXME: if no stack is attacked, there is no animation and interface freezes			{				bsa.flags |= BattleStackAttacked::EFFECT;				bsa.effect = owner->mainEffectAnim;			}			if(spellDamage)				bsa.damageAmount = spellDamage >> chainLightningModifier;			else				bsa.damageAmount =  owner->calculateDamage(parameters.caster, attackedCre, parameters.spellLvl, parameters.usedSpellPower) >> chainLightningModifier;			ctx.sc.dmgToDisplay += bsa.damageAmount;			bsa.stackAttacked = (attackedCre)->ID;			if(parameters.mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast				bsa.attackerID = parameters.casterStack->ID;			else				bsa.attackerID = -1;			(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());			ctx.si.stacks.push_back(bsa);			if(owner->id == SpellID::CHAIN_LIGHTNING)				++chainLightningModifier;		}	}		if(owner->hasEffects())	{		int stackSpellPower = 0;		if(parameters.casterStack && parameters.mode != ECastingMode::MAGIC_MIRROR)		{			stackSpellPower =  parameters.casterStack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);		}		SetStackEffect sse;		Bonus pseudoBonus;		pseudoBonus.sid = owner->id;		pseudoBonus.val = parameters.spellLvl;		pseudoBonus.turnsRemain = calculateDuration(parameters.caster, stackSpellPower ? stackSpellPower : parameters.usedSpellPower);		CStack::stackEffectToFeature(sse.effect, pseudoBonus);		if(owner->id == SpellID::SHIELD || owner->id == SpellID::AIR_SHIELD)		{			sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shield should display damage reduction		}		if(owner->id == SpellID::BIND &&  parameters.casterStack)//bind		{			sse.effect.back().additionalInfo =  parameters.casterStack->ID; //we need to know who casted Bind		}		const Bonus * bonus = nullptr;		if(parameters.caster)			bonus = parameters.caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, owner->id));		//TODO does hero specialty should affects his stack casting spells?		si32 power = 0;		for(const CStack * affected : ctx.attackedCres)		{			if(vstd::contains(ctx.sc.resisted, affected->ID)) //this creature resisted the spell				continue;			sse.stacks.push_back(affected->ID);			//Apply hero specials - peculiar enchants			const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)			if(bonus)			{				switch(bonus->additionalInfo)				{					case 0: //normal					{						switch(tier)						{							case 1: case 2:								power = 3;							break;							case 3: case 4:								power = 2;							break;							case 5: case 6:								power = 1;							break;						}						Bonus specialBonus(sse.effect.back());						specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely						sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect					}					break;					case 1: //only Coronius as yet					{						power = std::max(5 - tier, 0);						Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);						specialBonus.sid = owner->id;						sse.uniqueBonuses.push_back(std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect					}					break;				}			}			if (parameters.caster && parameters.caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, owner->id)) //TODO: better handling of bonus percentages			{				int damagePercent = parameters.caster->level * parameters.caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, owner->id.toEnum()) / tier;				Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);				specialBonus.valType = Bonus::PERCENT_TO_ALL;				specialBonus.sid = owner->id;				sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));			}		}		if(!sse.stacks.empty())			env->sendAndApply(&sse);	}		if(owner->isHealingSpell())	{		int hpGained = 0;		if(parameters.casterStack)		{			int unitSpellPower = parameters.casterStack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, owner->id.toEnum());			if(unitSpellPower)				hpGained = parameters.casterStack->count * unitSpellPower; //Archangel			else //Faerie Dragon-like effect - unused so far				parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;		}		StacksHealedOrResurrected shr;		shr.lifeDrain = false;		shr.tentHealing = false;		for(auto & attackedCre : ctx.attackedCres)		{			StacksHealedOrResurrected::HealInfo hi;			hi.stackID = (attackedCre)->ID;			if (parameters.casterStack) //casted by creature			{				const bool resurrect = owner->isRisingSpell();				if (hpGained)				{					//archangel					hi.healedHP = std::min<ui32>(hpGained, attackedCre->MaxHealth() - attackedCre->firstHPleft + (resurrect ? attackedCre->baseAmount * attackedCre->MaxHealth() : 0));				}				else				{					//any typical spell (commander's cure or animate dead)					int healedHealth = parameters.usedSpellPower * owner->power + owner->getPower(parameters.spellLvl);					hi.healedHP = std::min<ui32>(healedHealth, attackedCre->MaxHealth() - attackedCre->firstHPleft + (resurrect ? attackedCre->baseAmount * attackedCre->MaxHealth() : 0));				}								}			else				hi.healedHP = owner->calculateHealedHP(parameters.caster, attackedCre, parameters.selectedStack); //Casted by hero			hi.lowLevelResurrection = parameters.spellLvl <= 1;			shr.healedStacks.push_back(hi);		}		if(!shr.healedStacks.empty())			env->sendAndApply(&shr);	}		}std::vector<BattleHex> DefaultSpellMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const{	using namespace SRSLPraserHelpers;		std::vector<BattleHex> ret;	std::string rng = owner->getLevelInfo(schoolLvl).range + ','; //copy + artificial comma for easier handling	if(rng.size() >= 2 && rng[0] != 'X') //there is at lest one hex in range (+artificial comma)	{		std::string number1, number2;		int beg, end;		bool readingFirst = true;		for(auto & elem : rng)		{			if(std::isdigit(elem) ) //reading number			{				if(readingFirst)					number1 += elem;				else					number2 += elem;			}			else if(elem == ',') //comma			{				//calculating variables				if(readingFirst)				{					beg = atoi(number1.c_str());					number1 = "";				}				else				{					end = atoi(number2.c_str());					number2 = "";				}				//obtaining new hexes				std::set<ui16> curLayer;				if(readingFirst)				{					curLayer = getInRange(centralHex, beg, beg);				}				else				{					curLayer = getInRange(centralHex, beg, end);					readingFirst = true;				}				//adding abtained hexes				for(auto & curLayer_it : curLayer)				{					ret.push_back(curLayer_it);				}			}			else if(elem == '-') //dash			{				beg = atoi(number1.c_str());				number1 = "";				readingFirst = false;			}		}	}	//remove duplicates (TODO check if actually needed)	range::unique(ret);	return ret;		}std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargetingContext & ctx) const{	std::set<const CStack* > attackedCres;//std::set to exclude multiple occurrences of two hex creatures		const ui8 attackerSide = ctx.cb->playerToSide(ctx.casterColor) == 1;	const auto attackedHexes = rangeInHexes(ctx.destination, ctx.schoolLvl, attackerSide);	const CSpell::TargetInfo ti(owner, ctx.schoolLvl, ctx.mode);		//TODO: more generic solution for mass spells	if(owner->getLevelInfo(ctx.schoolLvl).range.size() > 1) //custom many-hex range	{		for(BattleHex hex : attackedHexes)		{			if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))			{				attackedCres.insert(st);			}		}	}	else if(ti.type == CSpell::CREATURE)	{		auto predicate = [=](const CStack * s){			const bool positiveToAlly = owner->isPositive() && s->owner == ctx.casterColor;			const bool negativeToEnemy = owner->isNegative() && s->owner != ctx.casterColor;			const bool validTarget = s->isValidTarget(!ti.onlyAlive); //todo: this should be handled by spell class				//for single target spells select stacks covering destination tile			const bool rangeCovers = ti.massive || s->coversPos(ctx.destination);			//handle smart targeting			const bool positivenessFlag = !ti.smart || owner->isNeutral() || positiveToAlly || negativeToEnemy;						return rangeCovers && positivenessFlag && validTarget;				};				TStacks stacks = ctx.cb->battleGetStacksIf(predicate);				if(ti.massive)		{			//for massive spells add all targets			for (auto stack : stacks)				attackedCres.insert(stack);		}		else		{			//for single target spells we must select one target. Alive stack is preferred (issue #1763)			for(auto stack : stacks)			{				if(stack->alive())				{					attackedCres.insert(stack);					break;				}							}							if(attackedCres.empty() && !stacks.empty())			{				attackedCres.insert(stacks.front());			}								}	}	else //custom range from attackedHexes	{		for(BattleHex hex : attackedHexes)		{			if(const CStack * st = ctx.cb->battleGetStackByPos(hex, ti.onlyAlive))				attackedCres.insert(st);		}	}			return attackedCres;}ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const{	//by default use general algorithm	return owner->isImmuneBy(obj);}///AcidBreathDamageMechnicsvoid AcidBreathDamageMechnics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const{	//calculating dmg to display	ctx.sc.dmgToDisplay = parameters.usedSpellPower;		for(auto & attackedCre : ctx.attackedCres) //no immunities	{		BattleStackAttacked bsa;		bsa.flags |= BattleStackAttacked::EFFECT;		bsa.effect = owner->mainEffectAnim;		bsa.damageAmount = parameters.usedSpellPower; //damage times the number of attackers		bsa.stackAttacked = (attackedCre)->ID;		bsa.attackerID = -1;		(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());		ctx.si.stacks.push_back(bsa);	}	}///ChainLightningMechanicsstd::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const{	std::set<const CStack* > attackedCres;		std::set<BattleHex> possibleHexes;	for(auto stack : ctx.cb->battleGetAllStacks())	{		if(stack->isValidTarget())		{			for(auto hex : stack->getHexes())			{				possibleHexes.insert (hex);			}		}	}	int targetsOnLevel[4] = {4, 4, 5, 5};	BattleHex lightningHex = ctx.destination;	for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)	{		auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);		if(!stack)			break;		attackedCres.insert (stack);		for(auto hex : stack->getHexes())		{			possibleHexes.erase(hex); //can't hit same place twice		}		if(possibleHexes.empty()) //not enough targets			break;		lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);	}				return attackedCres;}///CloneMechanicsvoid CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const{	const CStack * clonedStack = nullptr;	if(ctx.attackedCres.size())		clonedStack = *ctx.attackedCres.begin();	if(!clonedStack)	{		env->complain ("No target stack to clone!");		return;	}	const int attacker = !(bool)parameters.casterSide; 	BattleStackAdded bsa;	bsa.creID = clonedStack->type->idNumber;	bsa.attacker = attacker;	bsa.summoned = true;	bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it	bsa.amount = clonedStack->count;	env->sendAndApply(&bsa);	BattleSetStackProperty ssp;	ssp.stackID = bsa.newStackID;//we know stack ID after apply	ssp.which = BattleSetStackProperty::CLONED;	ssp.val = 0;	ssp.absolute = 1;	env->sendAndApply(&ssp);	}ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const{	//can't clone already cloned creature	if(vstd::contains(obj->state, EBattleStackState::CLONED))		return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	//TODO: how about stacks casting Clone?	//currently Clone casted by stack is assumed Expert level	ui8 schoolLevel;	if(caster)	{		schoolLevel = caster->getSpellSchoolLevel(owner);	}	else	{		schoolLevel = 3;	}	if(schoolLevel < 3)	{		int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);		int creLevel = obj->getCreature()->level;		if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}	//use default algorithm only if there is no mechanics-related problem			return DefaultSpellMechanics::isImmuneByStack(caster, obj);	}///CureMechanicsvoid CureMechanics::afterCast(BattleInfo * battle, const BattleSpellCast * packet) const{	DefaultSpellMechanics::afterCast(battle, packet);		for(auto stackID : packet->affectedCres)	{		if(vstd::contains(packet->resisted, stackID))		{			logGlobal->errorStream() << "Resistance to positive spell CURE";			continue;		}					CStack *s = battle->getStack(stackID);		s->popBonuses([&](const Bonus *b) -> bool		{			if(b->source == Bonus::SPELL_EFFECT)			{				CSpell * sp = SpellID(b->sid).toSpell();				return sp->isNegative();			}			return false; //not a spell effect		});	}		}///DeathStareMechnicsvoid DeathStareMechnics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const{	//calculating dmg to display	ctx.sc.dmgToDisplay = parameters.usedSpellPower;	vstd::amin(ctx.sc.dmgToDisplay, (*ctx.attackedCres.begin())->count); //stack is already reduced after attack		for(auto & attackedCre : ctx.attackedCres)	{		BattleStackAttacked bsa;		bsa.flags |= BattleStackAttacked::EFFECT;		bsa.effect = owner->mainEffectAnim; //from config\spell-Info.txt		bsa.damageAmount = parameters.usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);		bsa.stackAttacked = (attackedCre)->ID;		bsa.attackerID = -1;		(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());		ctx.si.stacks.push_back(bsa);	}	}///DispellHelpfulMechanicsvoid DispellHelpfulMechanics::afterCast(BattleInfo * battle, const BattleSpellCast * packet) const{	DefaultSpellMechanics::afterCast(battle, packet);		for(auto stackID : packet->affectedCres)	{		if(vstd::contains(packet->resisted, stackID))			continue;		CStack *s = battle->getStack(stackID);		s->popBonuses([&](const Bonus *b) -> bool		{			return Selector::positiveSpellEffects(b);		});	}	}ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance * caster,  const CStack * obj) const{	TBonusListPtr spellBon = obj->getSpellBonuses();	bool hasPositiveSpell = false;	for(const Bonus * b : *spellBon)	{		if(SpellID(b->sid).toSpell()->isPositive())		{			hasPositiveSpell = true;			break;		}	}	if(!hasPositiveSpell)	{		return ESpellCastProblem::NO_SPELLS_TO_DISPEL;	}		//use default algorithm only if there is no mechanics-related problem			return DefaultSpellMechanics::isImmuneByStack(caster,obj);	}///DispellMechanicsvoid DispellMechanics::afterCast(BattleInfo * battle, const BattleSpellCast * packet) const{	DefaultSpellMechanics::afterCast(battle, packet);		for(auto stackID : packet->affectedCres)	{		if(vstd::contains(packet->resisted, stackID))			continue;		CStack *s = battle->getStack(stackID);		s->popBonuses([&](const Bonus *b) -> bool		{			return Selector::sourceType(Bonus::SPELL_EFFECT)(b);		});	}	}///HypnotizeMechanicsESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const{	if(nullptr != caster) //do not resist hypnotize casted after attack, for example	{		//TODO: what with other creatures casting hypnotize, Faerie Dragons style?		ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;		//apply 'damage' bonus for hypnotize, including hero specialty		ui64 maxHealth = owner->calculateBonus(caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)			* owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), caster, obj);		if (subjectHealth > maxHealth)			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}				return DefaultSpellMechanics::isImmuneByStack(caster, obj);}///ObstacleMechanicsvoid ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const{	auto placeObstacle = [&, this](BattleHex pos)	{		static int obstacleIdToGive =  parameters.cb->obstacles.size()									? (parameters.cb->obstacles.back()->uniqueID+1)									: 0;		auto obstacle = make_shared<SpellCreatedObstacle>();		switch(owner->id) // :/		{		case SpellID::QUICKSAND:			obstacle->obstacleType = CObstacleInstance::QUICKSAND;			obstacle->turnsRemaining = -1;			obstacle->visibleForAnotherSide = false;			break;		case SpellID::LAND_MINE:			obstacle->obstacleType = CObstacleInstance::LAND_MINE;			obstacle->turnsRemaining = -1;			obstacle->visibleForAnotherSide = false;			break;		case SpellID::FIRE_WALL:			obstacle->obstacleType = CObstacleInstance::FIRE_WALL;			obstacle->turnsRemaining = 2;			obstacle->visibleForAnotherSide = true;			break;		case SpellID::FORCE_FIELD:			obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;			obstacle->turnsRemaining = 2;			obstacle->visibleForAnotherSide = true;			break;		default:			//this function cannot be used with spells that do not create obstacles			assert(0);		}		obstacle->pos = pos;		obstacle->casterSide = parameters.casterSide;		obstacle->ID = owner->id;		obstacle->spellLevel = parameters.spellLvl;		obstacle->casterSpellPower = parameters.usedSpellPower;		obstacle->uniqueID = obstacleIdToGive++;		BattleObstaclePlaced bop;		bop.obstacle = obstacle;		env->sendAndApply(&bop);	};			switch(owner->id)	{	case SpellID::QUICKSAND:	case SpellID::LAND_MINE:		{			std::vector<BattleHex> availableTiles;			for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)			{				BattleHex hex = i;				if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))					availableTiles.push_back(hex);			}			boost::range::random_shuffle(availableTiles);			const int patchesForSkill[] = {4, 4, 6, 8};			const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());			//land mines or quicksand patches are handled as spell created obstacles			for (int i = 0; i < patchesToPut; i++)				placeObstacle(availableTiles.at(i));		}		break;	case SpellID::FORCE_FIELD:		placeObstacle(parameters.destination);		break;	case SpellID::FIRE_WALL:		{			//fire wall is build from multiple obstacles - one fire piece for each affected hex			auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);			for(BattleHex hex : affectedHexes)				placeObstacle(hex);		}		break;	default:				assert(0);	}			}///WallMechanicsstd::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const{	using namespace SRSLPraserHelpers;	std::vector<BattleHex> ret;			//Special case - shape of obstacle depends on caster's side	//TODO make it possible through spell_info config	BattleHex::EDir firstStep, secondStep;	if(side)	{		firstStep = BattleHex::TOP_LEFT;		secondStep = BattleHex::TOP_RIGHT;	}	else	{		firstStep = BattleHex::TOP_RIGHT;		secondStep = BattleHex::TOP_LEFT;	}	//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.	auto addIfValid = [&](BattleHex hex)	{		if(hex.isValid())			ret.push_back(hex);		else if(outDroppedHexes)			*outDroppedHexes = true;	};	ret.push_back(centralHex);	addIfValid(centralHex.moveInDir(firstStep, false));	if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes		addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex	return ret;	}///RemoveObstacleMechanicsvoid RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const{	if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))	{		ObstaclesRemoved obr;		obr.obstacles.insert(obstacleToRemove->uniqueID);		env->sendAndApply(&obr);	}	else		env->complain("There's no obstacle to remove!");	}///SpecialRisingSpellMechanicsvoid SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const{	RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);	if(parameters.selectedStack == parameters.cb->battleActiveStack())	//set another active stack than the one removed, or bad things will happen	//TODO: make that part of BattleStacksRemoved? what about client update?	{		//makeStackDoNothing(gs->curB->getStack (selectedStack));		BattleSetActiveStack sas;		//std::vector<const CStack *> hlp;		//battleGetStackQueue(hlp, 1, selectedStack); //next after this one		//if(hlp.size())		//{		//	sas.stack = hlp[0]->ID;		//}		//else		//	complain ("No new stack to activate!");		sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?		env->sendAndApply(&sas);	}	BattleStacksRemoved bsr;	bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?	env->sendAndApply(&bsr);		}///SpecialRisingSpellMechanicsESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const{	// following does apply to resurrect and animate dead(?) only	// for sacrifice health calculation and health limit check don't matter	if(obj->count >= obj->baseAmount)		return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		if(caster) //FIXME: Archangels can cast immune stack	{		auto maxHealth = owner->calculateHealedHP(caster, obj);		if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	}			return DefaultSpellMechanics::isImmuneByStack(caster,obj);	}///SummonMechanicsvoid SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const{	//todo: make configurable	CreatureID creID = CreatureID::NONE;	switch(owner->id)	{		case SpellID::SUMMON_FIRE_ELEMENTAL:			creID = CreatureID::FIRE_ELEMENTAL;			break;		case SpellID::SUMMON_EARTH_ELEMENTAL:			creID = CreatureID::EARTH_ELEMENTAL;			break;		case SpellID::SUMMON_WATER_ELEMENTAL:			creID = CreatureID::WATER_ELEMENTAL;			break;		case SpellID::SUMMON_AIR_ELEMENTAL:			creID = CreatureID::AIR_ELEMENTAL;			break;		default:			env->complain("Unable to determine summoned creature");			return;	}	BattleStackAdded bsa;	bsa.creID = creID;	bsa.attacker = !(bool)parameters.casterSide;	bsa.summoned = true;	bsa.pos = parameters.cb->getAvaliableHex(creID, !(bool)parameters.casterSide); //TODO: unify it	//TODO stack casting -> probably power will be zero; set the proper number of creatures manually	int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;	bsa.amount = parameters.usedSpellPower		* owner->getPower(parameters.spellLvl)		* (100 + percentBonus) / 100.0; //new feature - percentage bonus	if(bsa.amount)		env->sendAndApply(&bsa);	else		env->complain("Summoning didn't summon any!");	}///TeleportMechanicsvoid TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const{	BattleStackMoved bsm;	bsm.distance = -1;	bsm.stack = parameters.selectedStack->ID;	std::vector<BattleHex> tiles;	tiles.push_back(parameters.destination);	bsm.tilesToMove = tiles;	bsm.teleporting = true;	env->sendAndApply(&bsm);	}	
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