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- /*
- * CStack.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 "CStack.h"
- #include <vstd/RNG.h>
- #include <vcmi/Entity.h>
- #include <vcmi/ServerCallback.h>
- #include "texts/CGeneralTextHandler.h"
- #include "battle/BattleInfo.h"
- #include "spells/CSpellHandler.h"
- #include "networkPacks/PacksForClientBattle.h"
- VCMI_LIB_NAMESPACE_BEGIN
- ///CStack
- CStack::CStack(const CStackInstance * Base, const PlayerColor & O, int I, BattleSide Side, const SlotID & S):
- CBonusSystemNode(STACK_BATTLE),
- base(Base),
- ID(I),
- type(Base->type),
- baseAmount(Base->count),
- owner(O),
- slot(S),
- side(Side)
- {
- health.init(); //???
- }
- CStack::CStack():
- CBonusSystemNode(STACK_BATTLE),
- owner(PlayerColor::NEUTRAL),
- slot(SlotID(255)),
- initialPosition(BattleHex())
- {
- }
- CStack::CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, BattleSide Side, const SlotID & S):
- CBonusSystemNode(STACK_BATTLE),
- ID(I),
- type(stack->type),
- baseAmount(stack->count),
- owner(O),
- slot(S),
- side(Side)
- {
- health.init(); //???
- }
- void CStack::localInit(BattleInfo * battleInfo)
- {
- battle = battleInfo;
- assert(type);
- exportBonuses();
- if(base) //stack originating from "real" stack in garrison -> attach to it
- {
- attachTo(const_cast<CStackInstance&>(*base));
- }
- else //attach directly to obj to which stack belongs and creature type
- {
- CArmedInstance * army = battle->battleGetArmyObject(side);
- assert(army);
- attachTo(*army);
- attachToSource(*type);
- }
- nativeTerrain = getNativeTerrain(); //save nativeTerrain in the variable on the battle start to avoid dead lock
- CUnitState::localInit(this); //it causes execution of the CStack::isOnNativeTerrain where nativeTerrain will be considered
- position = initialPosition;
- }
- ui32 CStack::level() const
- {
- if(base)
- return base->getLevel(); //creature or commander
- else
- return std::max(1, static_cast<int>(unitType()->getLevel())); //war machine, clone etc
- }
- si32 CStack::magicResistance() const
- {
- auto magicResistance = AFactionMember::magicResistance();
- si32 auraBonus = 0;
- for(const auto * one : battle->battleAdjacentUnits(this))
- {
- if(one->unitOwner() == owner)
- vstd::amax(auraBonus, one->valOfBonuses(BonusType::SPELL_RESISTANCE_AURA)); //max value
- }
- vstd::abetween(auraBonus, 0, 100);
- vstd::abetween(magicResistance, 0, 100);
- float castChance = (100 - magicResistance) * (100 - auraBonus)/100.0;
- return static_cast<si32>(100 - castChance);
- }
- BattleHex::EDir CStack::destShiftDir() const
- {
- if(doubleWide())
- {
- if(side == BattleSide::ATTACKER)
- return BattleHex::EDir::RIGHT;
- else
- return BattleHex::EDir::LEFT;
- }
- else
- {
- return BattleHex::EDir::NONE;
- }
- }
- std::vector<SpellID> CStack::activeSpells() const
- {
- std::vector<SpellID> ret;
- std::stringstream cachingStr;
- cachingStr << "!type_" << vstd::to_underlying(BonusType::NONE) << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT);
- CSelector selector = Selector::sourceType()(BonusSource::SPELL_EFFECT)
- .And(CSelector([](const Bonus * b)->bool
- {
- return b->type != BonusType::NONE && b->sid.as<SpellID>().toSpell() && !b->sid.as<SpellID>().toSpell()->isAdventure();
- }));
- TConstBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
- for(const auto & it : *spellEffects)
- {
- if(!vstd::contains(ret, it->sid.as<SpellID>())) //do not duplicate spells with multiple effects
- ret.push_back(it->sid.as<SpellID>());
- }
- return ret;
- }
- CStack::~CStack()
- {
- detachFromAll();
- }
- const CGHeroInstance * CStack::getMyHero() const
- {
- if(base)
- return dynamic_cast<const CGHeroInstance *>(base->armyObj);
- else //we are attached directly?
- for(const CBonusSystemNode * n : getParentNodes())
- if(n->getNodeType() == HERO)
- return dynamic_cast<const CGHeroInstance *>(n);
- return nullptr;
- }
- std::string CStack::nodeName() const
- {
- std::ostringstream oss;
- oss << owner.toString();
- oss << " battle stack [" << ID << "]: " << getCount() << " of ";
- if(type)
- oss << type->getNamePluralTextID();
- else
- oss << "[UNDEFINED TYPE]";
- oss << " from slot " << slot;
- if(base && base->armyObj)
- oss << " of armyobj=" << base->armyObj->id.getNum();
- return oss.str();
- }
- void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand) const
- {
- auto newState = acquireState();
- prepareAttacked(bsa, rand, newState);
- }
- void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, const std::shared_ptr<battle::CUnitState> & customState)
- {
- auto initialCount = customState->getCount();
- // compute damage and update bsa.damageAmount
- customState->damage(bsa.damageAmount);
- bsa.killedAmount = initialCount - customState->getCount();
- if(!customState->alive() && customState->isClone())
- {
- bsa.flags |= BattleStackAttacked::CLONE_KILLED;
- }
- else if(!customState->alive()) //stack killed
- {
- bsa.flags |= BattleStackAttacked::KILLED;
- auto resurrectValue = customState->valOfBonuses(BonusType::REBIRTH);
- if(resurrectValue > 0 && customState->canCast()) //there must be casts left
- {
- double resurrectFactor = resurrectValue / 100.0;
- auto baseAmount = customState->unitBaseAmount();
- double resurrectedRaw = baseAmount * resurrectFactor;
- auto resurrectedCount = static_cast<int32_t>(floor(resurrectedRaw));
- auto resurrectedAdd = static_cast<int32_t>(baseAmount - (resurrectedCount / resurrectFactor));
- for(int32_t i = 0; i < resurrectedAdd; i++)
- {
- if(resurrectValue > rand.nextInt(0, 99))
- resurrectedCount += 1;
- }
- if(customState->hasBonusOfType(BonusType::REBIRTH, BonusCustomSubtype::rebirthSpecial))
- {
- // resurrect at least one Sacred Phoenix
- vstd::amax(resurrectedCount, 1);
- }
- if(resurrectedCount > 0)
- {
- customState->casts.use();
- bsa.flags |= BattleStackAttacked::REBIRTH;
- int64_t toHeal = customState->getMaxHealth() * resurrectedCount;
- //TODO: add one-battle rebirth?
- customState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
- customState->counterAttacks.use(customState->counterAttacks.available());
- }
- }
- }
- customState->save(bsa.newState.data);
- bsa.newState.healthDelta = -bsa.damageAmount;
- bsa.newState.id = customState->unitId();
- bsa.newState.operation = UnitChanges::EOperation::RESET_STATE;
- }
- std::vector<BattleHex> CStack::meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
- {
- int mask = 0;
- std::vector<BattleHex> res;
- if (!attackerPos.isValid())
- attackerPos = attacker->getPosition();
- if (!defenderPos.isValid())
- defenderPos = defender->getPosition();
- BattleHex otherAttackerPos = attackerPos + (attacker->unitSide() == BattleSide::ATTACKER ? -1 : 1);
- BattleHex otherDefenderPos = defenderPos + (defender->unitSide() == BattleSide::ATTACKER ? -1 : 1);
- if(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
- {
- if((mask & 1) == 0)
- {
- mask |= 1;
- res.push_back(defenderPos);
- }
- }
- if (attacker->doubleWide() //back <=> front
- && BattleHex::mutualPosition(otherAttackerPos, defenderPos) >= 0)
- {
- if((mask & 1) == 0)
- {
- mask |= 1;
- res.push_back(defenderPos);
- }
- }
- if (defender->doubleWide()//front <=> back
- && BattleHex::mutualPosition(attackerPos, otherDefenderPos) >= 0)
- {
- if((mask & 2) == 0)
- {
- mask |= 2;
- res.push_back(otherDefenderPos);
- }
- }
- if (defender->doubleWide() && attacker->doubleWide()//back <=> back
- && BattleHex::mutualPosition(otherAttackerPos, otherDefenderPos) >= 0)
- {
- if((mask & 2) == 0)
- {
- mask |= 2;
- res.push_back(otherDefenderPos);
- }
- }
- return res;
- }
- bool CStack::isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
- {
- if(defender->hasBonusOfType(BonusType::INVINCIBLE))
- return false;
-
- return !meleeAttackHexes(attacker, defender, attackerPos, defenderPos).empty();
- }
- std::string CStack::getName() const
- {
- return (getCount() == 1) ? type->getNameSingularTranslated() : type->getNamePluralTranslated(); //War machines can't use base
- }
- bool CStack::canBeHealed() const
- {
- return getFirstHPleft() < static_cast<int32_t>(getMaxHealth()) && isValidTarget() && !hasBonusOfType(BonusType::SIEGE_WEAPON);
- }
- bool CStack::isOnNativeTerrain() const
- {
- //this code is called from CreatureTerrainLimiter::limit on battle start
- auto res = nativeTerrain == ETerrainId::ANY_TERRAIN || nativeTerrain == battle->getTerrainType();
- return res;
- }
- bool CStack::isOnTerrain(TerrainId terrain) const
- {
- return battle->getTerrainType() == terrain;
- }
- const CCreature * CStack::unitType() const
- {
- return type;
- }
- int32_t CStack::unitBaseAmount() const
- {
- return baseAmount;
- }
- const IBonusBearer* CStack::getBonusBearer() const
- {
- return this;
- }
- bool CStack::unitHasAmmoCart(const battle::Unit * unit) const
- {
- for(const CStack * st : battle->stacks)
- {
- if(battle->battleMatchOwner(st, unit, true) && st->unitType()->getId() == CreatureID::AMMO_CART)
- {
- return st->alive();
- }
- }
- //ammo cart works during creature bank battle while not on battlefield
- const auto * ownerHero = battle->battleGetOwnerHero(unit);
- if(ownerHero && ownerHero->artifactsWorn.find(ArtifactPosition::MACH2) != ownerHero->artifactsWorn.end())
- {
- if(battle->battleGetOwnerHero(unit)->artifactsWorn.at(ArtifactPosition::MACH2).artifact->artType->getId() == ArtifactID::AMMO_CART)
- {
- return true;
- }
- }
- return false; //will be always false if trying to examine enemy hero in "special battle"
- }
- PlayerColor CStack::unitEffectiveOwner(const battle::Unit * unit) const
- {
- return battle->battleGetOwner(unit);
- }
- uint32_t CStack::unitId() const
- {
- return ID;
- }
- BattleSide CStack::unitSide() const
- {
- return side;
- }
- PlayerColor CStack::unitOwner() const
- {
- return owner;
- }
- SlotID CStack::unitSlot() const
- {
- return slot;
- }
- std::string CStack::getDescription() const
- {
- return nodeName();
- }
- void CStack::spendMana(ServerCallback * server, const int spellCost) const
- {
- if(spellCost != 1)
- logGlobal->warn("Unexpected spell cost %d for creature", spellCost);
- BattleSetStackProperty ssp;
- ssp.battleID = battle->battleID;
- ssp.stackID = unitId();
- ssp.which = BattleSetStackProperty::CASTS;
- ssp.val = -spellCost;
- ssp.absolute = false;
- server->apply(ssp);
- }
- VCMI_LIB_NAMESPACE_END
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