BattleSpellMechanics.cpp 16 KB

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  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 "Problem.h"
  13. #include "CSpellHandler.h"
  14. #include "../battle/IBattleState.h"
  15. #include "../battle/CBattleInfoCallback.h"
  16. #include "../networkPacks/PacksForClientBattle.h"
  17. #include "../networkPacks/SetStackEffect.h"
  18. #include "../CStack.h"
  19. #include <vstd/RNG.h>
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. namespace spells
  22. {
  23. namespace SRSLPraserHelpers
  24. {
  25. static int XYToHex(int x, int y)
  26. {
  27. return x + GameConstants::BFIELD_WIDTH * y;
  28. }
  29. static int XYToHex(std::pair<int, int> xy)
  30. {
  31. return XYToHex(xy.first, xy.second);
  32. }
  33. static int hexToY(int battleFieldPosition)
  34. {
  35. return battleFieldPosition/GameConstants::BFIELD_WIDTH;
  36. }
  37. static int hexToX(int battleFieldPosition)
  38. {
  39. int pos = battleFieldPosition - hexToY(battleFieldPosition) * GameConstants::BFIELD_WIDTH;
  40. return pos;
  41. }
  42. static std::pair<int, int> hexToPair(int battleFieldPosition)
  43. {
  44. return std::make_pair(hexToX(battleFieldPosition), hexToY(battleFieldPosition));
  45. }
  46. //moves hex by one hex in given direction
  47. //0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left
  48. static std::pair<int, int> gotoDir(int x, int y, int direction)
  49. {
  50. switch(direction)
  51. {
  52. case 0: //top left
  53. return std::make_pair((y%2) ? x-1 : x, y-1);
  54. case 1: //top right
  55. return std::make_pair((y%2) ? x : x+1, y-1);
  56. case 2: //right
  57. return std::make_pair(x+1, y);
  58. case 3: //right bottom
  59. return std::make_pair((y%2) ? x : x+1, y+1);
  60. case 4: //left bottom
  61. return std::make_pair((y%2) ? x-1 : x, y+1);
  62. case 5: //left
  63. return std::make_pair(x-1, y);
  64. default:
  65. throw std::runtime_error("Disaster: wrong direction in SRSLPraserHelpers::gotoDir!\n");
  66. }
  67. }
  68. static std::pair<int, int> gotoDir(std::pair<int, int> xy, int direction)
  69. {
  70. return gotoDir(xy.first, xy.second, direction);
  71. }
  72. static bool isGoodHex(std::pair<int, int> xy)
  73. {
  74. return xy.first >=0 && xy.first < GameConstants::BFIELD_WIDTH && xy.second >= 0 && xy.second < GameConstants::BFIELD_HEIGHT;
  75. }
  76. //helper function for rangeInHexes
  77. static std::set<ui16> getInRange(unsigned int center, int low, int high)
  78. {
  79. std::set<ui16> ret;
  80. if(low == 0)
  81. {
  82. ret.insert(center);
  83. }
  84. std::pair<int, int> mainPointForLayer[6]; //A, B, C, D, E, F points
  85. for(auto & elem : mainPointForLayer)
  86. elem = hexToPair(center);
  87. for(int it=1; it<=high; ++it) //it - distance to the center
  88. {
  89. for(int b=0; b<6; ++b)
  90. mainPointForLayer[b] = gotoDir(mainPointForLayer[b], b);
  91. if(it>=low)
  92. {
  93. std::pair<int, int> curHex;
  94. //adding lines (A-b, B-c, C-d, etc)
  95. for(int v=0; v<6; ++v)
  96. {
  97. curHex = mainPointForLayer[v];
  98. for(int h=0; h<it; ++h)
  99. {
  100. if(isGoodHex(curHex))
  101. ret.insert(XYToHex(curHex));
  102. curHex = gotoDir(curHex, (v+2)%6);
  103. }
  104. }
  105. } //if(it>=low)
  106. }
  107. return ret;
  108. }
  109. }
  110. BattleSpellMechanics::BattleSpellMechanics(const IBattleCast * event,
  111. std::shared_ptr<effects::Effects> effects_,
  112. std::shared_ptr<IReceptiveCheck> targetCondition_):
  113. BaseMechanics(event),
  114. effects(std::move(effects_)),
  115. targetCondition(std::move(targetCondition_))
  116. {}
  117. BattleSpellMechanics::~BattleSpellMechanics() = default;
  118. void BattleSpellMechanics::applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const
  119. {
  120. auto callback = [&](const effects::Effect * effect, bool & stop)
  121. {
  122. if(indirect == effect->indirect)
  123. {
  124. if(ignoreImmunity)
  125. {
  126. effect->apply(server, this, targets);
  127. }
  128. else
  129. {
  130. EffectTarget filtered = effect->filterTarget(this, targets);
  131. effect->apply(server, this, filtered);
  132. }
  133. }
  134. };
  135. effects->forEachEffect(getEffectLevel(), callback);
  136. }
  137. bool BattleSpellMechanics::canBeCast(Problem & problem) const
  138. {
  139. auto genProblem = battle()->battleCanCastSpell(caster, mode);
  140. if(genProblem != ESpellCastProblem::OK)
  141. return adaptProblem(genProblem, problem);
  142. switch(mode)
  143. {
  144. case Mode::HERO:
  145. {
  146. const auto * castingHero = dynamic_cast<const CGHeroInstance *>(caster); //todo: unify hero|creature spell cost
  147. if(!castingHero)
  148. {
  149. logGlobal->debug("CSpell::canBeCast: invalid caster");
  150. genProblem = ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
  151. }
  152. else if(!castingHero->getArt(ArtifactPosition::SPELLBOOK))
  153. genProblem = ESpellCastProblem::NO_SPELLBOOK;
  154. else if(!castingHero->canCastThisSpell(owner))
  155. genProblem = ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
  156. else if(castingHero->mana < battle()->battleGetSpellCost(owner, castingHero)) //not enough mana
  157. genProblem = ESpellCastProblem::NOT_ENOUGH_MANA;
  158. }
  159. break;
  160. }
  161. if(genProblem != ESpellCastProblem::OK)
  162. return adaptProblem(genProblem, problem);
  163. if(!owner->isCombat())
  164. return adaptProblem(ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, problem);
  165. const PlayerColor player = caster->getCasterOwner();
  166. const BattleSide side = battle()->playerToSide(player);
  167. if(side == BattleSide::NONE)
  168. return adaptProblem(ESpellCastProblem::INVALID, problem);
  169. //effect like Recanter's Cloak. Blocks also passive casting.
  170. //TODO: check creature abilities to block
  171. //TODO: check any possible caster
  172. if(battle()->battleMaxSpellLevel(side) < getSpellLevel() || battle()->battleMinSpellLevel(side) > getSpellLevel())
  173. return adaptProblem(ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED, problem);
  174. return effects->applicable(problem, this);
  175. }
  176. bool BattleSpellMechanics::canBeCastAt(const Target & target, Problem & problem) const
  177. {
  178. if(!canBeCast(problem))
  179. return false;
  180. Target spellTarget = transformSpellTarget(target);
  181. const battle::Unit * mainTarget = nullptr;
  182. if (!getSpell()->canCastOnSelf())
  183. {
  184. if(spellTarget.front().unitValue)
  185. {
  186. mainTarget = target.front().unitValue;
  187. }
  188. else if(spellTarget.front().hexValue.isValid())
  189. {
  190. mainTarget = battle()->battleGetUnitByPos(target.front().hexValue, true);
  191. }
  192. if(mainTarget && mainTarget == caster)
  193. return false; // can't cast on self
  194. if(mainTarget && mainTarget->hasBonusOfType(BonusType::INVINCIBLE))
  195. return false;
  196. }
  197. return effects->applicable(problem, this, target, spellTarget);
  198. }
  199. std::vector<const CStack *> BattleSpellMechanics::getAffectedStacks(const Target & target) const
  200. {
  201. Target spellTarget = transformSpellTarget(target);
  202. EffectTarget all;
  203. effects->forEachEffect(getEffectLevel(), [&all, &target, &spellTarget, this](const effects::Effect * e, bool & stop)
  204. {
  205. EffectTarget one = e->transformTarget(this, target, spellTarget);
  206. vstd::concatenate(all, one);
  207. });
  208. std::set<const CStack *> stacks;
  209. for(const Destination & dest : all)
  210. {
  211. if(dest.unitValue)
  212. {
  213. //FIXME: remove and return battle::Unit
  214. stacks.insert(battle()->battleGetStackByID(dest.unitValue->unitId(), false));
  215. }
  216. }
  217. std::vector<const CStack *> res;
  218. std::copy(stacks.begin(), stacks.end(), std::back_inserter(res));
  219. return res;
  220. }
  221. void BattleSpellMechanics::cast(ServerCallback * server, const Target & target)
  222. {
  223. BattleSpellCast sc;
  224. int spellCost = 0;
  225. sc.side = casterSide;
  226. sc.spellID = getSpellId();
  227. sc.battleID = battle()->getBattle()->getBattleID();
  228. sc.tile = target.at(0).hexValue;
  229. sc.castByHero = mode == Mode::HERO;
  230. sc.casterStack = caster->getCasterUnitId();
  231. sc.manaGained = 0;
  232. sc.activeCast = false;
  233. affectedUnits.clear();
  234. const CGHeroInstance * otherHero = nullptr;
  235. {
  236. //check it there is opponent hero
  237. const BattleSide otherSide = battle()->otherSide(casterSide);
  238. if(battle()->battleHasHero(otherSide))
  239. otherHero = battle()->battleGetFightingHero(otherSide);
  240. }
  241. //calculate spell cost
  242. if(mode == Mode::HERO)
  243. {
  244. const auto * casterHero = dynamic_cast<const CGHeroInstance *>(caster);
  245. spellCost = battle()->battleGetSpellCost(owner, casterHero);
  246. if(nullptr != otherHero) //handle mana channel
  247. {
  248. int manaChannel = 0;
  249. for(const auto * stack : battle()->battleGetAllStacks(true)) //TODO: shouldn't bonus system handle it somehow?
  250. {
  251. if(stack->unitOwner() == otherHero->tempOwner)
  252. {
  253. vstd::amax(manaChannel, stack->valOfBonuses(BonusType::MANA_CHANNELING));
  254. }
  255. }
  256. sc.manaGained = (manaChannel * spellCost) / 100;
  257. }
  258. sc.activeCast = true;
  259. }
  260. else if(mode == Mode::CREATURE_ACTIVE || mode == Mode::ENCHANTER)
  261. {
  262. spellCost = 1;
  263. sc.activeCast = true;
  264. }
  265. beforeCast(sc, *server->getRNG(), target);
  266. BattleLogMessage castDescription;
  267. castDescription.battleID = battle()->getBattle()->getBattleID();
  268. switch (mode)
  269. {
  270. case Mode::CREATURE_ACTIVE:
  271. case Mode::ENCHANTER:
  272. case Mode::HERO:
  273. case Mode::PASSIVE:
  274. {
  275. MetaString line;
  276. caster->getCastDescription(owner, affectedUnits, line);
  277. if(!line.empty())
  278. castDescription.lines.push_back(line);
  279. }
  280. break;
  281. default:
  282. break;
  283. }
  284. doRemoveEffects(server, affectedUnits, std::bind(&BattleSpellMechanics::counteringSelector, this, _1));
  285. for(auto & unit : affectedUnits)
  286. sc.affectedCres.insert(unit->unitId());
  287. if(!castDescription.lines.empty())
  288. server->apply(&castDescription);
  289. server->apply(&sc);
  290. for(auto & p : effectsToApply)
  291. p.first->apply(server, this, p.second);
  292. if(sc.activeCast)
  293. {
  294. caster->spendMana(server, spellCost);
  295. if(sc.manaGained > 0)
  296. {
  297. assert(otherHero);
  298. otherHero->spendMana(server, -sc.manaGained);
  299. }
  300. }
  301. // send empty event to client
  302. // temporary(?) workaround to force animations to trigger
  303. StacksInjured fakeEvent;
  304. fakeEvent.battleID = battle()->getBattle()->getBattleID();
  305. server->apply(&fakeEvent);
  306. }
  307. void BattleSpellMechanics::beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target)
  308. {
  309. affectedUnits.clear();
  310. Target spellTarget = transformSpellTarget(target);
  311. std::vector <const battle::Unit *> resisted;
  312. auto filterResisted = [&, this](const battle::Unit * unit) -> bool
  313. {
  314. if(isNegativeSpell() && isMagicalEffect())
  315. {
  316. //magic resistance
  317. const int prob = std::min(unit->magicResistance(), 100); //probability of resistance in %
  318. if(rng.nextInt(0, 99) < prob)
  319. return true;
  320. }
  321. return false;
  322. };
  323. auto filterUnit = [&](const battle::Unit * unit)
  324. {
  325. if(filterResisted(unit))
  326. resisted.push_back(unit);
  327. else
  328. affectedUnits.push_back(unit);
  329. };
  330. //prepare targets
  331. effectsToApply = effects->prepare(this, target, spellTarget);
  332. std::set<const battle::Unit *> unitTargets = collectTargets();
  333. //process them
  334. for(const auto * unit : unitTargets)
  335. filterUnit(unit);
  336. //and update targets
  337. for(auto & p : effectsToApply)
  338. {
  339. vstd::erase_if(p.second, [&](const Destination & d)
  340. {
  341. if(!d.unitValue)
  342. return false;
  343. return vstd::contains(resisted, d.unitValue);
  344. });
  345. }
  346. if(mode == Mode::MAGIC_MIRROR)
  347. {
  348. if(caster->getHeroCaster() == nullptr)
  349. {
  350. sc.reflectedCres.insert(caster->getCasterUnitId());
  351. }
  352. }
  353. for(const auto * unit : resisted)
  354. sc.resistedCres.insert(unit->unitId());
  355. }
  356. void BattleSpellMechanics::castEval(ServerCallback * server, const Target & target)
  357. {
  358. affectedUnits.clear();
  359. //TODO: evaluate caster updates (mana usage etc.)
  360. //TODO: evaluate random values
  361. Target spellTarget = transformSpellTarget(target);
  362. effectsToApply = effects->prepare(this, target, spellTarget);
  363. std::set<const battle::Unit *> unitTargets = collectTargets();
  364. auto selector = std::bind(&BattleSpellMechanics::counteringSelector, this, _1);
  365. std::copy(std::begin(unitTargets), std::end(unitTargets), std::back_inserter(affectedUnits));
  366. doRemoveEffects(server, affectedUnits, selector);
  367. for(auto & p : effectsToApply)
  368. p.first->apply(server, this, p.second);
  369. }
  370. std::set<const battle::Unit *> BattleSpellMechanics::collectTargets() const
  371. {
  372. std::set<const battle::Unit *> result;
  373. for(const auto & p : effectsToApply)
  374. {
  375. for(const Destination & d : p.second)
  376. if(d.unitValue)
  377. result.insert(d.unitValue);
  378. }
  379. return result;
  380. }
  381. void BattleSpellMechanics::doRemoveEffects(ServerCallback * server, const std::vector<const battle::Unit *> & targets, const CSelector & selector)
  382. {
  383. SetStackEffect sse;
  384. sse.battleID = battle()->getBattle()->getBattleID();
  385. for(const auto * unit : targets)
  386. {
  387. std::vector<Bonus> buffer;
  388. auto bl = unit->getBonuses(selector);
  389. for(const auto & item : *bl)
  390. buffer.emplace_back(*item);
  391. if(!buffer.empty())
  392. sse.toRemove.emplace_back(unit->unitId(), buffer);
  393. }
  394. if(!sse.toRemove.empty())
  395. server->apply(&sse);
  396. }
  397. bool BattleSpellMechanics::counteringSelector(const Bonus * bonus) const
  398. {
  399. if(bonus->source != BonusSource::SPELL_EFFECT)
  400. return false;
  401. for(const SpellID & id : owner->counteredSpells)
  402. {
  403. if(bonus->sid.as<SpellID>() == id)
  404. return true;
  405. }
  406. return false;
  407. }
  408. std::set<BattleHex> BattleSpellMechanics::spellRangeInHexes(BattleHex centralHex) const
  409. {
  410. using namespace SRSLPraserHelpers;
  411. std::set<BattleHex> ret;
  412. std::vector<int> rng = owner->getLevelInfo(getRangeLevel()).range;
  413. for(auto & elem : rng)
  414. {
  415. std::set<ui16> curLayer = getInRange(centralHex, elem, elem);
  416. //adding obtained hexes
  417. for(const auto & curLayer_it : curLayer)
  418. ret.insert(curLayer_it);
  419. }
  420. return ret;
  421. }
  422. Target BattleSpellMechanics::transformSpellTarget(const Target & aimPoint) const
  423. {
  424. Target spellTarget;
  425. if(aimPoint.empty())
  426. {
  427. logGlobal->error("Aimed spell cast with no destination.");
  428. }
  429. else
  430. {
  431. const Destination & primary = aimPoint.at(0);
  432. BattleHex aimPointHex = primary.hexValue;
  433. //transform primary spell target with spell range (if it`s valid), leave anything else to effects
  434. if(aimPointHex.isValid())
  435. {
  436. auto spellRange = spellRangeInHexes(aimPointHex);
  437. for(const auto & hex : spellRange)
  438. spellTarget.push_back(Destination(hex));
  439. }
  440. }
  441. if(spellTarget.empty())
  442. spellTarget.push_back(Destination(BattleHex::INVALID));
  443. return spellTarget;
  444. }
  445. std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
  446. {
  447. auto ret = BaseMechanics::getTargetTypes();
  448. if(!ret.empty())
  449. {
  450. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * e, bool & stop)
  451. {
  452. e->adjustTargetTypes(ret);
  453. stop = ret.empty();
  454. });
  455. }
  456. return ret;
  457. }
  458. std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const
  459. {
  460. //TODO: BattleSpellMechanics::getPossibleDestinations
  461. if(index != 0)
  462. return std::vector<Destination>();
  463. std::vector<Destination> ret;
  464. switch(aimType)
  465. {
  466. case AimType::CREATURE:
  467. {
  468. auto stacks = battle()->battleGetAllStacks();
  469. for(auto stack : stacks)
  470. {
  471. Target tmp = current;
  472. tmp.emplace_back(stack->getPosition());
  473. detail::ProblemImpl ignored;
  474. if(canBeCastAt(tmp, ignored))
  475. ret.emplace_back(stack->getPosition());
  476. }
  477. break;
  478. }
  479. case AimType::LOCATION:
  480. if(fast)
  481. {
  482. auto stacks = battle()->battleGetAllStacks();
  483. std::set<BattleHex> hexesToCheck;
  484. for(auto stack : stacks)
  485. {
  486. hexesToCheck.insert(stack->getPosition());
  487. for(auto adjacent : stack->getPosition().neighbouringTiles())
  488. hexesToCheck.insert(adjacent);
  489. }
  490. for(auto hex : hexesToCheck)
  491. {
  492. if(hex.isAvailable())
  493. {
  494. Target tmp = current;
  495. tmp.emplace_back(hex);
  496. detail::ProblemImpl ignored;
  497. if(canBeCastAt(tmp, ignored))
  498. ret.emplace_back(hex);
  499. }
  500. }
  501. }
  502. else
  503. {
  504. for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
  505. {
  506. BattleHex dest(i);
  507. if(dest.isAvailable())
  508. {
  509. Target tmp = current;
  510. tmp.emplace_back(dest);
  511. detail::ProblemImpl ignored;
  512. if(canBeCastAt(tmp, ignored))
  513. ret.emplace_back(dest);
  514. }
  515. }
  516. }
  517. break;
  518. case AimType::NO_TARGET:
  519. ret.emplace_back();
  520. break;
  521. default:
  522. break;
  523. }
  524. return ret;
  525. }
  526. bool BattleSpellMechanics::isReceptive(const battle::Unit * target) const
  527. {
  528. return targetCondition->isReceptive(this, target);
  529. }
  530. std::vector<BattleHex> BattleSpellMechanics::rangeInHexes(BattleHex centralHex) const
  531. {
  532. if(isMassive() || !centralHex.isValid())
  533. return std::vector<BattleHex>(1, BattleHex::INVALID);
  534. Target aimPoint;
  535. aimPoint.push_back(Destination(centralHex));
  536. Target spellTarget = transformSpellTarget(aimPoint);
  537. std::set<BattleHex> effectRange;
  538. effects->forEachEffect(getEffectLevel(), [&](const effects::Effect * effect, bool & stop)
  539. {
  540. if(!effect->indirect)
  541. {
  542. effect->adjustAffectedHexes(effectRange, this, spellTarget);
  543. }
  544. });
  545. std::vector<BattleHex> ret;
  546. ret.reserve(effectRange.size());
  547. std::copy(effectRange.begin(), effectRange.end(), std::back_inserter(ret));
  548. return ret;
  549. }
  550. const Spell * BattleSpellMechanics::getSpell() const
  551. {
  552. return owner;
  553. }
  554. }
  555. VCMI_LIB_NAMESPACE_END