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							- /*
 
-  * BattleSpellMechanics.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 "BattleSpellMechanics.h"
 
- #include "../NetPacks.h"
 
- #include "../BattleState.h"
 
- ///ChainLightningMechanics
 
- std::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;
 
- }
 
- ///CloneMechanics
 
- void 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);
 
- }
 
- ///CureMechanics
 
- void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
 
- {
 
- 	DefaultSpellMechanics::applyBattle(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
 
- 		});
 
- 	}
 
- }
 
- ///DispellMechanics
 
- void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
 
- {
 
- 	DefaultSpellMechanics::applyBattle(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);
 
- 		});
 
- 	}
 
- }
 
- ///EarthquakeMechanics
 
- void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
 
- {
 
- 	if(nullptr == parameters.cb->town)
 
- 	{
 
- 		env->complain("EarthquakeMechanics: not town siege");
 
- 		return;		
 
- 	}
 
- 	
 
- 	if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
 
- 	{
 
- 		env->complain("EarthquakeMechanics: town has no fort");
 
- 		return;		
 
- 	}
 
- 	
 
- 	//start with all destructible parts	
 
- 	std::set<EWallPart::EWallPart> possibleTargets = 
 
- 	{
 
- 		EWallPart::KEEP,
 
- 		EWallPart::BOTTOM_TOWER, 
 
- 		EWallPart::BOTTOM_WALL, 
 
- 		EWallPart::BELOW_GATE, 
 
- 		EWallPart::OVER_GATE, 
 
- 		EWallPart::UPPER_WALL, 
 
- 		EWallPart::UPPER_TOWER, 
 
- 		EWallPart::GATE
 
- 	};
 
- 	
 
- 	assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
 
- 	
 
- 	const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
 
-  
 
- 	CatapultAttack ca;
 
- 	ca.attacker = -1;
 
- 	
 
- 	for(int i = 0; i < targetsToAttack; i++)
 
- 	{
 
- 		//Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
 
- 		EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
 
- 		
 
- 		CatapultAttack::AttackInfo attackInfo;
 
- 		
 
- 		attackInfo.damageDealt = 1;
 
- 		attackInfo.attackedPart = target;
 
- 		attackInfo.destinationTile = BattleHex::INVALID;
 
- 		
 
- 		ca.attackedParts.push_back(attackInfo);
 
- 		
 
- 		//removing creatures in turrets / keep if one is destroyed
 
- 		
 
- 		BattleHex posRemove;
 
- 		switch(target)
 
- 		{
 
- 		case EWallPart::KEEP:
 
- 			posRemove = -2;
 
- 			break;
 
- 		case EWallPart::BOTTOM_TOWER:
 
- 			posRemove = -3;
 
- 			break;
 
- 		case EWallPart::UPPER_TOWER:
 
- 			posRemove = -4;
 
- 			break;
 
- 		}		
 
- 		
 
- 		if(posRemove != BattleHex::INVALID)
 
- 		{
 
- 			BattleStacksRemoved bsr;
 
- 			for(auto & elem : parameters.cb->stacks)
 
- 			{
 
- 				if(elem->position == posRemove)
 
- 				{
 
- 					bsr.stackIDs.insert(elem->ID);
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(bsr.stackIDs.size()>0)
 
- 				env->sendAndApply(&bsr);
 
- 		}
 
- 	};
 
- 	
 
- 	env->sendAndApply(&ca);
 
- }
 
- ///HypnotizeMechanics
 
- ESpellCastProblem::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);
 
- }
 
- ///ObstacleMechanics
 
- void 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);
 
- 	}
 
- }
 
- ///WallMechanics
 
- std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
 
- {
 
- 	std::vector<BattleHex> ret;
 
- 	//Special case - shape of obstacle depends on caster's side
 
- 	//TODO make it possible through spell 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;
 
- }
 
- ///RemoveObstacleMechanics
 
- void 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!");
 
- }
 
- ///SpecialRisingSpellMechanics
 
- void 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);
 
- }
 
- ///SpecialRisingSpellMechanics
 
- ESpellCastProblem::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 = calculateHealedHP(caster, obj, nullptr);
 
- 		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);
 
- }
 
- ///SummonMechanics
 
- void 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!");
 
- }
 
- ///TeleportMechanics
 
- void 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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