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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 "BattleInfo.h"
 
- #include "spells/CSpellHandler.h"
 
- #include "CRandomGenerator.h"
 
- #include "NetPacks.h"
 
- CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, bool AO, SlotID S)
 
- 	: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
 
- 	counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1),
 
- 	firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
 
- {
 
- 	assert(base);
 
- 	type = base->type;
 
- 	count = baseAmount = base->count;
 
- 	setNodeType(STACK_BATTLE);
 
- }
 
- CStack::CStack()
 
- {
 
- 	init();
 
- 	setNodeType(STACK_BATTLE);
 
- }
 
- CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S)
 
- 	: base(nullptr), ID(I), owner(O), slot(S), attackerOwned(AO),
 
- 	counterAttacksPerformed(0), counterAttacksTotalCache(0), cloneID(-1),
 
- 	firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
 
- {
 
- 	type = stack->type;
 
- 	count = baseAmount = stack->count;
 
- 	setNodeType(STACK_BATTLE);
 
- }
 
- void CStack::init()
 
- {
 
- 	base = nullptr;
 
- 	type = nullptr;
 
- 	ID = -1;
 
- 	count = baseAmount = -1;
 
- 	firstHPleft = -1;
 
- 	owner = PlayerColor::NEUTRAL;
 
- 	slot = SlotID(255);
 
- 	attackerOwned = false;
 
- 	position = BattleHex();
 
- 	counterAttacksPerformed = 0;
 
- 	counterAttacksTotalCache = 0;
 
- 	cloneID = -1;
 
- 	shots = 0;
 
- 	casts = 0;
 
- 	resurrected = 0;
 
- }
 
- void CStack::postInit()
 
- {
 
- 	assert(type);
 
- 	assert(getParentNodes().size());
 
- 	firstHPleft = MaxHealth();
 
- 	shots = getCreature()->valOfBonuses(Bonus::SHOTS);
 
- 	counterAttacksPerformed = 0;
 
- 	counterAttacksTotalCache = 0;
 
- 	casts = valOfBonuses(Bonus::CASTS);
 
- 	resurrected = 0;
 
- 	cloneID = -1;
 
- }
 
- ui32 CStack::level() const
 
- {
 
- 	if (base)
 
- 		return base->getLevel(); //creatture or commander
 
- 	else
 
- 		return std::max(1, (int)getCreature()->level); //war machine, clone etc
 
- }
 
- si32 CStack::magicResistance() const
 
- {
 
- 	si32 magicResistance;
 
- 	if (base) //TODO: make war machines receive aura of magic resistance
 
- 	{
 
- 		magicResistance = base->magicResistance();
 
- 		int auraBonus = 0;
 
- 		for (const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
 
- 	{
 
- 		if (stack->owner == owner)
 
- 		{
 
- 			vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
 
- 		}
 
- 	}
 
- 		magicResistance += auraBonus;
 
- 		vstd::amin (magicResistance, 100);
 
- 	}
 
- 	else
 
- 		magicResistance = type->magicResistance();
 
- 	return magicResistance;
 
- }
 
- bool CStack::willMove(int turn /*= 0*/) const
 
- {
 
- 	return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
 
- 		&& !moved(turn)
 
- 		&& canMove(turn);
 
- }
 
- bool CStack::canMove( int turn /*= 0*/ ) const
 
- {
 
- 	return alive()
 
- 		&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
 
- }
 
- bool CStack::moved( int turn /*= 0*/ ) const
 
- {
 
- 	if(!turn)
 
- 		return vstd::contains(state, EBattleStackState::MOVED);
 
- 	else
 
- 		return false;
 
- }
 
- bool CStack::waited(int turn /*= 0*/) const
 
- {
 
- 	if(!turn)
 
- 		return vstd::contains(state, EBattleStackState::WAITING);
 
- 	else
 
- 		return false;
 
- }
 
- bool CStack::doubleWide() const
 
- {
 
- 	return getCreature()->doubleWide;
 
- }
 
- BattleHex CStack::occupiedHex() const
 
- {
 
- 	return occupiedHex(position);
 
- }
 
- BattleHex CStack::occupiedHex(BattleHex assumedPos) const
 
- {
 
- 	if (doubleWide())
 
- 	{
 
- 		if (attackerOwned)
 
- 			return assumedPos - 1;
 
- 		else
 
- 			return assumedPos + 1;
 
- 	}
 
- 	else
 
- 	{
 
- 		return BattleHex::INVALID;
 
- 	}
 
- }
 
- std::vector<BattleHex> CStack::getHexes() const
 
- {
 
- 	return getHexes(position);
 
- }
 
- std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
 
- {
 
- 	return getHexes(assumedPos, doubleWide(), attackerOwned);
 
- }
 
- std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned)
 
- {
 
- 	std::vector<BattleHex> hexes;
 
- 	hexes.push_back(assumedPos);
 
- 	if (twoHex)
 
- 	{
 
- 		if (AttackerOwned)
 
- 			hexes.push_back(assumedPos - 1);
 
- 		else
 
- 			hexes.push_back(assumedPos + 1);
 
- 	}
 
- 	return hexes;
 
- }
 
- bool CStack::coversPos(BattleHex pos) const
 
- {
 
- 	return vstd::contains(getHexes(), pos);
 
- }
 
- std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
 
- {
 
- 	BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
 
- 	std::vector<BattleHex> hexes;
 
- 	if (doubleWide())
 
- 	{
 
- 		const int WN = GameConstants::BFIELD_WIDTH;
 
- 		if(attackerOwned)
 
- 		{ //position is equal to front hex
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
 
- 			BattleHex::checkAndPush(hex - 2, hexes);
 
- 			BattleHex::checkAndPush(hex + 1, hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
 
- 		}
 
- 		else
 
- 		{
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
 
- 			BattleHex::checkAndPush(hex + 2, hexes);
 
- 			BattleHex::checkAndPush(hex - 1, hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
 
- 		}
 
- 		return hexes;
 
- 	}
 
- 	else
 
- 	{
 
- 		return hex.neighbouringTiles();
 
- 	}
 
- }
 
- std::vector<si32> CStack::activeSpells() const
 
- {
 
- 	std::vector<si32> ret;
 
- 	std::stringstream cachingStr;
 
- 	cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
 
- 	CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT)
 
- 		.And(CSelector([](const Bonus *b)->bool
 
- 		{
 
- 			return b->type != Bonus::NONE;
 
- 		}));
 
- 	TBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
 
- 	for(const std::shared_ptr<Bonus> it : *spellEffects)
 
- 	{
 
- 		if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
 
- 			ret.push_back(it->sid);
 
- 	}
 
- 	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;
 
- }
 
- ui32 CStack::totalHealth() const
 
- {
 
- 	return ((count > 0) ? MaxHealth() * (count-1) : 0) + firstHPleft;//do not hide possible invalid firstHPleft for dead stack
 
- }
 
- std::string CStack::nodeName() const
 
- {
 
- 	std::ostringstream oss;
 
- 	oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
 
- 	if(type)
 
- 		oss << type->namePl;
 
- 	else
 
- 		oss << "[UNDEFINED TYPE]";
 
- 	oss << " from slot " << slot;
 
- 	if(base && base->armyObj)
 
- 		oss << " of armyobj=" << base->armyObj->id.getNum();
 
- 	return oss.str();
 
- }
 
- std::pair<int,int> CStack::countKilledByAttack(int damageReceived) const
 
- {
 
- 	int newRemainingHP = 0;
 
- 	int killedCount = damageReceived / MaxHealth();
 
- 	unsigned damageFirst = damageReceived % MaxHealth();
 
- 	if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
 
- 	{
 
- 		killedCount = count;
 
- 	}
 
- 	else
 
- 	{
 
- 		if( firstHPleft <= damageFirst )
 
- 		{
 
- 			killedCount++;
 
- 			newRemainingHP = firstHPleft + MaxHealth() - damageFirst;
 
- 		}
 
- 		else
 
- 		{
 
- 			newRemainingHP = firstHPleft - damageFirst;
 
- 		}
 
- 	}
 
- 	if(killedCount == count)
 
- 		newRemainingHP = 0;
 
- 	return std::make_pair(killedCount, newRemainingHP);
 
- }
 
- void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount /*= boost::none*/) const
 
- {
 
- 	auto afterAttack = countKilledByAttack(bsa.damageAmount);
 
- 	bsa.killedAmount = afterAttack.first;
 
- 	bsa.newHP = afterAttack.second;
 
- 	if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
 
- 	{
 
- 		bsa.flags |= BattleStackAttacked::CLONE_KILLED;
 
- 		return; // no rebirth I believe
 
- 	}
 
- 	const int countToUse = customCount ? *customCount : count;
 
- 	if(countToUse <= bsa.killedAmount) //stack killed
 
- 	{
 
- 		bsa.newAmount = 0;
 
- 		bsa.flags |= BattleStackAttacked::KILLED;
 
- 		bsa.killedAmount = countToUse; //we cannot kill more creatures than we have
 
- 		int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
 
- 		if(resurrectFactor > 0 && casts) //there must be casts left
 
- 		{
 
- 			int resurrectedStackCount = base->count * resurrectFactor / 100;
 
- 			// last stack has proportional chance to rebirth
 
- 			auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount;
 
- 			if (diff > rand.nextDouble(0, 0.99))
 
- 			{
 
- 				resurrectedStackCount += 1;
 
- 			}
 
- 			if(hasBonusOfType(Bonus::REBIRTH, 1))
 
- 			{
 
- 				// resurrect at least one Sacred Phoenix
 
- 				vstd::amax(resurrectedStackCount, 1);
 
- 			}
 
- 			if(resurrectedStackCount > 0)
 
- 			{
 
- 				bsa.flags |= BattleStackAttacked::REBIRTH;
 
- 				bsa.newAmount = resurrectedStackCount; //risky?
 
- 				bsa.newHP = MaxHealth(); //resore full health
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		bsa.newAmount = countToUse - bsa.killedAmount;
 
- 	}
 
- }
 
- bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
 
- {
 
- 	if (!attackerPos.isValid())
 
- 	{
 
- 		attackerPos = attacker->position;
 
- 	}
 
- 	if (!defenderPos.isValid())
 
- 	{
 
- 		defenderPos = defender->position;
 
- 	}
 
- 	return
 
- 		(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0)						//front <=> front
 
- 		|| (attacker->doubleWide()									//back <=> front
 
- 		&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
 
- 		|| (defender->doubleWide()									//front <=> back
 
- 		&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
 
- 		|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
 
- 		&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
 
- }
 
- bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
 
- {
 
- 	return alive()
 
- 		&& (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
 
- 		&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
 
- 		&& !hasBonusOfType(Bonus::HYPNOTIZED)
 
- 		&& !hasBonusOfType(Bonus::NO_RETALIATION);
 
- }
 
- ui8 CStack::counterAttacksTotal() const
 
- {
 
- 	//after dispell bonus should remain during current round
 
- 	ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
 
- 	vstd::amax(counterAttacksTotalCache, val);
 
- 	return counterAttacksTotalCache;
 
- }
 
- si8 CStack::counterAttacksRemaining() const
 
- {
 
- 	return counterAttacksTotal() - counterAttacksPerformed;
 
- }
 
- std::string CStack::getName() const
 
- {
 
- 	return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
 
- }
 
- bool CStack::isValidTarget(bool allowDead/* = false*/) const
 
- {
 
- 	return (alive() || (allowDead && isDead())) && position.isValid() && !isTurret();
 
- }
 
- bool CStack::isDead() const
 
- {
 
- 	return !alive() && !isGhost();
 
- }
 
- bool CStack::isGhost() const
 
- {
 
- 	return vstd::contains(state,EBattleStackState::GHOST);
 
- }
 
- bool CStack::isTurret() const
 
- {
 
- 	return type->idNumber == CreatureID::ARROW_TOWERS;
 
- }
 
- bool CStack::canBeHealed() const
 
- {
 
- 	return firstHPleft < MaxHealth()
 
- 		&& isValidTarget()
 
- 		&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
 
- }
 
- void CStack::makeGhost()
 
- {
 
- 	state.erase(EBattleStackState::ALIVE);
 
- 	state.insert(EBattleStackState::GHOST_PENDING);
 
- }
 
- bool CStack::alive() const //determines if stack is alive
 
- {
 
- 	return vstd::contains(state,EBattleStackState::ALIVE);
 
- }
 
- ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const
 
- {
 
- 	if(!resurrect && !alive())
 
- 	{
 
- 		logGlobal->warnStream() <<"Attempt to heal corpse detected.";
 
- 		return 0;
 
- 	}
 
- 	return std::min<ui32>(toHeal, MaxHealth() - firstHPleft + (resurrect ? (baseAmount - count) * MaxHealth() : 0));
 
- }
 
- ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
 
- {
 
- 	int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
 
- 	vstd::abetween(skill, 0, 3);
 
- 	return skill;
 
- }
 
- ui32 CStack::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
 
- {
 
- 	//stacks does not have sorcery-like bonuses (yet?)
 
- 	return base;
 
- }
 
- int CStack::getEffectLevel(const CSpell * spell) const
 
- {
 
- 	return getSpellSchoolLevel(spell);
 
- }
 
- int CStack::getEffectPower(const CSpell * spell) const
 
- {
 
- 	return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * count / 100;
 
- }
 
- int CStack::getEnchantPower(const CSpell * spell) const
 
- {
 
- 	int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
 
- 	if(res<=0)
 
- 		res = 3;//default for creatures
 
- 	return res;
 
- }
 
- int CStack::getEffectValue(const CSpell * spell) const
 
- {
 
- 	return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * count;
 
- }
 
- const PlayerColor CStack::getOwner() const
 
- {
 
- 	return owner;
 
- }
 
- void CStack::getCasterName(MetaString & text) const
 
- {
 
- 	//always plural name in case of spell cast.
 
- 	text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
 
- }
 
- void CStack::getCastDescription(const CSpell * spell, const std::vector<const CStack*> & attacked, MetaString & text) const
 
- {
 
- 	text.addTxt(MetaString::GENERAL_TXT, 565);//The %s casts %s
 
- 	//todo: use text 566 for single creature
 
- 	getCasterName(text);
 
- 	text.addReplacement(MetaString::SPELL_NAME, spell->id.toEnum());
 
- }
 
 
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