CStack.cpp 10 KB

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  1. /*
  2. * CStack.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 "CStack.h"
  12. #include <vstd/RNG.h>
  13. #include <vcmi/ServerCallback.h>
  14. #include "CGeneralTextHandler.h"
  15. #include "battle/BattleInfo.h"
  16. #include "spells/CSpellHandler.h"
  17. #include "NetPacks.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. ///CStack
  20. CStack::CStack(const CStackInstance * Base, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
  21. CBonusSystemNode(STACK_BATTLE),
  22. base(Base),
  23. ID(I),
  24. type(Base->type),
  25. baseAmount(base->count),
  26. owner(O),
  27. slot(S),
  28. side(Side)
  29. {
  30. health.init(); //???
  31. }
  32. CStack::CStack():
  33. CBonusSystemNode(STACK_BATTLE),
  34. owner(PlayerColor::NEUTRAL),
  35. slot(SlotID(255)),
  36. initialPosition(BattleHex())
  37. {
  38. }
  39. CStack::CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
  40. CBonusSystemNode(STACK_BATTLE),
  41. ID(I),
  42. type(stack->type),
  43. baseAmount(stack->count),
  44. owner(O),
  45. slot(S),
  46. side(Side)
  47. {
  48. health.init(); //???
  49. }
  50. const CCreature * CStack::getCreature() const
  51. {
  52. return type;
  53. }
  54. void CStack::localInit(BattleInfo * battleInfo)
  55. {
  56. battle = battleInfo;
  57. assert(type);
  58. exportBonuses();
  59. if(base) //stack originating from "real" stack in garrison -> attach to it
  60. {
  61. attachTo(const_cast<CStackInstance&>(*base));
  62. }
  63. else //attach directly to obj to which stack belongs and creature type
  64. {
  65. CArmedInstance * army = battle->battleGetArmyObject(side);
  66. assert(army);
  67. attachTo(*army);
  68. attachTo(const_cast<CCreature&>(*type));
  69. }
  70. nativeTerrain = type->getNativeTerrain(); //save nativeTerrain in the variable on the battle start to avoid dead lock
  71. CUnitState::localInit(this); //it causes execution of the CStack::isOnNativeTerrain where nativeTerrain will be considered
  72. position = initialPosition;
  73. }
  74. ui32 CStack::level() const
  75. {
  76. if(base)
  77. return base->getLevel(); //creature or commander
  78. else
  79. return std::max(1, static_cast<int>(getCreature()->level)); //war machine, clone etc
  80. }
  81. si32 CStack::magicResistance() const
  82. {
  83. si32 magicResistance = IBonusBearer::magicResistance();
  84. si32 auraBonus = 0;
  85. for(const auto * one : battle->battleAdjacentUnits(this))
  86. {
  87. if(one->unitOwner() == owner)
  88. vstd::amax(auraBonus, one->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
  89. }
  90. magicResistance += auraBonus;
  91. vstd::amin(magicResistance, 100);
  92. return magicResistance;
  93. }
  94. BattleHex::EDir CStack::destShiftDir() const
  95. {
  96. if(doubleWide())
  97. {
  98. if(side == BattleSide::ATTACKER)
  99. return BattleHex::EDir::RIGHT;
  100. else
  101. return BattleHex::EDir::LEFT;
  102. }
  103. else
  104. {
  105. return BattleHex::EDir::NONE;
  106. }
  107. }
  108. std::vector<si32> CStack::activeSpells() const
  109. {
  110. std::vector<si32> ret;
  111. std::stringstream cachingStr;
  112. cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
  113. CSelector selector = Selector::sourceType()(Bonus::SPELL_EFFECT)
  114. .And(CSelector([](const Bonus * b)->bool
  115. {
  116. return b->type != Bonus::NONE;
  117. }));
  118. TConstBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
  119. for(const auto & it : *spellEffects)
  120. {
  121. if(!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
  122. ret.push_back(it->sid);
  123. }
  124. return ret;
  125. }
  126. CStack::~CStack()
  127. {
  128. detachFromAll();
  129. }
  130. const CGHeroInstance * CStack::getMyHero() const
  131. {
  132. if(base)
  133. return dynamic_cast<const CGHeroInstance *>(base->armyObj);
  134. else //we are attached directly?
  135. for(const CBonusSystemNode * n : getParentNodes())
  136. if(n->getNodeType() == HERO)
  137. return dynamic_cast<const CGHeroInstance *>(n);
  138. return nullptr;
  139. }
  140. std::string CStack::nodeName() const
  141. {
  142. std::ostringstream oss;
  143. oss << owner.getStr();
  144. oss << " battle stack [" << ID << "]: " << getCount() << " of ";
  145. if(type)
  146. oss << type->getNamePluralTextID();
  147. else
  148. oss << "[UNDEFINED TYPE]";
  149. oss << " from slot " << slot;
  150. if(base && base->armyObj)
  151. oss << " of armyobj=" << base->armyObj->id.getNum();
  152. return oss.str();
  153. }
  154. void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand) const
  155. {
  156. auto newState = acquireState();
  157. prepareAttacked(bsa, rand, newState);
  158. }
  159. void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, const std::shared_ptr<battle::CUnitState> & customState)
  160. {
  161. auto initialCount = customState->getCount();
  162. // compute damage and update bsa.damageAmount
  163. customState->damage(bsa.damageAmount);
  164. bsa.killedAmount = initialCount - customState->getCount();
  165. if(!customState->alive() && customState->isClone())
  166. {
  167. bsa.flags |= BattleStackAttacked::CLONE_KILLED;
  168. }
  169. else if(!customState->alive()) //stack killed
  170. {
  171. bsa.flags |= BattleStackAttacked::KILLED;
  172. auto resurrectValue = customState->valOfBonuses(Bonus::REBIRTH);
  173. if(resurrectValue > 0 && customState->canCast()) //there must be casts left
  174. {
  175. double resurrectFactor = resurrectValue / 100.0;
  176. auto baseAmount = customState->unitBaseAmount();
  177. double resurrectedRaw = baseAmount * resurrectFactor;
  178. auto resurrectedCount = static_cast<int32_t>(floor(resurrectedRaw));
  179. auto resurrectedAdd = static_cast<int32_t>(baseAmount - (resurrectedCount / resurrectFactor));
  180. auto rangeGen = rand.getInt64Range(0, 99);
  181. for(int32_t i = 0; i < resurrectedAdd; i++)
  182. {
  183. if(resurrectValue > rangeGen())
  184. resurrectedCount += 1;
  185. }
  186. if(customState->hasBonusOfType(Bonus::REBIRTH, 1))
  187. {
  188. // resurrect at least one Sacred Phoenix
  189. vstd::amax(resurrectedCount, 1);
  190. }
  191. if(resurrectedCount > 0)
  192. {
  193. customState->casts.use();
  194. bsa.flags |= BattleStackAttacked::REBIRTH;
  195. int64_t toHeal = customState->MaxHealth() * resurrectedCount;
  196. //TODO: add one-battle rebirth?
  197. customState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  198. customState->counterAttacks.use(customState->counterAttacks.available());
  199. }
  200. }
  201. }
  202. customState->save(bsa.newState.data);
  203. bsa.newState.healthDelta = -bsa.damageAmount;
  204. bsa.newState.id = customState->unitId();
  205. bsa.newState.operation = UnitChanges::EOperation::RESET_STATE;
  206. }
  207. std::vector<BattleHex> CStack::meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
  208. {
  209. int mask = 0;
  210. std::vector<BattleHex> res;
  211. if (!attackerPos.isValid())
  212. attackerPos = attacker->getPosition();
  213. if (!defenderPos.isValid())
  214. defenderPos = defender->getPosition();
  215. BattleHex otherAttackerPos = attackerPos + (attacker->unitSide() == BattleSide::ATTACKER ? -1 : 1);
  216. BattleHex otherDefenderPos = defenderPos + (defender->unitSide() == BattleSide::ATTACKER ? -1 : 1);
  217. if(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
  218. {
  219. if((mask & 1) == 0)
  220. {
  221. mask |= 1;
  222. res.push_back(defenderPos);
  223. }
  224. }
  225. if (attacker->doubleWide() //back <=> front
  226. && BattleHex::mutualPosition(otherAttackerPos, defenderPos) >= 0)
  227. {
  228. if((mask & 1) == 0)
  229. {
  230. mask |= 1;
  231. res.push_back(defenderPos);
  232. }
  233. }
  234. if (defender->doubleWide()//front <=> back
  235. && BattleHex::mutualPosition(attackerPos, otherDefenderPos) >= 0)
  236. {
  237. if((mask & 2) == 0)
  238. {
  239. mask |= 2;
  240. res.push_back(otherDefenderPos);
  241. }
  242. }
  243. if (defender->doubleWide() && attacker->doubleWide()//back <=> back
  244. && BattleHex::mutualPosition(otherAttackerPos, otherDefenderPos) >= 0)
  245. {
  246. if((mask & 2) == 0)
  247. {
  248. mask |= 2;
  249. res.push_back(otherDefenderPos);
  250. }
  251. }
  252. MAYBE_UNUSED(mask);
  253. return res;
  254. }
  255. bool CStack::isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
  256. {
  257. return !meleeAttackHexes(attacker, defender, attackerPos, defenderPos).empty();
  258. }
  259. std::string CStack::getName() const
  260. {
  261. return (getCount() == 1) ? type->getNameSingularTranslated() : type->getNamePluralTranslated(); //War machines can't use base
  262. }
  263. bool CStack::canBeHealed() const
  264. {
  265. return getFirstHPleft() < static_cast<int32_t>(MaxHealth()) && isValidTarget() && !hasBonusOfType(Bonus::SIEGE_WEAPON);
  266. }
  267. bool CStack::isOnNativeTerrain() const
  268. {
  269. //this code is called from CreatureTerrainLimiter::limit on battle start
  270. auto res = nativeTerrain == ETerrainId::ANY_TERRAIN || nativeTerrain == battle->getTerrainType();
  271. return res;
  272. }
  273. bool CStack::isOnTerrain(TerrainId terrain) const
  274. {
  275. return battle->getTerrainType() == terrain;
  276. }
  277. const CCreature * CStack::unitType() const
  278. {
  279. return type;
  280. }
  281. int32_t CStack::unitBaseAmount() const
  282. {
  283. return baseAmount;
  284. }
  285. bool CStack::unitHasAmmoCart(const battle::Unit * unit) const
  286. {
  287. for(const CStack * st : battle->stacks)
  288. {
  289. if(battle->battleMatchOwner(st, unit, true) && st->getCreature()->idNumber == CreatureID::AMMO_CART)
  290. {
  291. return st->alive();
  292. }
  293. }
  294. //ammo cart works during creature bank battle while not on battlefield
  295. const auto * ownerHero = battle->battleGetOwnerHero(unit);
  296. if(ownerHero && ownerHero->artifactsWorn.find(ArtifactPosition::MACH2) != ownerHero->artifactsWorn.end())
  297. {
  298. if(battle->battleGetOwnerHero(unit)->artifactsWorn.at(ArtifactPosition::MACH2).artifact->artType->getId() == ArtifactID::AMMO_CART)
  299. {
  300. return true;
  301. }
  302. }
  303. return false; //will be always false if trying to examine enemy hero in "special battle"
  304. }
  305. PlayerColor CStack::unitEffectiveOwner(const battle::Unit * unit) const
  306. {
  307. return battle->battleGetOwner(unit);
  308. }
  309. uint32_t CStack::unitId() const
  310. {
  311. return ID;
  312. }
  313. ui8 CStack::unitSide() const
  314. {
  315. return side;
  316. }
  317. PlayerColor CStack::unitOwner() const
  318. {
  319. return owner;
  320. }
  321. SlotID CStack::unitSlot() const
  322. {
  323. return slot;
  324. }
  325. std::string CStack::getDescription() const
  326. {
  327. return nodeName();
  328. }
  329. void CStack::spendMana(ServerCallback * server, const int spellCost) const
  330. {
  331. if(spellCost != 1)
  332. logGlobal->warn("Unexpected spell cost %d for creature", spellCost);
  333. BattleSetStackProperty ssp;
  334. ssp.stackID = unitId();
  335. ssp.which = BattleSetStackProperty::CASTS;
  336. ssp.val = -spellCost;
  337. ssp.absolute = false;
  338. server->apply(&ssp);
  339. }
  340. VCMI_LIB_NAMESPACE_END