CStack.cpp 11 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/Entity.h>
  14. #include <vcmi/ServerCallback.h>
  15. #include "texts/CGeneralTextHandler.h"
  16. #include "battle/BattleInfo.h"
  17. #include "GameLibrary.h"
  18. #include "spells/CSpellHandler.h"
  19. #include "networkPacks/PacksForClientBattle.h"
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. ///CStack
  22. CStack::CStack(const CStackInstance * Base, const PlayerColor & O, int I, BattleSide Side, const SlotID & S):
  23. CBonusSystemNode(BonusNodeType::STACK_BATTLE),
  24. base(Base),
  25. ID(I),
  26. typeID(Base->getId()),
  27. baseAmount(Base->getCount()),
  28. owner(O),
  29. slot(S),
  30. side(Side)
  31. {
  32. health.init(); //???
  33. doubleWideCached = battle::CUnitState::doubleWide();
  34. }
  35. CStack::CStack():
  36. CBonusSystemNode(BonusNodeType::STACK_BATTLE),
  37. owner(PlayerColor::NEUTRAL),
  38. slot(SlotID(255)),
  39. initialPosition(BattleHex())
  40. {
  41. }
  42. CStack::CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, BattleSide Side, const SlotID & S):
  43. CBonusSystemNode(BonusNodeType::STACK_BATTLE),
  44. ID(I),
  45. typeID(stack->getId()),
  46. baseAmount(stack->getCount()),
  47. owner(O),
  48. slot(S),
  49. side(Side)
  50. {
  51. health.init(); //???
  52. doubleWideCached = battle::CUnitState::doubleWide();
  53. }
  54. void CStack::localInit(BattleInfo * battleInfo)
  55. {
  56. battle = battleInfo;
  57. assert(typeID.hasValue());
  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. attachToSource(*typeID.toCreature());
  69. }
  70. CUnitState::localInit(this); //it causes execution of the CStack::isOnNativeTerrain where nativeTerrain will be considered
  71. position = initialPosition;
  72. }
  73. ui32 CStack::level() const
  74. {
  75. if(base)
  76. return base->getLevel(); //creature or commander
  77. else
  78. return std::max(1, static_cast<int>(unitType()->getLevel())); //war machine, clone etc
  79. }
  80. si32 CStack::magicResistance() const
  81. {
  82. auto magicResistance = AFactionMember::magicResistance();
  83. si32 auraBonus = 0;
  84. for(const auto * one : battle->battleAdjacentUnits(this))
  85. {
  86. if(one->unitOwner() == owner)
  87. vstd::amax(auraBonus, one->valOfBonuses(BonusType::SPELL_RESISTANCE_AURA)); //max value
  88. }
  89. vstd::abetween(auraBonus, 0, 100);
  90. vstd::abetween(magicResistance, 0, 100);
  91. float castChance = (100 - magicResistance) * (100 - auraBonus)/100.0;
  92. return static_cast<si32>(100 - castChance);
  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<SpellID> CStack::activeSpells() const
  109. {
  110. std::vector<SpellID> ret;
  111. std::stringstream cachingStr;
  112. cachingStr << "!type_" << vstd::to_underlying(BonusType::NONE) << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT);
  113. CSelector selector = Selector::sourceType()(BonusSource::SPELL_EFFECT)
  114. .And(CSelector([](const Bonus * b)->bool
  115. {
  116. return b->type != BonusType::NONE && b->sid.as<SpellID>().toSpell() && !b->sid.as<SpellID>().toSpell()->isAdventure();
  117. }));
  118. TConstBonusListPtr spellEffects = getBonuses(selector, cachingStr.str());
  119. for(const auto & it : *spellEffects)
  120. {
  121. if(!vstd::contains(ret, it->sid.as<SpellID>())) //do not duplicate spells with multiple effects
  122. ret.push_back(it->sid.as<SpellID>());
  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->getArmy());
  134. else //we are attached directly?
  135. for(const CBonusSystemNode * n : getParentNodes())
  136. if(n->getNodeType() == BonusNodeType::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.toString();
  144. oss << " battle stack [" << ID << "]: " << getCount() << " of ";
  145. if(typeID.hasValue())
  146. oss << typeID.toEntity(LIBRARY)->getJsonKey();
  147. else
  148. oss << "[UNDEFINED TYPE]";
  149. oss << " from slot " << slot;
  150. if(base && base->getArmy())
  151. oss << " of armyobj=" << base->getArmy()->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(BonusType::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. for(int32_t i = 0; i < resurrectedAdd; i++)
  181. {
  182. if(resurrectValue > rand.nextInt(0, 99))
  183. resurrectedCount += 1;
  184. }
  185. if(customState->hasBonusOfType(BonusType::REBIRTH, BonusCustomSubtype::rebirthSpecial))
  186. {
  187. // resurrect at least one Sacred Phoenix
  188. vstd::amax(resurrectedCount, 1);
  189. }
  190. if(resurrectedCount > 0)
  191. {
  192. customState->casts.use();
  193. bsa.flags |= BattleStackAttacked::REBIRTH;
  194. int64_t toHeal = customState->getMaxHealth() * resurrectedCount;
  195. //TODO: add one-battle rebirth?
  196. customState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  197. customState->counterAttacks.use(customState->counterAttacks.available());
  198. }
  199. }
  200. }
  201. customState->save(bsa.newState.data);
  202. bsa.newState.healthDelta = -bsa.damageAmount;
  203. bsa.newState.id = customState->unitId();
  204. bsa.newState.operation = UnitChanges::EOperation::RESET_STATE;
  205. }
  206. BattleHexArray CStack::meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
  207. {
  208. BattleHexArray res;
  209. if (!attackerPos.isValid())
  210. attackerPos = attacker->getPosition();
  211. if (!defenderPos.isValid())
  212. defenderPos = defender->getPosition();
  213. BattleHexArray defenderHexes = defender->getHexes(defenderPos);
  214. BattleHexArray attackerHexes = attacker->getHexes(attackerPos);
  215. for (BattleHex defenderHex : defenderHexes)
  216. {
  217. if (attackerHexes.contains(defenderHex))
  218. {
  219. logGlobal->debug("CStack::meleeAttackHexes: defender and attacker positions overlap");
  220. return res;
  221. }
  222. }
  223. const BattleHexArray attackableHxs = attacker->getSurroundingHexes(attackerPos);
  224. for (BattleHex defenderHex : defenderHexes)
  225. {
  226. if (attackableHxs.contains(defenderHex))
  227. res.insert(defenderHex);
  228. }
  229. return res;
  230. }
  231. bool CStack::isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
  232. {
  233. if(defender->isInvincible())
  234. return false;
  235. return !meleeAttackHexes(attacker, defender, attackerPos, defenderPos).empty();
  236. }
  237. std::string CStack::getName() const
  238. {
  239. return (getCount() == 1) ? typeID.toEntity(LIBRARY)->getNameSingularTranslated() : typeID.toEntity(LIBRARY)->getNamePluralTranslated(); //War machines can't use base
  240. }
  241. bool CStack::canBeHealed() const
  242. {
  243. return getFirstHPleft() < static_cast<int32_t>(getMaxHealth()) && isValidTarget() && !hasBonusOfType(BonusType::SIEGE_WEAPON);
  244. }
  245. bool CStack::isOnNativeTerrain() const
  246. {
  247. auto nativeTerrain = getNativeTerrain();
  248. return nativeTerrain == ETerrainId::ANY_TERRAIN || getCurrentTerrain() == nativeTerrain;
  249. }
  250. TerrainId CStack::getCurrentTerrain() const
  251. {
  252. return battle->getTerrainType();
  253. }
  254. const CCreature * CStack::unitType() const
  255. {
  256. return typeID.toCreature();
  257. }
  258. int32_t CStack::unitBaseAmount() const
  259. {
  260. return baseAmount;
  261. }
  262. const IBonusBearer* CStack::getBonusBearer() const
  263. {
  264. return this;
  265. }
  266. bool CStack::unitHasAmmoCart(const battle::Unit * unit) const
  267. {
  268. for(const auto & st : battle->stacks)
  269. {
  270. if(battle->battleMatchOwner(st.get(), unit, true) && st->unitType()->getId() == CreatureID::AMMO_CART)
  271. {
  272. return st->alive();
  273. }
  274. }
  275. //ammo cart works during creature bank battle while not on battlefield
  276. const auto * ownerHero = battle->battleGetOwnerHero(unit);
  277. if(ownerHero && ownerHero->artifactsWorn.find(ArtifactPosition::MACH2) != ownerHero->artifactsWorn.end())
  278. {
  279. if(battle->battleGetOwnerHero(unit)->artifactsWorn.at(ArtifactPosition::MACH2).getArt()->getTypeId() == ArtifactID::AMMO_CART)
  280. {
  281. return true;
  282. }
  283. }
  284. return false; //will be always false if trying to examine enemy hero in "special battle"
  285. }
  286. PlayerColor CStack::unitEffectiveOwner(const battle::Unit * unit) const
  287. {
  288. return battle->battleGetOwner(unit);
  289. }
  290. uint32_t CStack::unitId() const
  291. {
  292. return ID;
  293. }
  294. BattleSide CStack::unitSide() const
  295. {
  296. return side;
  297. }
  298. PlayerColor CStack::unitOwner() const
  299. {
  300. return owner;
  301. }
  302. SlotID CStack::unitSlot() const
  303. {
  304. return slot;
  305. }
  306. std::string CStack::getDescription() const
  307. {
  308. return nodeName();
  309. }
  310. void CStack::spendMana(ServerCallback * server, const int spellCost) const
  311. {
  312. if(spellCost != 1)
  313. logGlobal->warn("Unexpected spell cost %d for creature", spellCost);
  314. BattleSetStackProperty ssp;
  315. ssp.battleID = battle->battleID;
  316. ssp.stackID = unitId();
  317. ssp.which = BattleSetStackProperty::CASTS;
  318. ssp.val = -spellCost;
  319. ssp.absolute = false;
  320. server->apply(ssp);
  321. }
  322. void CStack::postDeserialize(const CArmedInstance * army)
  323. {
  324. if(slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  325. {
  326. const auto * hero = dynamic_cast<const CGHeroInstance *>(army);
  327. assert(hero);
  328. base = hero->getCommander();
  329. }
  330. else if(slot == SlotID::SUMMONED_SLOT_PLACEHOLDER || slot == SlotID::ARROW_TOWERS_SLOT || slot == SlotID::WAR_MACHINES_SLOT)
  331. {
  332. //no external slot possible, so no base stack
  333. base = nullptr;
  334. }
  335. else if(!army || slot == SlotID() || !army->hasStackAtSlot(slot))
  336. {
  337. throw std::runtime_error(typeID.toEntity(LIBRARY)->getNameSingularTranslated() + " doesn't have a base stack!");
  338. }
  339. else
  340. {
  341. base = &army->getStack(slot);
  342. }
  343. doubleWideCached = battle::CUnitState::doubleWide();
  344. }
  345. VCMI_LIB_NAMESPACE_END