BattleSpellMechanics.cpp 22 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 "../NetPacks.h"
  13. #include "../BattleState.h"
  14. #include "../mapObjects/CGHeroInstance.h"
  15. ///HealingSpellMechanics
  16. void HealingSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  17. {
  18. EHealLevel healLevel = getHealLevel(parameters.effectLevel);
  19. int hpGained = calculateHealedHP(env, parameters, ctx);
  20. StacksHealedOrResurrected shr;
  21. shr.lifeDrain = false;
  22. shr.tentHealing = false;
  23. const bool resurrect = (healLevel != EHealLevel::HEAL);
  24. for(auto & attackedCre : ctx.attackedCres)
  25. {
  26. StacksHealedOrResurrected::HealInfo hi;
  27. hi.stackID = (attackedCre)->ID;
  28. int stackHPgained = parameters.caster->getSpellBonus(owner, hpGained, attackedCre);
  29. hi.healedHP = attackedCre->calculateHealedHealthPoints(stackHPgained, resurrect);
  30. hi.lowLevelResurrection = (healLevel == EHealLevel::RESURRECT);
  31. shr.healedStacks.push_back(hi);
  32. }
  33. if(!shr.healedStacks.empty())
  34. env->sendAndApply(&shr);
  35. }
  36. int HealingSpellMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
  37. {
  38. if(parameters.effectValue != 0)
  39. return parameters.effectValue; //Archangel
  40. return owner->calculateRawEffectValue(parameters.effectLevel, parameters.effectPower); //???
  41. }
  42. ///AntimagicMechanics
  43. void AntimagicMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  44. {
  45. DefaultSpellMechanics::applyBattle(battle, packet);
  46. doDispell(battle, packet, [this](const Bonus * b) -> bool
  47. {
  48. if(b->source == Bonus::SPELL_EFFECT)
  49. {
  50. return b->sid != owner->id; //effect from this spell
  51. }
  52. return false; //not a spell effect
  53. });
  54. }
  55. ///ChainLightningMechanics
  56. std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  57. {
  58. std::set<const CStack* > attackedCres;
  59. std::set<BattleHex> possibleHexes;
  60. for(auto stack : ctx.cb->battleGetAllStacks())
  61. {
  62. if(stack->isValidTarget())
  63. {
  64. for(auto hex : stack->getHexes())
  65. {
  66. possibleHexes.insert (hex);
  67. }
  68. }
  69. }
  70. int targetsOnLevel[4] = {4, 4, 5, 5};
  71. BattleHex lightningHex = ctx.destination;
  72. for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
  73. {
  74. auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
  75. if(!stack)
  76. break;
  77. attackedCres.insert (stack);
  78. for(auto hex : stack->getHexes())
  79. {
  80. possibleHexes.erase(hex); //can't hit same place twice
  81. }
  82. if(possibleHexes.empty()) //not enough targets
  83. break;
  84. lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
  85. }
  86. return attackedCres;
  87. }
  88. ///CloneMechanics
  89. void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  90. {
  91. const CStack * clonedStack = nullptr;
  92. if(ctx.attackedCres.size())
  93. clonedStack = *ctx.attackedCres.begin();
  94. if(!clonedStack)
  95. {
  96. env->complain ("No target stack to clone!");
  97. return;
  98. }
  99. const int attacker = !(bool)parameters.casterSide;
  100. BattleStackAdded bsa;
  101. bsa.creID = clonedStack->type->idNumber;
  102. bsa.attacker = attacker;
  103. bsa.summoned = true;
  104. bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
  105. bsa.amount = clonedStack->count;
  106. env->sendAndApply(&bsa);
  107. BattleSetStackProperty ssp;
  108. ssp.stackID = bsa.newStackID;//we know stack ID after apply
  109. ssp.which = BattleSetStackProperty::CLONED;
  110. ssp.val = 0;
  111. ssp.absolute = 1;
  112. env->sendAndApply(&ssp);
  113. ssp.stackID = clonedStack->ID;
  114. ssp.which = BattleSetStackProperty::HAS_CLONE;
  115. ssp.val = bsa.newStackID;
  116. ssp.absolute = 1;
  117. env->sendAndApply(&ssp);
  118. }
  119. ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
  120. {
  121. //can't clone already cloned creature
  122. if(vstd::contains(obj->state, EBattleStackState::CLONED))
  123. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  124. if(obj->cloneID != -1)
  125. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  126. ui8 schoolLevel;
  127. if(caster)
  128. {
  129. schoolLevel = caster->getEffectLevel(owner);
  130. }
  131. else
  132. {
  133. schoolLevel = 3;//todo: remove
  134. }
  135. if(schoolLevel < 3)
  136. {
  137. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  138. int creLevel = obj->getCreature()->level;
  139. if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  140. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  141. }
  142. //use default algorithm only if there is no mechanics-related problem
  143. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  144. }
  145. ///CureMechanics
  146. void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  147. {
  148. DefaultSpellMechanics::applyBattle(battle, packet);
  149. doDispell(battle, packet, [](const Bonus * b) -> bool
  150. {
  151. if(b->source == Bonus::SPELL_EFFECT)
  152. {
  153. CSpell * sp = SpellID(b->sid).toSpell();
  154. return sp->isNegative();
  155. }
  156. return false; //not a spell effect
  157. });
  158. }
  159. HealingSpellMechanics::EHealLevel CureMechanics::getHealLevel(int effectLevel) const
  160. {
  161. return EHealLevel::HEAL;
  162. }
  163. ///DispellMechanics
  164. void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  165. {
  166. DefaultSpellMechanics::applyBattle(battle, packet);
  167. doDispell(battle, packet, Selector::sourceType(Bonus::SPELL_EFFECT));
  168. }
  169. ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
  170. {
  171. {
  172. //just in case
  173. if(!obj->alive())
  174. return ESpellCastProblem::WRONG_SPELL_TARGET;
  175. }
  176. //DISPELL ignores all immunities, except specific absolute immunity
  177. {
  178. //SPELL_IMMUNITY absolute case
  179. std::stringstream cachingStr;
  180. cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << owner->id.toEnum() << "addInfo_1";
  181. if(obj->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, owner->id.toEnum(), 1), cachingStr.str()))
  182. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  183. }
  184. {
  185. std::stringstream cachingStr;
  186. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  187. if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  188. {
  189. return ESpellCastProblem::OK;
  190. }
  191. }
  192. return ESpellCastProblem::WRONG_SPELL_TARGET;
  193. //any other immunities are ignored - do not execute default algorithm
  194. }
  195. void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  196. {
  197. DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx);
  198. if(parameters.spellLvl > 2)
  199. {
  200. //expert DISPELL also removes spell-created obstacles
  201. ObstaclesRemoved packet;
  202. for(const auto obstacle : parameters.cb->obstacles)
  203. {
  204. if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
  205. || obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
  206. || obstacle->obstacleType == CObstacleInstance::LAND_MINE)
  207. packet.obstacles.insert(obstacle->uniqueID);
  208. }
  209. if(!packet.obstacles.empty())
  210. env->sendAndApply(&packet);
  211. }
  212. }
  213. ///EarthquakeMechanics
  214. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  215. {
  216. if(nullptr == parameters.cb->battleGetDefendedTown())
  217. {
  218. env->complain("EarthquakeMechanics: not town siege");
  219. return;
  220. }
  221. if(CGTownInstance::NONE == parameters.cb->battleGetDefendedTown()->fortLevel())
  222. {
  223. env->complain("EarthquakeMechanics: town has no fort");
  224. return;
  225. }
  226. //start with all destructible parts
  227. std::set<EWallPart::EWallPart> possibleTargets =
  228. {
  229. EWallPart::KEEP,
  230. EWallPart::BOTTOM_TOWER,
  231. EWallPart::BOTTOM_WALL,
  232. EWallPart::BELOW_GATE,
  233. EWallPart::OVER_GATE,
  234. EWallPart::UPPER_WALL,
  235. EWallPart::UPPER_TOWER,
  236. EWallPart::GATE
  237. };
  238. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  239. const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
  240. CatapultAttack ca;
  241. ca.attacker = -1;
  242. for(int i = 0; i < targetsToAttack; i++)
  243. {
  244. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  245. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  246. auto & currentHP = parameters.cb->si.wallState;
  247. if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
  248. continue;
  249. CatapultAttack::AttackInfo attackInfo;
  250. attackInfo.damageDealt = 1;
  251. attackInfo.attackedPart = target;
  252. attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
  253. ca.attackedParts.push_back(attackInfo);
  254. //removing creatures in turrets / keep if one is destroyed
  255. BattleHex posRemove;
  256. switch(target)
  257. {
  258. case EWallPart::KEEP:
  259. posRemove = -2;
  260. break;
  261. case EWallPart::BOTTOM_TOWER:
  262. posRemove = -3;
  263. break;
  264. case EWallPart::UPPER_TOWER:
  265. posRemove = -4;
  266. break;
  267. }
  268. if(posRemove != BattleHex::INVALID)
  269. {
  270. BattleStacksRemoved bsr;
  271. for(auto & elem : parameters.cb->stacks)
  272. {
  273. if(elem->position == posRemove)
  274. {
  275. bsr.stackIDs.insert(elem->ID);
  276. break;
  277. }
  278. }
  279. if(bsr.stackIDs.size() > 0)
  280. env->sendAndApply(&bsr);
  281. }
  282. };
  283. env->sendAndApply(&ca);
  284. }
  285. ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
  286. {
  287. if(nullptr == cb->battleGetDefendedTown())
  288. {
  289. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  290. }
  291. if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
  292. {
  293. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  294. }
  295. CSpell::TargetInfo ti(owner, 0);//TODO: use real spell level
  296. if(ti.smart)
  297. {
  298. //if spell targeting is smart, then only attacker can use it
  299. if(cb->playerToSide(player) != 0)
  300. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  301. }
  302. return ESpellCastProblem::OK;
  303. }
  304. ///HypnotizeMechanics
  305. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
  306. {
  307. //todo: maybe do not resist on passive cast
  308. if(nullptr != caster)
  309. {
  310. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  311. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  312. //apply 'damage' bonus for hypnotize, including hero specialty
  313. ui64 maxHealth = caster->getSpellBonus(owner, owner->calculateRawEffectValue(caster->getEffectLevel(owner), caster->getEffectPower(owner)), obj);
  314. if (subjectHealth > maxHealth)
  315. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  316. }
  317. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  318. }
  319. ///ObstacleMechanics
  320. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  321. {
  322. auto placeObstacle = [&, this](const BattleHex & pos)
  323. {
  324. static int obstacleIdToGive = parameters.cb->obstacles.size()
  325. ? (parameters.cb->obstacles.back()->uniqueID+1)
  326. : 0;
  327. auto obstacle = make_shared<SpellCreatedObstacle>();
  328. switch(owner->id) // :/
  329. {
  330. case SpellID::QUICKSAND:
  331. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  332. obstacle->turnsRemaining = -1;
  333. obstacle->visibleForAnotherSide = false;
  334. break;
  335. case SpellID::LAND_MINE:
  336. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  337. obstacle->turnsRemaining = -1;
  338. obstacle->visibleForAnotherSide = false;
  339. break;
  340. case SpellID::FIRE_WALL:
  341. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  342. obstacle->turnsRemaining = 2;
  343. obstacle->visibleForAnotherSide = true;
  344. break;
  345. case SpellID::FORCE_FIELD:
  346. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  347. obstacle->turnsRemaining = 2;
  348. obstacle->visibleForAnotherSide = true;
  349. break;
  350. default:
  351. //this function cannot be used with spells that do not create obstacles
  352. assert(0);
  353. }
  354. obstacle->pos = pos;
  355. obstacle->casterSide = parameters.casterSide;
  356. obstacle->ID = owner->id;
  357. obstacle->spellLevel = parameters.effectLevel;
  358. obstacle->casterSpellPower = parameters.effectPower;
  359. obstacle->uniqueID = obstacleIdToGive++;
  360. BattleObstaclePlaced bop;
  361. bop.obstacle = obstacle;
  362. env->sendAndApply(&bop);
  363. };
  364. const BattleHex destination = parameters.getFirstDestinationHex();
  365. switch(owner->id)
  366. {
  367. case SpellID::QUICKSAND:
  368. case SpellID::LAND_MINE:
  369. {
  370. std::vector<BattleHex> availableTiles;
  371. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  372. {
  373. BattleHex hex = i;
  374. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  375. availableTiles.push_back(hex);
  376. }
  377. boost::range::random_shuffle(availableTiles);
  378. const int patchesForSkill[] = {4, 4, 6, 8};
  379. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  380. //land mines or quicksand patches are handled as spell created obstacles
  381. for (int i = 0; i < patchesToPut; i++)
  382. placeObstacle(availableTiles.at(i));
  383. }
  384. break;
  385. case SpellID::FORCE_FIELD:
  386. if(!destination.isValid())
  387. {
  388. env->complain("Invalid destination for FORCE_FIELD");
  389. return;
  390. }
  391. placeObstacle(destination);
  392. break;
  393. case SpellID::FIRE_WALL:
  394. {
  395. if(!destination.isValid())
  396. {
  397. env->complain("Invalid destination for FIRE_WALL");
  398. return;
  399. }
  400. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  401. auto affectedHexes = owner->rangeInHexes(destination, parameters.spellLvl, parameters.casterSide);
  402. for(BattleHex hex : affectedHexes)
  403. placeObstacle(hex);
  404. }
  405. break;
  406. default:
  407. assert(0);
  408. }
  409. }
  410. ///WallMechanics
  411. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  412. {
  413. std::vector<BattleHex> ret;
  414. //Special case - shape of obstacle depends on caster's side
  415. //TODO make it possible through spell config
  416. BattleHex::EDir firstStep, secondStep;
  417. if(side)
  418. {
  419. firstStep = BattleHex::TOP_LEFT;
  420. secondStep = BattleHex::TOP_RIGHT;
  421. }
  422. else
  423. {
  424. firstStep = BattleHex::TOP_RIGHT;
  425. secondStep = BattleHex::TOP_LEFT;
  426. }
  427. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  428. auto addIfValid = [&](BattleHex hex)
  429. {
  430. if(hex.isValid())
  431. ret.push_back(hex);
  432. else if(outDroppedHexes)
  433. *outDroppedHexes = true;
  434. };
  435. ret.push_back(centralHex);
  436. addIfValid(centralHex.moveInDir(firstStep, false));
  437. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  438. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  439. return ret;
  440. }
  441. ///RemoveObstacleMechanics
  442. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  443. {
  444. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.getFirstDestinationHex(), false))
  445. {
  446. ObstaclesRemoved obr;
  447. obr.obstacles.insert(obstacleToRemove->uniqueID);
  448. env->sendAndApply(&obr);
  449. }
  450. else
  451. env->complain("There's no obstacle to remove!");
  452. }
  453. HealingSpellMechanics::EHealLevel RisingSpellMechanics::getHealLevel(int effectLevel) const
  454. {
  455. //this may be even distinct class
  456. if((effectLevel <= 1) && (owner->id == SpellID::RESURRECTION))
  457. return EHealLevel::RESURRECT;
  458. return EHealLevel::TRUE_RESURRECT;
  459. }
  460. ///SacrificeMechanics
  461. ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
  462. {
  463. // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
  464. bool targetExists = false;
  465. bool targetToSacrificeExists = false;
  466. const CGHeroInstance * caster = nullptr; //todo: use ISpellCaster
  467. if(cb->battleHasHero(cb->playerToSide(player)))
  468. caster = cb->battleGetFightingHero(cb->playerToSide(player));
  469. for(const CStack * stack : cb->battleGetAllStacks())
  470. {
  471. //using isImmuneBy directly as this mechanics does not have overridden immunity check
  472. //therefore we do not need to check caster and casting mode
  473. //TODO: check that we really should check immunity for both stacks
  474. ESpellCastProblem::ESpellCastProblem res = owner->internalIsImmune(caster, stack);
  475. const bool immune = ESpellCastProblem::OK != res && ESpellCastProblem::NOT_DECIDED != res;
  476. const bool casterStack = stack->owner == player;
  477. if(!immune && casterStack)
  478. {
  479. if(stack->alive())
  480. targetToSacrificeExists = true;
  481. else
  482. targetExists = true;
  483. if(targetExists && targetToSacrificeExists)
  484. break;
  485. }
  486. }
  487. if(targetExists && targetToSacrificeExists)
  488. return ESpellCastProblem::OK;
  489. else
  490. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  491. }
  492. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  493. {
  494. const CStack * victim = nullptr;
  495. if(parameters.destinations.size() == 2)
  496. {
  497. victim = parameters.destinations[1].stackValue;
  498. }
  499. else
  500. {
  501. //todo: remove and report error
  502. victim = parameters.selectedStack;
  503. }
  504. if(nullptr == victim)
  505. {
  506. env->complain("SacrificeMechanics: No stack to sacrifice");
  507. return;
  508. }
  509. //resurrect target after basic checks
  510. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  511. if(victim == parameters.cb->battleActiveStack())
  512. //set another active stack than the one removed, or bad things will happen
  513. //TODO: make that part of BattleStacksRemoved? what about client update?
  514. {
  515. std::vector<const CStack *> stackQueue;
  516. parameters.cb->battleGetStackQueue(stackQueue, 100, -1); //FIXME: magic values detected, there should be a way to get stack queue for one full turn
  517. const CStack * stackToActivate = nullptr;
  518. for(const CStack * iter : stackQueue)
  519. {
  520. //we need to find first stack distinct from victim
  521. //stack may appear in queue multiple times even in a row
  522. if(iter != victim)
  523. {
  524. assert(iter->ID != victim->ID);//yes it is paranoid
  525. stackToActivate = iter;
  526. break;
  527. }
  528. }
  529. if(nullptr == stackToActivate)
  530. {
  531. env->complain("No new stack to activate! Cast aborted");
  532. return; //do not sacrifice stack if there is no new stack. should now ever happen, but just in case
  533. }
  534. BattleSetActiveStack sas;
  535. sas.stack = stackToActivate->ID;
  536. //env->sendAndApply(&sas);
  537. }
  538. BattleStacksRemoved bsr;
  539. bsr.stackIDs.insert(victim->ID);
  540. env->sendAndApply(&bsr);
  541. }
  542. int SacrificeMechanics::calculateHealedHP(const SpellCastEnvironment* env, const BattleSpellCastParameters& parameters, SpellCastContext& ctx) const
  543. {
  544. int res = 0;
  545. const CStack * victim = nullptr;
  546. if(parameters.destinations.size() == 2)
  547. {
  548. victim = parameters.destinations[1].stackValue;
  549. }
  550. else
  551. {
  552. //todo: remove and report error
  553. victim = parameters.selectedStack;
  554. }
  555. if(nullptr == victim)
  556. {
  557. env->complain("SacrificeMechanics: No stack to sacrifice");
  558. return 0;
  559. }
  560. res = (parameters.effectPower + victim->MaxHealth() + owner->getPower(parameters.effectLevel)) * victim->count;
  561. return res;
  562. }
  563. ///SpecialRisingSpellMechanics
  564. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
  565. {
  566. // following does apply to resurrect and animate dead(?) only
  567. // for sacrifice health calculation and health limit check don't matter
  568. if(obj->count >= obj->baseAmount)
  569. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  570. //FIXME: Archangels can cast immune stack and this should be applied for them and not hero
  571. // if(caster)
  572. // {
  573. // auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  574. // if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  575. // return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  576. // }
  577. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  578. }
  579. ///SummonMechanics
  580. ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
  581. {
  582. const ui8 side = cb->playerToSide(player);
  583. //check if there are summoned elementals of other type
  584. auto otherSummoned = cb->battleGetStacksIf([side, this](const CStack * st)
  585. {
  586. return (st->attackerOwned == !side)
  587. && (vstd::contains(st->state, EBattleStackState::SUMMONED))
  588. && (st->getCreature()->idNumber != creatureToSummon);
  589. });
  590. if(!otherSummoned.empty())
  591. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  592. return ESpellCastProblem::OK;
  593. }
  594. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  595. {
  596. BattleStackAdded bsa;
  597. bsa.creID = creatureToSummon;
  598. bsa.attacker = !(bool)parameters.casterSide;
  599. bsa.summoned = true;
  600. bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, !(bool)parameters.casterSide); //TODO: unify it
  601. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  602. int percentBonus = parameters.casterHero ? parameters.casterHero->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  603. bsa.amount = parameters.effectPower
  604. * owner->getPower(parameters.spellLvl)
  605. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  606. if(bsa.amount)
  607. env->sendAndApply(&bsa);
  608. else
  609. env->complain("Summoning didn't summon any!");
  610. }
  611. ///TeleportMechanics
  612. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  613. {
  614. //todo: check legal teleport
  615. if(parameters.destinations.size() == 2)
  616. {
  617. //first destination creature to move
  618. const CStack * target = parameters.destinations[0].stackValue;
  619. if(nullptr == target)
  620. {
  621. env->complain("TeleportMechanics: no stack to teleport");
  622. return;
  623. }
  624. //second destination hex to move to
  625. const BattleHex destination = parameters.destinations[1].hexValue;
  626. if(!destination.isValid())
  627. {
  628. env->complain("TeleportMechanics: invalid teleport destination");
  629. return;
  630. }
  631. BattleStackMoved bsm;
  632. bsm.distance = -1;
  633. bsm.stack = target->ID;
  634. std::vector<BattleHex> tiles;
  635. tiles.push_back(destination);
  636. bsm.tilesToMove = tiles;
  637. bsm.teleporting = true;
  638. env->sendAndApply(&bsm);
  639. }
  640. else
  641. {
  642. //todo: remove and report error
  643. BattleStackMoved bsm;
  644. bsm.distance = -1;
  645. bsm.stack = parameters.selectedStack->ID;
  646. std::vector<BattleHex> tiles;
  647. tiles.push_back(parameters.getFirstDestinationHex());
  648. bsm.tilesToMove = tiles;
  649. bsm.teleporting = true;
  650. env->sendAndApply(&bsm);
  651. }
  652. }