BattleSpellMechanics.cpp 17 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. ///AntimagicMechanics
  15. void AntimagicMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  16. {
  17. DefaultSpellMechanics::applyBattle(battle, packet);
  18. doDispell(battle, packet, [this](const Bonus * b) -> bool
  19. {
  20. if(b->source == Bonus::SPELL_EFFECT)
  21. {
  22. return b->sid != owner->id; //effect from this spell
  23. }
  24. return false; //not a spell effect
  25. });
  26. }
  27. ///ChainLightningMechanics
  28. std::set<const CStack *> ChainLightningMechanics::getAffectedStacks(SpellTargetingContext & ctx) const
  29. {
  30. std::set<const CStack* > attackedCres;
  31. std::set<BattleHex> possibleHexes;
  32. for(auto stack : ctx.cb->battleGetAllStacks())
  33. {
  34. if(stack->isValidTarget())
  35. {
  36. for(auto hex : stack->getHexes())
  37. {
  38. possibleHexes.insert (hex);
  39. }
  40. }
  41. }
  42. int targetsOnLevel[4] = {4, 4, 5, 5};
  43. BattleHex lightningHex = ctx.destination;
  44. for(int i = 0; i < targetsOnLevel[ctx.schoolLvl]; ++i)
  45. {
  46. auto stack = ctx.cb->battleGetStackByPos(lightningHex, true);
  47. if(!stack)
  48. break;
  49. attackedCres.insert (stack);
  50. for(auto hex : stack->getHexes())
  51. {
  52. possibleHexes.erase(hex); //can't hit same place twice
  53. }
  54. if(possibleHexes.empty()) //not enough targets
  55. break;
  56. lightningHex = BattleHex::getClosestTile(stack->attackerOwned, ctx.destination, possibleHexes);
  57. }
  58. return attackedCres;
  59. }
  60. ///CloneMechanics
  61. void CloneMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  62. {
  63. const CStack * clonedStack = nullptr;
  64. if(ctx.attackedCres.size())
  65. clonedStack = *ctx.attackedCres.begin();
  66. if(!clonedStack)
  67. {
  68. env->complain ("No target stack to clone!");
  69. return;
  70. }
  71. const int attacker = !(bool)parameters.casterSide;
  72. BattleStackAdded bsa;
  73. bsa.creID = clonedStack->type->idNumber;
  74. bsa.attacker = attacker;
  75. bsa.summoned = true;
  76. bsa.pos = parameters.cb->getAvaliableHex(bsa.creID, attacker); //TODO: unify it
  77. bsa.amount = clonedStack->count;
  78. env->sendAndApply(&bsa);
  79. BattleSetStackProperty ssp;
  80. ssp.stackID = bsa.newStackID;//we know stack ID after apply
  81. ssp.which = BattleSetStackProperty::CLONED;
  82. ssp.val = 0;
  83. ssp.absolute = 1;
  84. env->sendAndApply(&ssp);
  85. }
  86. ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  87. {
  88. //can't clone already cloned creature
  89. if(vstd::contains(obj->state, EBattleStackState::CLONED))
  90. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  91. //TODO: how about stacks casting Clone?
  92. //currently Clone casted by stack is assumed Expert level
  93. ui8 schoolLevel;
  94. if(caster)
  95. {
  96. schoolLevel = caster->getSpellSchoolLevel(owner);
  97. }
  98. else
  99. {
  100. schoolLevel = 3;
  101. }
  102. if(schoolLevel < 3)
  103. {
  104. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  105. int creLevel = obj->getCreature()->level;
  106. if(maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  107. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  108. }
  109. //use default algorithm only if there is no mechanics-related problem
  110. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  111. }
  112. ///CureMechanics
  113. void CureMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  114. {
  115. DefaultSpellMechanics::applyBattle(battle, packet);
  116. for(auto stackID : packet->affectedCres)
  117. {
  118. if(vstd::contains(packet->resisted, stackID))
  119. {
  120. logGlobal->errorStream() << "Resistance to positive spell CURE";
  121. continue;
  122. }
  123. CStack *s = battle->getStack(stackID);
  124. s->popBonuses([&](const Bonus *b) -> bool
  125. {
  126. if(b->source == Bonus::SPELL_EFFECT)
  127. {
  128. CSpell * sp = SpellID(b->sid).toSpell();
  129. return sp->isNegative();
  130. }
  131. return false; //not a spell effect
  132. });
  133. }
  134. }
  135. ///DispellMechanics
  136. void DispellMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  137. {
  138. DefaultSpellMechanics::applyBattle(battle, packet);
  139. doDispell(battle, packet, Selector::sourceType(Bonus::SPELL_EFFECT));
  140. }
  141. ESpellCastProblem::ESpellCastProblem DispellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  142. {
  143. //DISPELL ignores all immunities, so do not call default
  144. std::stringstream cachingStr;
  145. cachingStr << "source_" << Bonus::SPELL_EFFECT;
  146. if(obj->hasBonus(Selector::sourceType(Bonus::SPELL_EFFECT), cachingStr.str()))
  147. {
  148. return ESpellCastProblem::OK;
  149. }
  150. return ESpellCastProblem::WRONG_SPELL_TARGET;
  151. }
  152. void DispellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  153. {
  154. DefaultSpellMechanics::applyBattleEffects(env, parameters, ctx);
  155. if(parameters.spellLvl > 2)
  156. {
  157. //expert DISPELL also removes spell-created obstacles
  158. ObstaclesRemoved packet;
  159. for(const auto obstacle : parameters.cb->obstacles)
  160. {
  161. if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL
  162. || obstacle->obstacleType == CObstacleInstance::FORCE_FIELD
  163. || obstacle->obstacleType == CObstacleInstance::LAND_MINE)
  164. packet.obstacles.insert(obstacle->uniqueID);
  165. }
  166. if(!packet.obstacles.empty())
  167. env->sendAndApply(&packet);
  168. }
  169. }
  170. ///EarthquakeMechanics
  171. void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  172. {
  173. if(nullptr == parameters.cb->town)
  174. {
  175. env->complain("EarthquakeMechanics: not town siege");
  176. return;
  177. }
  178. if(CGTownInstance::NONE == parameters.cb->town->fortLevel())
  179. {
  180. env->complain("EarthquakeMechanics: town has no fort");
  181. return;
  182. }
  183. //start with all destructible parts
  184. std::set<EWallPart::EWallPart> possibleTargets =
  185. {
  186. EWallPart::KEEP,
  187. EWallPart::BOTTOM_TOWER,
  188. EWallPart::BOTTOM_WALL,
  189. EWallPart::BELOW_GATE,
  190. EWallPart::OVER_GATE,
  191. EWallPart::UPPER_WALL,
  192. EWallPart::UPPER_TOWER,
  193. EWallPart::GATE
  194. };
  195. assert(possibleTargets.size() == EWallPart::PARTS_COUNT);
  196. const int targetsToAttack = 2 + std::max<int>(parameters.spellLvl - 1, 0);
  197. CatapultAttack ca;
  198. ca.attacker = -1;
  199. for(int i = 0; i < targetsToAttack; i++)
  200. {
  201. //Any destructible part can be hit regardless of its HP. Multiple hit on same target is allowed.
  202. EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(possibleTargets, env->getRandomGenerator());
  203. auto & currentHP = parameters.cb->si.wallState;
  204. if(currentHP.at(target) == EWallState::DESTROYED || currentHP.at(target) == EWallState::NONE)
  205. continue;
  206. CatapultAttack::AttackInfo attackInfo;
  207. attackInfo.damageDealt = 1;
  208. attackInfo.attackedPart = target;
  209. attackInfo.destinationTile = parameters.cb->wallPartToBattleHex(target);
  210. ca.attackedParts.push_back(attackInfo);
  211. //removing creatures in turrets / keep if one is destroyed
  212. BattleHex posRemove;
  213. switch(target)
  214. {
  215. case EWallPart::KEEP:
  216. posRemove = -2;
  217. break;
  218. case EWallPart::BOTTOM_TOWER:
  219. posRemove = -3;
  220. break;
  221. case EWallPart::UPPER_TOWER:
  222. posRemove = -4;
  223. break;
  224. }
  225. if(posRemove != BattleHex::INVALID)
  226. {
  227. BattleStacksRemoved bsr;
  228. for(auto & elem : parameters.cb->stacks)
  229. {
  230. if(elem->position == posRemove)
  231. {
  232. bsr.stackIDs.insert(elem->ID);
  233. break;
  234. }
  235. }
  236. if(bsr.stackIDs.size() > 0)
  237. env->sendAndApply(&bsr);
  238. }
  239. };
  240. env->sendAndApply(&ca);
  241. }
  242. ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  243. {
  244. if(nullptr == cb->battleGetDefendedTown())
  245. {
  246. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  247. }
  248. if(CGTownInstance::NONE == cb->battleGetDefendedTown()->fortLevel())
  249. {
  250. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  251. }
  252. if(owner->getTargetInfo(0).smart) //TODO: use real spell level
  253. {
  254. //if spell targeting is smart, then only attacker can use it
  255. if(cb->playerToSide(player) != 0)
  256. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  257. }
  258. return ESpellCastProblem::OK;
  259. }
  260. ///HypnotizeMechanics
  261. ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  262. {
  263. if(nullptr != caster) //do not resist hypnotize casted after attack, for example
  264. {
  265. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  266. ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
  267. //apply 'damage' bonus for hypnotize, including hero specialty
  268. ui64 maxHealth = caster->getSpellBonus(owner, caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  269. * owner->power + owner->getPower(caster->getSpellSchoolLevel(owner)), obj);
  270. if (subjectHealth > maxHealth)
  271. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  272. }
  273. return DefaultSpellMechanics::isImmuneByStack(caster, obj);
  274. }
  275. ///ObstacleMechanics
  276. void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  277. {
  278. auto placeObstacle = [&, this](BattleHex pos)
  279. {
  280. static int obstacleIdToGive = parameters.cb->obstacles.size()
  281. ? (parameters.cb->obstacles.back()->uniqueID+1)
  282. : 0;
  283. auto obstacle = make_shared<SpellCreatedObstacle>();
  284. switch(owner->id) // :/
  285. {
  286. case SpellID::QUICKSAND:
  287. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  288. obstacle->turnsRemaining = -1;
  289. obstacle->visibleForAnotherSide = false;
  290. break;
  291. case SpellID::LAND_MINE:
  292. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  293. obstacle->turnsRemaining = -1;
  294. obstacle->visibleForAnotherSide = false;
  295. break;
  296. case SpellID::FIRE_WALL:
  297. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  298. obstacle->turnsRemaining = 2;
  299. obstacle->visibleForAnotherSide = true;
  300. break;
  301. case SpellID::FORCE_FIELD:
  302. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  303. obstacle->turnsRemaining = 2;
  304. obstacle->visibleForAnotherSide = true;
  305. break;
  306. default:
  307. //this function cannot be used with spells that do not create obstacles
  308. assert(0);
  309. }
  310. obstacle->pos = pos;
  311. obstacle->casterSide = parameters.casterSide;
  312. obstacle->ID = owner->id;
  313. obstacle->spellLevel = parameters.spellLvl;
  314. obstacle->casterSpellPower = parameters.usedSpellPower;
  315. obstacle->uniqueID = obstacleIdToGive++;
  316. BattleObstaclePlaced bop;
  317. bop.obstacle = obstacle;
  318. env->sendAndApply(&bop);
  319. };
  320. switch(owner->id)
  321. {
  322. case SpellID::QUICKSAND:
  323. case SpellID::LAND_MINE:
  324. {
  325. std::vector<BattleHex> availableTiles;
  326. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  327. {
  328. BattleHex hex = i;
  329. if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
  330. availableTiles.push_back(hex);
  331. }
  332. boost::range::random_shuffle(availableTiles);
  333. const int patchesForSkill[] = {4, 4, 6, 8};
  334. const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
  335. //land mines or quicksand patches are handled as spell created obstacles
  336. for (int i = 0; i < patchesToPut; i++)
  337. placeObstacle(availableTiles.at(i));
  338. }
  339. break;
  340. case SpellID::FORCE_FIELD:
  341. placeObstacle(parameters.destination);
  342. break;
  343. case SpellID::FIRE_WALL:
  344. {
  345. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  346. auto affectedHexes = owner->rangeInHexes(parameters.destination, parameters.spellLvl, parameters.casterSide);
  347. for(BattleHex hex : affectedHexes)
  348. placeObstacle(hex);
  349. }
  350. break;
  351. default:
  352. assert(0);
  353. }
  354. }
  355. ///WallMechanics
  356. std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes) const
  357. {
  358. std::vector<BattleHex> ret;
  359. //Special case - shape of obstacle depends on caster's side
  360. //TODO make it possible through spell config
  361. BattleHex::EDir firstStep, secondStep;
  362. if(side)
  363. {
  364. firstStep = BattleHex::TOP_LEFT;
  365. secondStep = BattleHex::TOP_RIGHT;
  366. }
  367. else
  368. {
  369. firstStep = BattleHex::TOP_RIGHT;
  370. secondStep = BattleHex::TOP_LEFT;
  371. }
  372. //Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
  373. auto addIfValid = [&](BattleHex hex)
  374. {
  375. if(hex.isValid())
  376. ret.push_back(hex);
  377. else if(outDroppedHexes)
  378. *outDroppedHexes = true;
  379. };
  380. ret.push_back(centralHex);
  381. addIfValid(centralHex.moveInDir(firstStep, false));
  382. if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
  383. addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
  384. return ret;
  385. }
  386. ///RemoveObstacleMechanics
  387. void RemoveObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  388. {
  389. if(auto obstacleToRemove = parameters.cb->battleGetObstacleOnPos(parameters.destination, false))
  390. {
  391. ObstaclesRemoved obr;
  392. obr.obstacles.insert(obstacleToRemove->uniqueID);
  393. env->sendAndApply(&obr);
  394. }
  395. else
  396. env->complain("There's no obstacle to remove!");
  397. }
  398. ///SpecialRisingSpellMechanics
  399. ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  400. {
  401. // for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
  402. bool targetExists = false;
  403. bool targetToSacrificeExists = false;
  404. for(const CStack * stack : cb->battleGetAllStacks())
  405. {
  406. //using isImmuneBy directly as this mechanics does not have overridden immunity check
  407. //therefore we do not need to check caster and casting mode
  408. //TODO: check that we really should check immunity for both stacks
  409. const bool immune = ESpellCastProblem::OK != owner->isImmuneBy(stack);
  410. const bool casterStack = stack->owner == player;
  411. if(!immune && casterStack)
  412. {
  413. if(stack->alive())
  414. targetToSacrificeExists = true;
  415. else
  416. targetExists = true;
  417. if(targetExists && targetToSacrificeExists)
  418. break;
  419. }
  420. }
  421. if(targetExists && targetToSacrificeExists)
  422. return ESpellCastProblem::OK;
  423. else
  424. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  425. }
  426. void SacrificeMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  427. {
  428. RisingSpellMechanics::applyBattleEffects(env, parameters, ctx);
  429. if(parameters.selectedStack == parameters.cb->battleActiveStack())
  430. //set another active stack than the one removed, or bad things will happen
  431. //TODO: make that part of BattleStacksRemoved? what about client update?
  432. {
  433. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  434. BattleSetActiveStack sas;
  435. //std::vector<const CStack *> hlp;
  436. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  437. //if(hlp.size())
  438. //{
  439. // sas.stack = hlp[0]->ID;
  440. //}
  441. //else
  442. // complain ("No new stack to activate!");
  443. sas.stack = parameters.cb->getNextStack()->ID; //why the hell next stack has same ID as current?
  444. env->sendAndApply(&sas);
  445. }
  446. BattleStacksRemoved bsr;
  447. bsr.stackIDs.insert(parameters.selectedStack->ID); //somehow it works for teleport?
  448. env->sendAndApply(&bsr);
  449. }
  450. ///SpecialRisingSpellMechanics
  451. ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  452. {
  453. // following does apply to resurrect and animate dead(?) only
  454. // for sacrifice health calculation and health limit check don't matter
  455. if(obj->count >= obj->baseAmount)
  456. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  457. if(caster) //FIXME: Archangels can cast immune stack
  458. {
  459. auto maxHealth = calculateHealedHP(caster, obj, nullptr);
  460. if (maxHealth < obj->MaxHealth()) //must be able to rise at least one full creature
  461. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  462. }
  463. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  464. }
  465. ///SummonMechanics
  466. ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
  467. {
  468. const ui8 side = cb->playerToSide(player);
  469. //check if there are summoned elementals of other type
  470. auto otherSummoned = cb->battleGetStacksIf([side, this](const CStack * st)
  471. {
  472. return (st->attackerOwned == !side)
  473. && (vstd::contains(st->state, EBattleStackState::SUMMONED))
  474. && (st->getCreature()->idNumber != creatureToSummon);
  475. });
  476. if(!otherSummoned.empty())
  477. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  478. return ESpellCastProblem::OK;
  479. }
  480. void SummonMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  481. {
  482. BattleStackAdded bsa;
  483. bsa.creID = creatureToSummon;
  484. bsa.attacker = !(bool)parameters.casterSide;
  485. bsa.summoned = true;
  486. bsa.pos = parameters.cb->getAvaliableHex(creatureToSummon, !(bool)parameters.casterSide); //TODO: unify it
  487. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  488. int percentBonus = parameters.caster ? parameters.caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, owner->id.toEnum()) : 0;
  489. bsa.amount = parameters.usedSpellPower
  490. * owner->getPower(parameters.spellLvl)
  491. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  492. if(bsa.amount)
  493. env->sendAndApply(&bsa);
  494. else
  495. env->complain("Summoning didn't summon any!");
  496. }
  497. ///TeleportMechanics
  498. void TeleportMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  499. {
  500. BattleStackMoved bsm;
  501. bsm.distance = -1;
  502. bsm.stack = parameters.selectedStack->ID;
  503. std::vector<BattleHex> tiles;
  504. tiles.push_back(parameters.destination);
  505. bsm.tilesToMove = tiles;
  506. bsm.teleporting = true;
  507. env->sendAndApply(&bsm);
  508. }