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/*
* Catapult.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 "Catapult.h"
#include "Registry.h"
#include "../ISpellMechanics.h"
#include "../../battle/IBattleState.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../battle/Unit.h"
#include "../../mapObjects/CGTownInstance.h"
#include "../../entities/building/TownFortifications.h"
#include "../../networkPacks/PacksForClientBattle.h"
#include "../../serializer/JsonSerializeFormat.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
bool Catapult::applicable(Problem & problem, const Mechanics * m) const
{
const auto *town = m->battle()->battleGetDefendedTown();
if(nullptr == town)
{
return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
}
if(town->fortificationsLevel().wallsHealth == 0)
{
return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
}
if(m->isSmart() && m->casterSide != BattleSide::ATTACKER)
{
//if spell targeting is smart, then only attacker can use it
return m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
}
const auto attackableBattleHexes = m->battle()->getAttackableBattleHexes();
return !attackableBattleHexes.empty() || m->adaptProblem(ESpellCastProblem::NO_APPROPRIATE_TARGET, problem);
}
void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & eTarget) const
{
if(m->isMassive())
applyMassive(server, m); // Like earthquake
else
applyTargeted(server, m, eTarget); // Like catapult shots
}
void Catapult::applyMassive(ServerCallback * server, const Mechanics * m) const
{
//start with all destructible parts
std::vector<EWallPart> allowedTargets = getPotentialTargets(m, true, true);
assert(!allowedTargets.empty());
if (allowedTargets.empty())
return;
CatapultAttack ca;
ca.battleID = m->battle()->getBattle()->getBattleID();
ca.attacker = m->caster->getHeroCaster() ? -1 : m->caster->getCasterUnitId();
for(int i = 0; i < targetsToAttack; i++)
{
// Hit on any existing, not destroyed targets are allowed
// Multiple hit on same target are allowed.
// Potential overshots (more hits on same targets than remaining HP) are allowed
EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG());
auto attackInfo = ca.attackedParts.begin();
for ( ; attackInfo != ca.attackedParts.end(); ++attackInfo)
if ( attackInfo->attackedPart == target )
break;
if (attackInfo == ca.attackedParts.end()) // new part
{
CatapultAttack::AttackInfo newInfo;
newInfo.damageDealt = getRandomDamage(server);
newInfo.attackedPart = target;
newInfo.destinationTile = m->battle()->wallPartToBattleHex(target).toInt();
ca.attackedParts.push_back(newInfo);
attackInfo = ca.attackedParts.end() - 1;
}
else // already damaged before, update damage
{
attackInfo->damageDealt += getRandomDamage(server);
}
}
server->apply(ca);
removeTowerShooters(server, m);
}
void Catapult::applyTargeted(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
{
assert(!target.empty());
auto destination = target.at(0).hexValue;
auto desiredTarget = m->battle()->battleHexToWallPart(destination);
for(int i = 0; i < targetsToAttack; i++)
{
auto actualTarget = EWallPart::INVALID;
if ( m->battle()->isWallPartAttackable(desiredTarget) &&
server->getRNG()->nextInt(0, 99) < getCatapultHitChance(desiredTarget))
{
actualTarget = desiredTarget;
}
else
{
std::vector<EWallPart> potentialTargets = getPotentialTargets(m, false, false);
if (potentialTargets.empty())
break; // everything is gone, can't attack anymore
actualTarget = *RandomGeneratorUtil::nextItem(potentialTargets, *server->getRNG());
}
assert(actualTarget != EWallPart::INVALID);
CatapultAttack::AttackInfo attack;
attack.attackedPart = actualTarget;
attack.destinationTile = m->battle()->wallPartToBattleHex(actualTarget).toInt();
attack.damageDealt = getRandomDamage(server);
CatapultAttack ca; //package for clients
ca.battleID = m->battle()->getBattle()->getBattleID();
ca.attacker = m->caster->getHeroCaster() ? -1 : m->caster->getCasterUnitId();
ca.attackedParts.push_back(attack);
server->apply(ca);
removeTowerShooters(server, m);
}
}
int Catapult::getCatapultHitChance(EWallPart part) const
{
switch(part)
{
case EWallPart::GATE:
return gate;
case EWallPart::KEEP:
return keep;
case EWallPart::BOTTOM_TOWER:
case EWallPart::UPPER_TOWER:
return tower;
case EWallPart::BOTTOM_WALL:
case EWallPart::BELOW_GATE:
case EWallPart::OVER_GATE:
case EWallPart::UPPER_WALL:
return wall;
default:
return 0;
}
}
int Catapult::getRandomDamage (ServerCallback * server) const
{
std::array<int, 3> damageChances = { noDmg, hit, crit }; //dmgChance[i] - chance for doing i dmg when hit is successful
int totalChance = std::accumulate(damageChances.begin(), damageChances.end(), 0);
int damageRandom = server->getRNG()->nextInt(0, totalChance - 1);
int dealtDamage = 0;
//calculating dealt damage
for (int damage = 0; damage < damageChances.size(); ++damage)
{
if (damageRandom <= damageChances[damage])
{
dealtDamage = damage;
break;
}
damageRandom -= damageChances[damage];
}
return dealtDamage;
}
void Catapult::removeTowerShooters(ServerCallback * server, const Mechanics * m) const
{
BattleUnitsChanged removeUnits;
removeUnits.battleID = m->battle()->getBattle()->getBattleID();
for (auto const wallPart : { EWallPart::KEEP, EWallPart::BOTTOM_TOWER, EWallPart::UPPER_TOWER })
{
//removing creatures in turrets / keep if one is destroyed
BattleHex posRemove;
auto state = m->battle()->battleGetWallState(wallPart);
switch(wallPart)
{
case EWallPart::KEEP:
posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
break;
case EWallPart::BOTTOM_TOWER:
posRemove = BattleHex::CASTLE_BOTTOM_TOWER;
break;
case EWallPart::UPPER_TOWER:
posRemove = BattleHex::CASTLE_UPPER_TOWER;
break;
}
if(state == EWallState::DESTROYED) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
{
auto all = m->battle()->battleGetUnitsIf([=](const battle::Unit * unit)
{
return !unit->isGhost() && unit->getPosition() == posRemove;
});
assert(all.size() == 0 || all.size() == 1);
for(auto & elem : all)
removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
}
}
if(!removeUnits.changedStacks.empty())
server->apply(removeUnits);
}
std::vector<EWallPart> Catapult::getPotentialTargets(const Mechanics * m, bool bypassGateCheck, bool bypassTowerCheck) const
{
std::vector<EWallPart> potentialTargets;
constexpr std::array<EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
constexpr std::array<EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
constexpr EWallPart gates = EWallPart::GATE;
// in H3, catapult under automatic control will attack objects in following order:
// walls, gates, towers
for (auto & part : walls)
if (m->battle()->isWallPartAttackable(part))
potentialTargets.push_back(part);
if ((potentialTargets.empty() || bypassGateCheck) && (m->battle()->isWallPartAttackable(gates)))
potentialTargets.push_back(gates);
if (potentialTargets.empty() || bypassTowerCheck)
for (auto & part : towers)
if (m->battle()->isWallPartAttackable(part))
potentialTargets.push_back(part);
return potentialTargets;
}
void Catapult::adjustHitChance()
{
vstd::abetween(keep, 0, 100);
vstd::abetween(tower, 0, 100);
vstd::abetween(gate, 0, 100);
vstd::abetween(wall, 0, 100);
vstd::abetween(crit, 0, 100);
vstd::abetween(hit, 0, 100 - crit);
vstd::amin(noDmg, 100 - hit - crit);
}
void Catapult::serializeJsonEffect(JsonSerializeFormat & handler)
{
handler.serializeInt("targetsToAttack", targetsToAttack);
handler.serializeInt("chanceToHitKeep", keep);
handler.serializeInt("chanceToHitGate", gate);
handler.serializeInt("chanceToHitTower", tower);
handler.serializeInt("chanceToHitWall", wall);
handler.serializeInt("chanceToNormalHit", hit);
handler.serializeInt("chanceToCrit", crit);
adjustHitChance();
}
}
}
VCMI_LIB_NAMESPACE_END
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