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vcmi/lib/BattleState.cpp

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#define VCMI_DLL
#include "BattleState.h"
#include <fstream>
#include <queue>
#include <algorithm>
#include <numeric>
#include <sstream>
#include <boost/foreach.hpp>
#include <boost/assign/list_of.hpp>
#include "VCMI_Lib.h"
#include "CObjectHandler.h"
#include "CHeroHandler.h"
#include "CCreatureHandler.h"
#include "CSpellHandler.h"
#include "CTownHandler.h"
/*
* BattleState.h, 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
*
*/
const CStack * BattleInfo::getNextStack() const
{
std::vector<const CStack *> hlp;
getStackQueue(hlp, 1, -1);
if(hlp.size())
return hlp[0];
else
return NULL;
}
static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
{
const CStack *ret = NULL;
unsigned i, //fastest stack
j; //fastest stack of the other side
for(i = 0; i < st.size(); i++)
if(st[i])
break;
//no stacks left
if(i == st.size())
return NULL;
const CStack *fastest = st[i], *other = NULL;
int bestSpeed = fastest->Speed(turn);
if(fastest->attackerOwned != curside)
{
ret = fastest;
}
else
{
for(j = i + 1; j < st.size(); j++)
{
if(!st[j]) continue;
if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
break;
}
if(j >= st.size())
{
ret = fastest;
}
else
{
other = st[j];
if(other->Speed(turn) != bestSpeed)
ret = fastest;
else
ret = other;
}
}
assert(ret);
if(ret == fastest)
st[i] = NULL;
else
st[j] = NULL;
curside = ret->attackerOwned;
return ret;
}
CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
{
for(unsigned int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
return stacks[g];
}
return NULL;
}
const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
{
return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
}
CStack * BattleInfo::getStackT(THex tileID, bool onlyAlive)
{
for(unsigned int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == tileID
|| (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
|| (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
{
if(!onlyAlive || stacks[g]->alive())
{
return stacks[g];
}
}
}
return NULL;
}
const CStack * BattleInfo::getStackT(THex tileID, bool onlyAlive) const
{
return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
}
void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
{
memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
//removing accessibility for side columns of hexes
for(int v = 0; v < BFIELD_SIZE; ++v)
{
if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
accessibility[v] = false;
}
for(unsigned int g=0; g<stacks.size(); ++g)
{
if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
continue;
accessibility[stacks[g]->position] = false;
if(stacks[g]->doubleWide()) //if it's a double hex creature
{
if(stacks[g]->attackerOwned)
accessibility[stacks[g]->position-1] = false;
else
accessibility[stacks[g]->position+1] = false;
}
}
//obstacles
for(unsigned int b=0; b<obstacles.size(); ++b)
{
std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
for(unsigned int c=0; c<blocked.size(); ++c)
{
if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
accessibility[blocked[c]] = false;
}
}
//walls
if(siege > 0)
{
static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
{
accessibility[permanentlyLocked[b]] = false;
}
static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
{std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
{
if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
{
accessibility[lockedIfNotDestroyed[b].second] = false;
}
}
//gate
if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
{
accessibility[95] = accessibility[96] = false; //block gate's hexes
}
}
//occupyability
if(addOccupiable && twoHex)
{
std::set<int> rem; //tiles to unlock
for(int h=0; h<BFIELD_HEIGHT; ++h)
{
for(int w=1; w<BFIELD_WIDTH-1; ++w)
{
int hex = h * BFIELD_WIDTH + w;
if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
&& (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
)
rem.insert(hex);
}
}
occupyable = rem;
/*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
{
accessibility[*it] = true;
}*/
}
}
bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
{
if(flying && !lastPos)
return true;
if(twoHex)
{
//if given hex is accessible and appropriate adjacent one is free too
return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
}
else
{
return accessibility[hex];
}
}
void BattleInfo::makeBFS(int start, bool *accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
{
//inits
for(int b=0; b<BFIELD_SIZE; ++b)
predecessor[b] = -1;
for(int g=0; g<BFIELD_SIZE; ++g)
dists[g] = 100000000;
std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
hexq.push(std::make_pair(start, true));
dists[hexq.front().first] = 0;
int curNext = -1; //for bfs loop only (helper var)
while(!hexq.empty()) //bfs loop
{
std::pair<int, bool> curHex = hexq.front();
std::vector<int> neighbours = neighbouringTiles(curHex.first);
hexq.pop();
for(unsigned int nr=0; nr<neighbours.size(); nr++)
{
curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
if( dists[curHex.first]+1 >= dists[curNext] )
continue;
if(accessible && curHex.second)
{
hexq.push(std::make_pair(curNext, true));
dists[curNext] = dists[curHex.first] + 1;
}
else if(fillPredecessors && !(accessible && !curHex.second))
{
hexq.push(std::make_pair(curNext, false));
dists[curNext] = dists[curHex.first] + 1;
}
predecessor[curNext] = curHex.first;
}
}
};
std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
{
std::vector<int> ret;
bool ac[BFIELD_SIZE];
const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
if(s->position < 0) //turrets
return std::vector<int>();
std::set<int> occupyable;
getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, addOccupiable, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
makeBFS(s->position, ac, pr, dist, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), false);
if(s->doubleWide())
{
if(!addOccupiable)
{
std::vector<int> rem;
for(int b=0; b<BFIELD_SIZE; ++b)
{
//don't take into account most left and most right columns of hexes
if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
continue;
if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
{
rem.push_back(b);
}
}
for(unsigned int g=0; g<rem.size(); ++g)
{
ac[rem[g]] = false;
}
//removing accessibility for side hexes
for(int v=0; v<BFIELD_SIZE; ++v)
if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
ac[v] = false;
}
}
for (int i=0; i < BFIELD_SIZE ; ++i) {
if(
( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), true) ) )//we can reach it
|| (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
)
{
ret.push_back(i);
}
}
return ret;
}
bool BattleInfo::isStackBlocked(int ID)
{
CStack *our = getStack(ID);
if(our->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
return false;
for(unsigned int i=0; i<stacks.size();i++)
{
if( !stacks[i]->alive()
|| stacks[i]->owner==our->owner
)
continue; //we omit dead and allied stacks
if(stacks[i]->doubleWide())
{
if( mutualPosition(stacks[i]->position, our->position) >= 0
|| mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
return true;
}
else
{
if( mutualPosition(stacks[i]->position, our->position) >= 0 )
return true;
}
}
return false;
}
signed char BattleInfo::mutualPosition(THex hex1, THex hex2)
{
if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
return 0;
if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
return 1;
if(hex2 == hex1 - 1 && hex1%17 != 0) //left
return 5;
if(hex2 == hex1 + 1 && hex1%17 != 16) //right
return 2;
if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
return 4;
if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
return 3;
return -1;
}
std::vector<int> BattleInfo::neighbouringTiles(int hex)
{
#define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
std::vector<int> ret;
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
CHECK_AND_PUSH(hex - 1);
CHECK_AND_PUSH(hex + 1);
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
#undef CHECK_AND_PUSH
return ret;
}
std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
{
int predecessor[BFIELD_SIZE]; //for getting the Path
int dist[BFIELD_SIZE]; //calculated distances
makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
if(predecessor[dest] == -1) //cannot reach destination
{
return std::make_pair(std::vector<int>(), 0);
}
//making the Path
std::vector<int> path;
int curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = predecessor[curElem];
}
return std::make_pair(path, dist[dest]);
}
std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
{
float additiveBonus=1.0f, multBonus=1.0f,
minDmg = attacker->getMinDamage() * attacker->count,
maxDmg = attacker->getMaxDamage() * attacker->count;
if(attacker->getCreature()->idNumber == 149) //arrow turret
{
switch(attacker->position)
{
case -2: //keep
minDmg = 15;
maxDmg = 15;
break;
case -3: case -4: //turrets
minDmg = 7.5f;
maxDmg = 7.5f;
break;
}
}
if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->getCreature()->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
{ //minDmg and maxDmg are multiplied by hero attack + 1
minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
}
int attackDefenceDifference = 0;
if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
{
float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;
attackDefenceDifference = attacker->Attack() * multAttackReduction;
}
else
{
attackDefenceDifference = attacker->Attack();
}
if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
{
float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;
attackDefenceDifference -= defender->Defense() * multDefenceReduction;
}
else
{
attackDefenceDifference -= defender->Defense();
}
//calculating total attack/defense skills modifier
if(shooting) //precision handling (etc.)
attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue();
else //bloodlust handling (etc.)
attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)).totalValue();
if(attacker->getEffect(55)) //slayer handling
{
std::vector<int> affectedIds;
int spLevel = attacker->getEffect(55)->val;
for(int g = 0; g < VLC->creh->creatures.size(); ++g)
{
BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->bonuses)
{
if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
{
affectedIds.push_back(g);
break;
}
}
}
for(unsigned int g=0; g<affectedIds.size(); ++g)
{
if(defender->getCreature()->idNumber == affectedIds[g])
{
attackDefenceDifference += VLC->spellh->spells[55]->powers[attacker->getEffect(55)->val];
break;
}
}
}
//bonus from attack/defense skills
if(attackDefenceDifference < 0) //decreasing dmg
{
float dec = 0.025f * (-attackDefenceDifference);
if(dec > 0.7f)
{
multBonus *= 0.3f; //1.0 - 0.7
}
else
{
multBonus *= 1.0f - dec;
}
}
else //increasing dmg
{
float inc = 0.05f * attackDefenceDifference;
if(inc > 4.0f)
{
additiveBonus += 4.0f;
}
else
{
additiveBonus += inc;
}
}
//applying jousting bonus
if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
additiveBonus += charge * 0.05f;
//handling secondary abilities and artifacts giving premies to them
if(attackerHero)
{
if(shooting)
{
additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
}
else
{
additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 22) / 100.0f;
}
}
if(defendingHero)
{
multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 23))) / 100.0f;
}
//handling hate effect
if( attacker->hasBonusOfType(Bonus::HATE, defender->getCreature()->idNumber) )
additiveBonus += 0.5f;
//luck bonus
if (lucky)
{
additiveBonus += 1.0f;
}
//handling spell effects
if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
{
multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
}
else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
{
multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
}
if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
{
multBonus *= 0.8f * float(VLC->spellh->spells[42]->powers[attacker->getEffect(42)->val]); //the second factor is 1 or 0
}
class HLP
{
public:
static bool hasAdvancedAirShield(const CStack * stack)
{
BOOST_FOREACH(const Bonus *it, stack->bonuses)
{
if (it->source == Bonus::SPELL_EFFECT && it->id == 28 && it->val >= 2)
{
return true;
}
}
return false;
}
};
//wall / distance penalty + advanced air shield
if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && (
hasDistancePenalty(attacker->ID, defender->position) || hasWallPenalty(attacker->ID, defender->position) ||
HLP::hasAdvancedAirShield(defender) )
)
{
multBonus *= 0.5;
}
if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
{
multBonus *= 0.5;
}
minDmg *= additiveBonus * multBonus;
maxDmg *= additiveBonus * multBonus;
std::pair<ui32, ui32> returnedVal;
if(attacker->getEffect(42)) //curse handling (rest)
{
minDmg -= VLC->spellh->spells[42]->powers[attacker->getEffect(42)->val];
returnedVal = std::make_pair(int(minDmg), int(minDmg));
}
else if(attacker->getEffect(41)) //bless handling
{
maxDmg += VLC->spellh->spells[41]->powers[attacker->getEffect(41)->val];
returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
}
else
{
returnedVal = std::make_pair(int(minDmg), int(maxDmg));
}
//damage cannot be less than 1
amax(returnedVal.first, 1);
amax(returnedVal.second, 1);
return returnedVal;
}
ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
{
std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky);
if(range.first != range.second)
{
int valuesToAverage[10];
int howManyToAv = std::min<ui32>(10, attacker->count);
for (int g=0; g<howManyToAv; ++g)
{
valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
}
return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
}
else
return range.first;
}
void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
{
for(unsigned int i=0; i<stacks.size();i++)//setting casualties
{
const CStack * const st = stacks[i];
si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
amax(killed, 0);
if(killed)
casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
}
}
std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile )
{
std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
{
for(int it=0; it<stacks.size(); ++it)
{
if((s->id == 24 && !stacks[it]->getCreature()->isUndead()) //death ripple
|| (s->id == 25 && stacks[it]->getCreature()->isUndead()) //destroy undead
|| (s->id == 26) //Armageddon
)
{
if(stacks[it]->alive())
attackedCres.insert(stacks[it]);
}
}
}
else if (s->range[skillLevel].size() > 1) //custom many-hex range
{
for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
{
CStack * st = getStackT(*it, onlyAlive);
if(st)
attackedCres.insert(st);
}
}
else if(VLC->spellh->spells[s->id]->attributes.find("CREATURE_TARGET_1") != std::string::npos
|| VLC->spellh->spells[s->id]->attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
{
if(skillLevel < 3) /*not expert */
{
CStack * st = getStackT(destinationTile, onlyAlive);
if(st)
attackedCres.insert(st);
}
else
{
for(int it=0; it<stacks.size(); ++it)
{
/*if it's non negative spell and our unit or non positive spell and hostile unit */
if((VLC->spellh->spells[s->id]->positiveness >= 0 && stacks[it]->owner == attackerOwner)
||(VLC->spellh->spells[s->id]->positiveness <= 0 && stacks[it]->owner != attackerOwner )
)
{
if(!onlyAlive || stacks[it]->alive())
attackedCres.insert(stacks[it]);
}
}
} //if(caster->getSpellSchoolLevel(s) < 3)
}
else if(VLC->spellh->spells[s->id]->attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
{
CStack * st = getStackT(destinationTile, onlyAlive);
if(st)
attackedCres.insert(st);
}
else //custom range from attackedHexes
{
for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
{
CStack * st = getStackT(*it, onlyAlive);
if(st)
attackedCres.insert(st);
}
}
return attackedCres;
}
int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower )
{
if(!caster) //TODO: something better
return std::max(5, usedSpellPower);
switch(spell->id)
{
case 56: //frenzy
return 1;
default: //other spells
return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION);
}
}
CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int position) const
{
int owner = attackerOwned ? side1 : side2;
assert(owner >= PLAYER_LIMIT || base.armyObj && base.armyObj->tempOwner == owner);
CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = position;
return ret;
}
CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, int position) const
{
int owner = attackerOwned ? side1 : side2;
CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = position;
return ret;
}
ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
{
ui32 ret = caster->getSpellCost(sp);
//checking for friendly stacks reducing cost of the spell and
//enemy stacks increasing it
si32 manaReduction = 0;
si32 manaIncrease = 0;
for(int g=0; g<stacks.size(); ++g)
{
if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
{
amin(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
}
if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
{
amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
}
}
return ret + manaReduction + manaIncrease;
}
int BattleInfo::hexToWallPart(int hex) const
{
if(siege == 0) //there is no battle!
return -1;
static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
{std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)};
for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
{
if(attackable[g].first == hex)
return attackable[g].second;
}
return -1; //not found!
}
int BattleInfo::lineToWallHex( int line ) const
{
static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
return lineToHex[line];
}
std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
{
bool ac[BFIELD_SIZE];
std::set<int> occupyable;
getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest->ID);
int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
for(int g=0; g<BFIELD_SIZE; ++g)
{
const CStack * atG = getStackT(g);
if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
continue;
if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
{
if(predecessor[g] == -1) //TODO: is it really the best solution?
continue;
stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
}
}
if(stackPairs.size() > 0)
{
std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
minimalPairs.push_back(stackPairs[0]);
for(int b=1; b<stackPairs.size(); ++b)
{
if(stackPairs[b].first.first < minimalPairs[0].first.first)
{
minimalPairs.clear();
minimalPairs.push_back(stackPairs[b]);
}
else if(stackPairs[b].first.first == minimalPairs[0].first.first)
{
minimalPairs.push_back(stackPairs[b]);
}
}
std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
return std::make_pair(minPair.second, predecessor[minPair.first.second]);
}
return std::make_pair<const CStack * , int>(NULL, -1);
}
ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
{
ui32 ret = baseDamage;
//applying sorcery secondary skill
if(caster)
{
ret *= (100.f + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 25)) / 100.0f; //sorcery
ret *= (100.f + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0f;
if(sp->air)
ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f;
else if(sp->fire) //only one type of bonus for Magic Arrow
ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;
else if(sp->water)
ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f;
else if(sp->earth)
ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
if (affectedCreature) //Hero specials like Solmyr, Deemer
ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0f;
}
return ret;
}
ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
{
ui32 ret = 0; //value to return
//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);
//check if spell really does damage - if not, return 0
if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
return 0;
ret = usedSpellPower * dmgMultipliers[sp->id];
ret += sp->powers[spellSchoolLevel];
//affected creature-specific part
if(affectedCreature)
{
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
ret /= 100;
}
else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
ret /= 100;
}
else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
ret /= 100;
}
else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
ret /= 100;
}
//general spell dmg reduction
if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
ret /= 100;
}
//dmg increasing
if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
{
ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
ret /= 100;
}
}
ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
return ret;
}
ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
{
int powerPerLevel;
bool resurrect;
switch(spell->id)
{
case 37: //cure
{
powerPerLevel = 5;
resurrect = false;
break;
}
case 38: //resurrection
case 39: //animate dead
{
powerPerLevel = 50;
resurrect = true;
break;
}
}
int healedHealth = caster->getPrimSkillLevel(2) * powerPerLevel + spell->powers[caster->getSpellSchoolLevel(spell)];
healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
}
void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
{
//we'll split creatures with remaining movement to 4 parts
std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
int toMove = 0; //how many stacks still has move
const CStack *active = getStack(activeStack);
//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
{
out.push_back(active);
if(out.size() == howMany)
return;
}
for(unsigned int i=0; i<stacks.size(); ++i)
{
const CStack * const s = stacks[i];
if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
|| turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
|| turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
{
continue;
}
int p = -1; //in which phase this tack will move?
if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
{
if(vstd::contains(s->state, HAD_MORALE))
p = 2;
else
p = 3;
}
else if(s->getCreature()->idNumber == 145 || s->getCreature()->idNumber == 149) //catapult and turrets are first
{
p = 0;
}
else
{
p = 1;
}
phase[p].push_back(s);
toMove++;
}
for(int i = 0; i < 4; i++)
std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
out.push_back(phase[0][i]);
if(out.size() == howMany)
return;
if(lastMoved == -1)
{
if(active)
{
if(out.size() && out.front() == active)
lastMoved = active->attackerOwned;
else
lastMoved = active->attackerOwned;
}
else
{
lastMoved = 0;
}
}
int pi = 1;
while(out.size() < howMany)
{
const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
if(!hlp)
{
pi++;
if(pi > 3)
{
//if(turn != 2)
getStackQueue(out, howMany, turn + 1, lastMoved);
return;
}
}
else
{
out.push_back(hlp);
}
}
}
si8 BattleInfo::hasDistancePenalty( int stackID, int destHex )
{
const CStack * stack = getStack(stackID);
struct HLP
{
static bool lowerAnalyze(const CStack * stack, int hex)
{
int distance = BattleInfo::getDistance(hex, stack->position);
//I hope it's approximately correct
return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
}
};
const CStack * dstStack = getStackT(destHex, false);
if (dstStack->doubleWide())
return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
else
return HLP::lowerAnalyze(stack, destHex);
}
si8 BattleInfo::sameSideOfWall(int pos1, int pos2)
{
int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH);
int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH);
bool stackLeft = pos1 < wallInStackLine;
bool destLeft = pos2 < wallInDestLine;
return stackLeft != destLeft;
}
si8 BattleInfo::hasWallPenalty( int stackID, int destHex )
{
if (siege == 0)
{
return false;
}
const CStack * stack = getStack(stackID);
if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))
{
return false;
}
return !sameSideOfWall(stack->position, destHex);
}
si8 BattleInfo::canTeleportTo(int stackID, int destHex, int telportLevel)
{
bool ac[BFIELD_SIZE];
const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
std::set<int> occupyable;
getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, false, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
if (siege && telportLevel < 2) //check for wall
{
return ac[destHex] && sameSideOfWall(s->position, destHex);
}
else
{
return ac[destHex];
}
}
// void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
// {
// CBonusSystemNode::getBonuses(out, selector, root);
//
// const CStack *dest = dynamic_cast<const CStack*>(root);
// if (!dest)
// return;
//
// //TODO: make it in clean way
// if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))
// {
// BOOST_FOREACH(const CStack *s, stacks)
// {
// if(s->owner == dest->owner)
// s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);
// else
// s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ENEMY_ARMY), this);
// }
// }
// }
si8 BattleInfo::getDistance( THex hex1, THex hex2 )
{
int xDst = std::abs(hex1 % BFIELD_WIDTH - hex2 % BFIELD_WIDTH),
yDst = std::abs(hex1 / BFIELD_WIDTH - hex2 / BFIELD_WIDTH);
return std::max(xDst, yDst) + std::min(xDst, yDst) - (yDst + 1)/2;
}
void BattleInfo::localInit()
{
belligerents[0]->battle = belligerents[1]->battle = this;
//TODO: attach battle to belligerents
BOOST_FOREACH(CStack *s, stacks)
{
if(s->base) //stack originating from "real" stack in garrison -> attach to it
{
s->attachTo(const_cast<CStackInstance*>(s->base));
}
else //attach directly to obj to which stack belongs and creature type
{
CArmedInstance *army = belligerents[!s->attackerOwned];
s->attachTo(army);
assert(s->type);
s->attachTo(const_cast<CCreature*>(s->type));
}
s->postInit();
}
}
namespace CGH
{
using namespace std;
static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
{
for(int j=0; j<7; ++j)
{
std::vector<int> pom;
for(int g=0; g<j+1; ++g)
{
int hlp; input>>hlp;
pom.push_back(hlp);
}
dest.push_back(pom);
}
}
}
BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
{
CMP_stack cmpst;
BattleInfo *curB = new BattleInfo;
curB->side1 = armies[0]->tempOwner;
curB->side2 = armies[1]->tempOwner;
if(curB->side2 == 254)
curB->side2 = 255;
std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile;
curB->battlefieldType = terType;
curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
curB->round = -2;
curB->activeStack = -1;
if(town)
{
curB->tid = town->id;
curB->siege = town->fortLevel();
}
else
{
curB->tid = -1;
curB->siege = 0;
}
//reading battleStartpos
std::ifstream positions;
positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
if(!positions.is_open())
{
tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
}
std::string dump;
positions>>dump; positions>>dump;
std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
CGH::readItTo(positions, attackerLoose);
positions>>dump;
CGH::readItTo(positions, defenderLoose);
positions>>dump;
positions>>dump;
CGH::readItTo(positions, attackerTight);
positions>>dump;
CGH::readItTo(positions, defenderTight);
positions>>dump;
positions>>dump;
CGH::readItTo(positions, attackerCreBank);
positions>>dump;
CGH::readItTo(positions, defenderCreBank);
positions.close();
//battleStartpos read
int k = 0; //stack serial
for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
{
int pos;
if(creatureBank)
pos = attackerCreBank[armies[0]->stacksCount()-1][k];
else if(armies[0]->formation)
pos = attackerTight[armies[0]->stacksCount()-1][k];
else
pos = attackerLoose[armies[0]->stacksCount()-1][k];
CStack * stack = curB->generateNewStack(*i->second, stacks.size(), true, i->first, pos);
stacks.push_back(stack);
}
k = 0;
for(TSlots::const_iterator i = armies[1]->Slots().begin(); i!=armies[1]->Slots().end(); i++, k++)
{
int pos;
if(creatureBank)
pos = defenderCreBank[armies[1]->stacksCount()-1][k];
else if(armies[1]->formation)
pos = defenderTight[armies[1]->stacksCount()-1][k];
else
pos = defenderLoose[armies[1]->stacksCount()-1][k];
CStack * stack = curB->generateNewStack(*i->second, stacks.size(), false, i->first, pos);
stacks.push_back(stack);
}
for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
{
if((stacks[g]->position%17)==1 && stacks[g]->doubleWide() && stacks[g]->attackerOwned)
{
stacks[g]->position += 1;
}
else if((stacks[g]->position%17)==15 && stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
{
stacks[g]->position -= 1;
}
}
//adding war machines
if(heroes[0])
{
if(heroes[0]->getArt(13)) //ballista
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), stacks.size(), true, 255, 52);
stacks.push_back(stack);
}
if(heroes[0]->getArt(14)) //ammo cart
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), stacks.size(), true, 255, 18);
stacks.push_back(stack);
}
if(heroes[0]->getArt(15)) //first aid tent
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), stacks.size(), true, 255, 154);
stacks.push_back(stack);
}
}
if(heroes[1])
{
//defending hero shouldn't receive ballista (bug #551)
if(heroes[1]->getArt(13) && !town) //ballista
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), stacks.size(), false, 255, 66);
stacks.push_back(stack);
}
if(heroes[1]->getArt(14)) //ammo cart
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), stacks.size(), false, 255, 32);
stacks.push_back(stack);
}
if(heroes[1]->getArt(15)) //first aid tent
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), stacks.size(), false, 255, 168);
stacks.push_back(stack);
}
}
if(town && heroes[0] && town->hasFort()) //catapult
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), stacks.size(), true, 255, 120);
stacks.push_back(stack);
}
//war machines added
switch(curB->siege) //adding towers
{
case 3: //castle
{//lower tower / upper tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -4);
stacks.push_back(stack);
stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -3);
stacks.push_back(stack);
}
case 2: //citadel
{//main tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -2);
stacks.push_back(stack);
}
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
//seting up siege
if(town && town->hasFort())
{
for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
{
curB->si.wallState[b] = 1;
}
}
//randomize obstacles
if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
{
bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
std::vector<int> possibleObstacles;
for(int i=0; i<BFIELD_SIZE; ++i)
{
if(i%17 < 4 || i%17 > 12)
{
obAv[i] = false;
}
else
{
obAv[i] = true;
}
}
for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
{
if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
{
possibleObstacles.push_back(g->first);
}
}
srand(time(NULL));
if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
{
int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
while(toBlock>0)
{
CObstacleInstance coi;
coi.uniqueID = curB->obstacles.size();
coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
coi.pos = rand()%BFIELD_SIZE;
std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
bool badObstacle = false;
for(int b=0; b<block.size(); ++b)
{
if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
{
badObstacle = true;
break;
}
}
if(badObstacle) continue;
//obstacle can be placed
curB->obstacles.push_back(coi);
for(int b=0; b<block.size(); ++b)
{
if(block[b] >= 0 && block[b] < BFIELD_SIZE)
obAv[block[b]] = false;
}
toBlock -= block.size();
}
}
}
// //giving building bonuses, if siege and we have harrisoned hero
// if (town)
// {
// if (heroes[1])
// {
// for (int i=0; i<4; i++)
// {
// int val = town->defenceBonus(i);
// if (val)
// {
// GiveBonus gs;
// gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::OBJECT, val, -1, "", i);
// gs.id = heroes[1]->id;
// sendAndApply(&gs);
// }
// }
// }
// else//if we don't have hero - apply separately, if hero present - will be taken from hero bonuses
// {
// if(town->subID == 0 && vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
// for(int g=0; g<stacks.size(); ++g)
// stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
//
// else if(vstd::contains(town->builtBuildings,5)) //tavern is built
// for(int g=0; g<stacks.size(); ++g)
// stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
//
// if(town->subID == 1 && vstd::contains(town->builtBuildings,21)) //rampart, fountain of fortune is present
// for(int g=0; g<stacks.size(); ++g)
// stacks[g]->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
// }
// }
//giving terrain overalay premies
int bonusSubtype = -1;
switch(terType)
{
case 9: //magic plains
{
bonusSubtype = 0;
}
case 14: //fiery fields
{
if(bonusSubtype == -1) bonusSubtype = 1;
}
case 15: //rock lands
{
if(bonusSubtype == -1) bonusSubtype = 8;
}
case 16: //magic clouds
{
if(bonusSubtype == -1) bonusSubtype = 2;
}
case 17: //lucid pools
{
if(bonusSubtype == -1) bonusSubtype = 4;
}
{ //common part for cases 9, 14, 15, 16, 17
curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
break;
}
case 18: //holy ground
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EVIL)));
break;
}
case 19: //clover field
{ //+2 luck bonus for neutral creatures
curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureFactionLimiter(-1)));
break;
}
case 20: //evil fog
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EVIL)));
break;
}
case 22: //cursed ground
{
curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
curB->addNewBonus(makeFeature(Bonus::BLOCK_SPELLS_ABOVE_LEVEL, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
break;
}
}
//overlay premies given
//native terrain bonuses
if(town) //during siege always take premies for native terrain of faction
terrain = VLC->heroh->nativeTerrains[town->town->typeID];
ILimiter *nativeTerrain = new CreatureNativeTerrainLimiter(terrain);
curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
//////////////////////////////////////////////////////////////////////////
return curB;
}
CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1),
counterAttacks(1)
{
assert(base);
type = base->type;
count = baseAmount = base->count;
}
CStack::CStack()
{
init();
}
CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)
: base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1), counterAttacks(1)
{
type = stack->type;
count = baseAmount = stack->count;
}
void CStack::init()
{
base = NULL;
type = NULL;
ID = -1;
count = baseAmount = -1;
firstHPleft = -1;
owner = 255;
slot = 255;
attackerOwned = false;
position = -1;
counterAttacks = -1;
}
void CStack::postInit()
{
assert(type);
assert(parents.size());
firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);
shots = getCreature()->shots;
counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
state.insert(ALIVE); //alive state indication
assert(firstHPleft > 0);
}
ui32 CStack::Speed( int turn /*= 0*/ ) const
{
if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
return 0;
int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
int percentBonus = 0;
BOOST_FOREACH(const Bonus *b, bonuses)
{
if(b->type == Bonus::STACKS_SPEED)
{
percentBonus += b->additionalInfo;
}
}
speed = ((100 + percentBonus) * speed)/100;
//bind effect check
if(getEffect(72))
{
return 0;
}
return speed;
}
const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
{
BOOST_FOREACH(Bonus *it, bonuses)
{
if(it->source == Bonus::SPELL_EFFECT && it->id == id)
{
if(!turn || it->turnsRemain > turn)
return &(*it);
}
}
return NULL;
}
void CStack::stackEffectToFeature(BonusList & sf, const Bonus & sse)
{
// si32 power = VLC->spellh->spells[sse.id]->powers[sse.val];
// Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
// if (bonus)
// {
// switch(bonus->additionalInfo)
// {
// case 0: //normal
// switch(type->level)
// {
// case 1: case 2:
// power += 3; //it doesn't necessarily make sense for some spells, use it wisely
// break;
// case 3: case 4:
// power += 2;
// break;
// case 5: case 6:
// power += 1;
// break;
// }
// break;
// case 1: //only Coronius as yet
// power = std::max(5 - type->level, 0);
// break;
// }
// }
//
// switch(sse.id)
// {
// case 27: //shield
// sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 28: //air shield
// sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 29: //fire shield
// sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 30: //protection from air
// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 31: //protection from fire
// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 32: //protection from water
// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 33: //protection from earth
// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 34: //anti-magic
// sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 41: //bless
// if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
// {
// int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
// sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
// sf.back().id = sse.id;
// sf.back().valType = Bonus::PERCENT_TO_ALL;
// }
// sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 42: //curse
// sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
// sf.back().id = sse.id;
// break;
// case 43: //bloodlust
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
// sf.back().id = sse.id;
// break;
// case 44: //precision
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
// sf.back().id = sse.id;
// break;
// case 45: //weakness
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 46: //stone skin
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 47: //disrupting ray
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 48: //prayer
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
// sf.back().id = sse.id;
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
// sf.back().id = sse.id;
// sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 49: //mirth
// sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 50: //sorrow
// sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 51: //fortune
// sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 52: //misfortune
// sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 53: //haste
// sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 54: //slow
// sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
// sf.back().id = sse.id;
// break;
// case 55: //slayer
// if (bonus) //Coronius
// {
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
// sf.back().id = sse.id;
// }
// sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 56: //frenzy
// sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 58: //counterstrike
// sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 59: //bersek
// sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 60: //hypnotize
// sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 61: //forgetfulness
// sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 62: //blind
// sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
// sf.back().id = sse.id;
// sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// }
}
ui8 CStack::howManyEffectsSet(ui16 id) const
{
ui8 ret = 0;
BOOST_FOREACH(const Bonus *it, bonuses)
if(it->source == Bonus::SPELL_EFFECT && it->id == id) //effect found
{
++ret;
}
return ret;
}
bool CStack::willMove(int turn /*= 0*/) const
{
return ( turn ? true : !vstd::contains(state, DEFENDING) )
&& !moved(turn)
&& canMove(turn);
}
bool CStack::canMove( int turn /*= 0*/ ) const
{
return alive()
&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
}
bool CStack::moved( int turn /*= 0*/ ) const
{
if(!turn)
return vstd::contains(state, MOVED);
else
return false;
}
bool CStack::doubleWide() const
{
return getCreature()->doubleWide;
}
int CStack::occupiedHex() const
{
if (doubleWide())
{
if (attackerOwned)
return position - 1;
else
return position + 1;
}
else
{
return -1;
}
}
BonusList CStack::getSpellBonuses() const
{
return getBonuses(Selector::sourceTypeSel(Bonus::CASTED_SPELL));
}
std::vector<si32> CStack::activeSpells() const
{
std::vector<si32> ret;
BonusList spellEffects = getSpellBonuses();
BOOST_FOREACH(const Bonus *it, spellEffects)
{
if (!vstd::contains(ret, it->id)) //do not duplicate spells with multiple effects
ret.push_back(it->id);
}
return ret;
}
CStack::~CStack()
{
detachFromAll();
if(vstd::contains(state, SUMMONED))
delNull(base);
}
const CGHeroInstance * CStack::getMyHero() const
{
if(base)
return dynamic_cast<const CGHeroInstance *>(base->armyObj);
else //we are attached directly?
BOOST_FOREACH(const CBonusSystemNode *n, parents)
if(n->nodeType == HERO)
dynamic_cast<const CGHeroInstance *>(n);
return NULL;
}
std::string CStack::nodeName() const
{
std::ostringstream oss;
oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
if(type)
oss << type->namePl;
else
oss << "[UNDEFINED TYPE]";
oss << " from slot " << (int)slot;
if(base && base->armyObj)
oss << " of armyobj=" << base->armyObj->id;
return oss.str();
}
bool CMP_stack::operator()( const CStack* a, const CStack* b )
{
switch(phase)
{
case 0: //catapult moves after turrets
return a->getCreature()->idNumber < b->getCreature()->idNumber; //catapult is 145 and turrets are 149
//TODO? turrets order
case 1: //fastest first, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as > bs;
else
return a->slot < b->slot;
}
case 2: //fastest last, upper slot first
//TODO: should be replaced with order of receiving morale!
case 3: //fastest last, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as < bs;
else
return a->slot < b->slot;
}
default:
assert(0);
return false;
}
}
CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
{
phase = Phase;
turn = Turn;
}