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vcmi/lib/battle/CBattleInfoCallback.cpp

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/*
* CBattleInfoCallback.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 "CBattleInfoCallback.h"
#include <vcmi/scripting/Service.h>
#include "../CStack.h"
#include "BattleInfo.h"
#include "CObstacleInstance.h"
#include "DamageCalculator.h"
#include "PossiblePlayerBattleAction.h"
#include "../spells/ObstacleCasterProxy.h"
#include "../spells/ISpellMechanics.h"
#include "../spells/Problem.h"
#include "../spells/CSpellHandler.h"
#include "../mapObjects/CGTownInstance.h"
#include "../networkPacks/PacksForClientBattle.h"
#include "../BattleFieldHandler.h"
#include "../Rect.h"
#include "../CRandomGenerator.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
{
static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
{
static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 96, 112, 130, 147, 165, 182};
return lineToHex[line];
}
static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
{
const int wallInStackLine = lineToWallHex(pos1.getY());
const int wallInDestLine = lineToWallHex(pos2.getY());
const bool stackLeft = pos1 < wallInStackLine;
const bool destLeft = pos2 < wallInDestLine;
return stackLeft == destLeft;
}
// parts of wall
static const std::pair<int, EWallPart> wallParts[] =
{
std::make_pair(50, EWallPart::KEEP),
std::make_pair(183, EWallPart::BOTTOM_TOWER),
std::make_pair(182, EWallPart::BOTTOM_WALL),
std::make_pair(130, EWallPart::BELOW_GATE),
std::make_pair(78, EWallPart::OVER_GATE),
std::make_pair(29, EWallPart::UPPER_WALL),
std::make_pair(12, EWallPart::UPPER_TOWER),
std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
std::make_pair(96, EWallPart::GATE),
std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
};
static EWallPart hexToWallPart(BattleHex hex)
{
for(const auto & elem : wallParts)
{
if(elem.first == hex)
return elem.second;
}
return EWallPart::INVALID; //not found!
}
static BattleHex WallPartToHex(EWallPart part)
{
for(const auto & elem : wallParts)
{
if(elem.second == part)
return elem.first;
}
return BattleHex::INVALID; //not found!
}
}
using namespace SiegeStuffThatShouldBeMovedToHandlers;
ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
if(caster == nullptr)
{
logGlobal->error("CBattleInfoCallback::battleCanCastSpell: no spellcaster.");
return ESpellCastProblem::INVALID;
}
const PlayerColor player = caster->getCasterOwner();
const auto side = playerToSide(player);
if(!side)
return ESpellCastProblem::INVALID;
if(!battleDoWeKnowAbout(side.value()))
{
logGlobal->warn("You can't check if enemy can cast given spell!");
return ESpellCastProblem::INVALID;
}
if(battleTacticDist())
return ESpellCastProblem::ONGOING_TACTIC_PHASE;
switch(mode)
{
case spells::Mode::HERO:
{
if(battleCastSpells(side.value()) > 0)
return ESpellCastProblem::CASTS_PER_TURN_LIMIT;
const auto * hero = dynamic_cast<const CGHeroInstance *>(caster);
if(!hero)
return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
if(hero->hasBonusOfType(BonusType::BLOCK_ALL_MAGIC))
return ESpellCastProblem::MAGIC_IS_BLOCKED;
}
break;
default:
break;
}
return ESpellCastProblem::OK;
}
std::pair< std::vector<BattleHex>, int > CBattleInfoCallback::getPath(BattleHex start, BattleHex dest, const battle::Unit * stack) const
{
auto reachability = getReachability(stack);
if(reachability.predecessors[dest] == -1) //cannot reach destination
{
return std::make_pair(std::vector<BattleHex>(), 0);
}
//making the Path
std::vector<BattleHex> path;
BattleHex curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = reachability.predecessors[curElem];
}
return std::make_pair(path, reachability.distances[dest]);
}
bool CBattleInfoCallback::battleHasPenaltyOnLine(BattleHex from, BattleHex dest, bool checkWall, bool checkMoat) const
{
auto isTileBlocked = [&](BattleHex tile)
{
EWallPart wallPart = battleHexToWallPart(tile);
if (wallPart == EWallPart::INVALID)
return false; // there is no wall here
if (wallPart == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
return false; // does not blocks ranged attacks
if (wallPart == EWallPart::INDESTRUCTIBLE_PART)
return true; // always blocks ranged attacks
return isWallPartAttackable(wallPart);
};
// Count wall penalty requirement by shortest path, not by arbitrary line, to avoid various OH3 bugs
auto getShortestPath = [](BattleHex from, BattleHex dest) -> std::vector<BattleHex>
{
//Out early
if(from == dest)
return {};
std::vector<BattleHex> ret;
auto next = from;
//Not a real direction, only to indicate to which side we should search closest tile
auto direction = from.getX() > dest.getX() ? BattleSide::DEFENDER : BattleSide::ATTACKER;
while (next != dest)
{
auto tiles = next.neighbouringTiles();
std::set<BattleHex> possibilities = {tiles.begin(), tiles.end()};
next = BattleHex::getClosestTile(direction, dest, possibilities);
ret.push_back(next);
}
assert(!ret.empty());
ret.pop_back(); //Remove destination hex
return ret;
};
RETURN_IF_NOT_BATTLE(false);
auto checkNeeded = !sameSideOfWall(from, dest);
bool pathHasWall = false;
bool pathHasMoat = false;
for(const auto & hex : getShortestPath(from, dest))
{
pathHasWall |= isTileBlocked(hex);
if(!checkMoat)
continue;
auto obstacles = battleGetAllObstaclesOnPos(hex, false);
if(hex != BattleHex::GATE_BRIDGE || (battleIsGatePassable()))
for(const auto & obst : obstacles)
if(obst->obstacleType == CObstacleInstance::MOAT)
pathHasMoat |= true;
}
return checkNeeded && ( (checkWall && pathHasWall) || (checkMoat && pathHasMoat) );
}
bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
{
RETURN_IF_NOT_BATTLE(false);
if(!battleGetSiegeLevel())
return false;
const std::string cachingStrNoWallPenalty = "type_NO_WALL_PENALTY";
static const auto selectorNoWallPenalty = Selector::type()(BonusType::NO_WALL_PENALTY);
if(shooter->hasBonus(selectorNoWallPenalty, cachingStrNoWallPenalty))
return false;
const auto shooterOutsideWalls = shooterPosition < lineToWallHex(shooterPosition.getY());
return shooterOutsideWalls && battleHasPenaltyOnLine(shooterPosition, destHex, true, false);
}
std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data)
{
RETURN_IF_NOT_BATTLE(std::vector<PossiblePlayerBattleAction>());
std::vector<PossiblePlayerBattleAction> allowedActionList;
if(data.tacticsMode) //would "if(battleGetTacticDist() > 0)" work?
{
allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_TACTICS);
allowedActionList.push_back(PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK);
}
else
{
if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
{
if(stack->hasBonusOfType(BonusType::SPELLCASTER))
{
for(const auto & spellID : data.creatureSpellsToCast)
{
const CSpell *spell = spellID.toSpell();
PossiblePlayerBattleAction act = getCasterAction(spell, stack, spells::Mode::CREATURE_ACTIVE);
allowedActionList.push_back(act);
}
}
if(stack->hasBonusOfType(BonusType::RANDOM_SPELLCASTER))
allowedActionList.push_back(PossiblePlayerBattleAction::RANDOM_GENIE_SPELL);
}
if(stack->canShoot())
allowedActionList.push_back(PossiblePlayerBattleAction::SHOOT);
if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE))
allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK_AND_RETURN);
allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK); //all active stacks can attack
allowedActionList.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
if(stack->canMove() && stack->getMovementRange(0)) //probably no reason to try move war machines or bound stacks
allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_STACK);
const auto * siegedTown = battleGetDefendedTown();
if(siegedTown && siegedTown->hasFort() && stack->hasBonusOfType(BonusType::CATAPULT)) //TODO: check shots
allowedActionList.push_back(PossiblePlayerBattleAction::CATAPULT);
if(stack->hasBonusOfType(BonusType::HEALER))
allowedActionList.push_back(PossiblePlayerBattleAction::HEAL);
}
return allowedActionList;
}
PossiblePlayerBattleAction CBattleInfoCallback::getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const
{
RETURN_IF_NOT_BATTLE(PossiblePlayerBattleAction::INVALID);
auto spellSelMode = PossiblePlayerBattleAction::ANY_LOCATION;
const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode);
if(ti.massive || ti.type == spells::AimType::NO_TARGET)
spellSelMode = PossiblePlayerBattleAction::NO_LOCATION;
else if(ti.type == spells::AimType::LOCATION && ti.clearAffected)
spellSelMode = PossiblePlayerBattleAction::FREE_LOCATION;
else if(ti.type == spells::AimType::CREATURE)
spellSelMode = PossiblePlayerBattleAction::AIMED_SPELL_CREATURE;
else if(ti.type == spells::AimType::OBSTACLE)
spellSelMode = PossiblePlayerBattleAction::OBSTACLE;
return PossiblePlayerBattleAction(spellSelMode, spell->id);
}
std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
std::set<BattleHex> attackedHexes;
RETURN_IF_NOT_BATTLE(attackedHexes);
AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
for (BattleHex tile : at.hostileCreaturePositions)
{
const auto * st = battleGetUnitByPos(tile, true);
if(st && st->unitOwner() != attacker->unitOwner()) //only hostile stacks - does it work well with Berserk?
{
attackedHexes.insert(tile);
}
}
for (BattleHex tile : at.friendlyCreaturePositions)
{
if(battleGetUnitByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
{
attackedHexes.insert(tile);
}
}
return attackedHexes;
}
const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
for(const auto * s : battleGetAllStacks(true))
if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
return s;
return nullptr;
}
const battle::Unit * CBattleInfoCallback::battleGetUnitByPos(BattleHex pos, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
{
return !unit->isGhost()
2023-11-18 19:42:02 +02:00
&& unit->coversPos(pos)
&& (!onlyAlive || unit->alive());
});
if(!ret.empty())
return ret.front();
else
return nullptr;
}
battle::Units CBattleInfoCallback::battleAliveUnits() const
{
return battleGetUnitsIf([](const battle::Unit * unit)
{
return unit->isValidTarget(false);
});
}
battle::Units CBattleInfoCallback::battleAliveUnits(ui8 side) const
{
return battleGetUnitsIf([=](const battle::Unit * unit)
{
return unit->isValidTarget(false) && unit->unitSide() == side;
});
}
using namespace battle;
//T is battle::Unit descendant
template <typename T>
const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t & sideThatLastMoved, int phase)
{
const T * returnedUnit = nullptr;
size_t currentUnitIndex = 0;
for(size_t i = 0; i < allUnits.size(); i++)
{
int32_t currentUnitInitiative = -1;
int32_t returnedUnitInitiative = -1;
if(returnedUnit)
returnedUnitInitiative = returnedUnit->getInitiative(turn);
if(!allUnits[i])
continue;
auto currentUnit = allUnits[i];
currentUnitInitiative = currentUnit->getInitiative(turn);
switch(phase)
{
case BattlePhases::NORMAL: // Faster first, attacker priority, higher slot first
if(returnedUnit == nullptr || currentUnitInitiative > returnedUnitInitiative)
{
returnedUnit = currentUnit;
currentUnitIndex = i;
}
else if(currentUnitInitiative == returnedUnitInitiative)
{
if(sideThatLastMoved == -1 && turn <= 0 && currentUnit->unitSide() == BattleSide::ATTACKER
&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Turn 0 attacker priority
{
returnedUnit = currentUnit;
currentUnitIndex = i;
}
else if(sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
{
returnedUnit = currentUnit;
currentUnitIndex = i;
}
}
break;
case BattlePhases::WAIT_MORALE: // Slower first, higher slot first
case BattlePhases::WAIT:
if(returnedUnit == nullptr || currentUnitInitiative < returnedUnitInitiative)
{
returnedUnit = currentUnit;
currentUnitIndex = i;
}
else if(currentUnitInitiative == returnedUnitInitiative && sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
{
returnedUnit = currentUnit;
currentUnitIndex = i;
}
break;
default:
break;
}
}
if(!returnedUnit)
return nullptr;
allUnits[currentUnitIndex] = nullptr;
return returnedUnit;
}
void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns, const size_t maxUnits, const int maxTurns, const int turn, int8_t sideThatLastMoved) const
{
RETURN_IF_NOT_BATTLE();
if(maxUnits == 0 && maxTurns == 0)
{
logGlobal->error("Attempt to get infinite battle queue");
return;
}
auto actualTurn = turn > 0 ? turn : 0;
auto turnsIsFull = [&]() -> bool
{
if(maxUnits == 0)
return false;//no limit
size_t turnsSize = 0;
for(const auto & oneTurn : turns)
turnsSize += oneTurn.size();
return turnsSize >= maxUnits;
};
turns.emplace_back();
// We'll split creatures with remaining movement to 4 buckets (SIEGE, NORMAL, WAIT_MORALE, WAIT)
std::array<battle::Units, BattlePhases::NUMBER_OF_PHASES> phases; // Access using BattlePhases enum
const battle::Unit * activeUnit = battleActiveUnit();
if(activeUnit)
{
//its first turn and active unit hasn't taken any action yet - must be placed at the beginning of queue, no matter what
if(turn == 0 && activeUnit->willMove() && !activeUnit->waited())
{
turns.back().push_back(activeUnit);
if(turnsIsFull())
return;
}
//its first or current turn, turn priority for active stack side
//TODO: what if active stack mind-controlled?
if(turn <= 0 && sideThatLastMoved < 0)
sideThatLastMoved = activeUnit->unitSide();
}
auto allUnits = battleGetUnitsIf([](const battle::Unit * unit)
{
return !unit->isGhost();
});
// If no unit will be EVER! able to move, battle is over.
if(!vstd::contains_if(allUnits, [](const battle::Unit * unit) { return unit->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
{
turns.clear();
return;
}
for(const auto * unit : allUnits)
{
if((actualTurn == 0 && !unit->willMove()) //we are considering current round and unit won't move
|| (actualTurn > 0 && !unit->canMove(turn)) //unit won't be able to move in later rounds
|| (actualTurn == 0 && unit == activeUnit && !turns.at(0).empty() && unit == turns.front().front())) //it's active unit already added at the beginning of queue
{
continue;
}
int unitPhase = unit->battleQueuePhase(turn);
phases[unitPhase].push_back(unit);
}
boost::sort(phases[BattlePhases::SIEGE], CMP_stack(BattlePhases::SIEGE, actualTurn, sideThatLastMoved));
std::copy(phases[BattlePhases::SIEGE].begin(), phases[BattlePhases::SIEGE].end(), std::back_inserter(turns.back()));
if(turnsIsFull())
return;
for(uint8_t phase = BattlePhases::NORMAL; phase < BattlePhases::NUMBER_OF_PHASES; phase++)
boost::sort(phases[phase], CMP_stack(phase, actualTurn, sideThatLastMoved));
uint8_t phase = BattlePhases::NORMAL;
while(!turnsIsFull() && phase < BattlePhases::NUMBER_OF_PHASES)
{
const battle::Unit * currentUnit = nullptr;
if(phases[phase].empty())
phase++;
else
{
currentUnit = takeOneUnit(phases[phase], actualTurn, sideThatLastMoved, phase);
if(!currentUnit)
{
phase++;
}
else
{
turns.back().push_back(currentUnit);
sideThatLastMoved = currentUnit->unitSide();
}
}
}
if(sideThatLastMoved < 0)
sideThatLastMoved = BattleSide::ATTACKER;
if(!turnsIsFull() && (maxTurns == 0 || turns.size() < maxTurns))
battleGetTurnOrder(turns, maxUnits, maxTurns, actualTurn + 1, sideThatLastMoved);
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool obtainMovementRange) const
{
RETURN_IF_NOT_BATTLE(std::vector<BattleHex>());
if(!unit->getPosition().isValid()) //turrets
return std::vector<BattleHex>();
auto reachability = getReachability(unit);
return battleGetAvailableHexes(reachability, unit, obtainMovementRange);
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool obtainMovementRange) const
{
std::vector<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
if(!unit->getPosition().isValid()) //turrets
return ret;
auto unitSpeed = unit->getMovementRange(0);
const bool tacticsPhase = battleTacticDist() && battleGetTacticsSide() == unit->unitSide();
for(int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
{
// If obstacles or other stacks makes movement impossible, it can't be helped.
if(!cache.isReachable(i))
continue;
if(tacticsPhase && !obtainMovementRange) // if obtainMovementRange requested do not return tactics range
{
// Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
if(!isInTacticRange(i))
continue;
}
else
{
// Not tactics phase -> destination must be reachable and within unit range.
if(cache.distances[i] > static_cast<int>(unitSpeed))
continue;
}
ret.emplace_back(i);
}
return ret;
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool obtainMovementRange, bool addOccupiable, std::vector<BattleHex> * attackable) const
{
std::vector<BattleHex> ret = battleGetAvailableHexes(unit, obtainMovementRange);
if(ret.empty())
return ret;
if(addOccupiable && unit->doubleWide())
{
std::vector<BattleHex> occupiable;
occupiable.reserve(ret.size());
for(auto hex : ret)
occupiable.push_back(unit->occupiedHex(hex));
vstd::concatenate(ret, occupiable);
}
if(attackable)
{
auto meleeAttackable = [&](BattleHex hex) -> bool
{
// Return true if given hex has at least one available neighbour.
// Available hexes are already present in ret vector.
auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
{
return BattleHex::mutualPosition(hex, availableHex) >= 0;
});
return availableNeighbor != ret.end();
};
for(const auto * otherSt : battleAliveUnits(otherSide(unit->unitSide())))
{
if(!otherSt->isValidTarget(false))
continue;
std::vector<BattleHex> occupied = otherSt->getHexes();
if(battleCanShoot(unit, otherSt->getPosition()))
{
attackable->insert(attackable->end(), occupied.begin(), occupied.end());
continue;
}
for(BattleHex he : occupied)
{
if(meleeAttackable(he))
attackable->push_back(he);
}
}
}
//adding occupiable likely adds duplicates to ret -> clean it up
boost::sort(ret);
ret.erase(boost::unique(ret).end(), ret.end());
return ret;
}
bool CBattleInfoCallback::battleCanAttack(const battle::Unit * stack, const battle::Unit * target, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
if(battleTacticDist())
return false;
if (!stack || !target)
return false;
if(!battleMatchOwner(stack, target))
return false;
auto id = stack->unitType()->getId();
if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
return false;
return target->alive();
}
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
{
RETURN_IF_NOT_BATTLE(false);
if(battleTacticDist()) //no shooting during tactics
return false;
if (!attacker)
return false;
if (attacker->creatureIndex() == CreatureID::CATAPULT) //catapult cannot attack creatures
return false;
//forgetfulness
TConstBonusListPtr forgetfulList = attacker->getBonuses(Selector::type()(BonusType::FORGETFULL));
if(!forgetfulList->empty())
{
int forgetful = forgetfulList->valOfBonuses(Selector::type()(BonusType::FORGETFULL));
//advanced+ level
if(forgetful > 1)
return false;
}
return attacker->canShoot() && (!battleIsUnitBlocked(attacker)
|| attacker->hasBonusOfType(BonusType::FREE_SHOOTING));
}
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
const battle::Unit * defender = battleGetUnitByPos(dest);
if(!attacker || !defender)
return false;
if(battleMatchOwner(attacker, defender) && defender->alive())
{
if(battleCanShoot(attacker))
{
auto limitedRangeBonus = attacker->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
if(limitedRangeBonus == nullptr)
{
return true;
}
int shootingRange = limitedRangeBonus->val;
return isEnemyUnitWithinSpecifiedRange(attacker->getPosition(), defender, shootingRange);
}
}
return false;
}
DamageEstimation CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
{
DamageCalculator calculator(*this, info);
return calculator.calculateDmgRange();
}
DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg) const
{
RETURN_IF_NOT_BATTLE({});
auto reachability = battleGetDistances(attacker, attacker->getPosition());
int getMovementRange = attackerPosition.isValid() ? reachability[attackerPosition] : 0;
return battleEstimateDamage(attacker, defender, getMovementRange, retaliationDmg);
}
DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int getMovementRange, DamageEstimation * retaliationDmg) const
{
RETURN_IF_NOT_BATTLE({});
const bool shooting = battleCanShoot(attacker, defender->getPosition());
const BattleAttackInfo bai(attacker, defender, getMovementRange, shooting);
return battleEstimateDamage(bai, retaliationDmg);
}
DamageEstimation CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo & bai, DamageEstimation * retaliationDmg) const
{
RETURN_IF_NOT_BATTLE({});
DamageEstimation ret = calculateDmgRange(bai);
if(retaliationDmg && bai.defender->ableToRetaliate())
{
if(bai.shooting)
{
//FIXME: handle RANGED_RETALIATION
*retaliationDmg = DamageEstimation();
}
else
{
//TODO: rewrite using boost::numeric::interval
//TODO: rewire once more using interval-based fuzzy arithmetic
const auto & estimateRetaliation = [&](int64_t damage)
{
auto retaliationAttack = bai.reverse();
auto state = retaliationAttack.attacker->acquireState();
state->damage(damage);
retaliationAttack.attacker = state.get();
return calculateDmgRange(retaliationAttack);
};
DamageEstimation retaliationMin = estimateRetaliation(ret.damage.min);
DamageEstimation retaliationMax = estimateRetaliation(ret.damage.max);
retaliationDmg->damage.min = std::min(retaliationMin.damage.min, retaliationMax.damage.min);
retaliationDmg->damage.max = std::max(retaliationMin.damage.max, retaliationMax.damage.max);
retaliationDmg->kills.min = std::min(retaliationMin.kills.min, retaliationMax.kills.min);
retaliationDmg->kills.max = std::max(retaliationMin.kills.max, retaliationMax.kills.max);
}
}
return ret;
}
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking) const
{
auto obstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
RETURN_IF_NOT_BATTLE(obstacles);
for(auto & obs : battleGetAllObstacles())
{
if(vstd::contains(obs->getBlockedTiles(), tile)
|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
{
obstacles.push_back(obs);
}
}
return obstacles;
}
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const
{
auto affectedObstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
RETURN_IF_NOT_BATTLE(affectedObstacles);
if(unit->alive())
{
if(!passed.count(unit->getPosition()))
affectedObstacles = battleGetAllObstaclesOnPos(unit->getPosition(), false);
if(unit->doubleWide())
{
BattleHex otherHex = unit->occupiedHex();
if(otherHex.isValid() && !passed.count(otherHex))
for(auto & i : battleGetAllObstaclesOnPos(otherHex, false))
if(!vstd::contains(affectedObstacles, i))
affectedObstacles.push_back(i);
}
for(auto hex : unit->getHexes())
if(hex == BattleHex::GATE_BRIDGE && battleIsGatePassable())
for(int i=0; i<affectedObstacles.size(); i++)
if(affectedObstacles.at(i)->obstacleType == CObstacleInstance::MOAT)
affectedObstacles.erase(affectedObstacles.begin()+i);
}
return affectedObstacles;
}
bool CBattleInfoCallback::handleObstacleTriggersForUnit(SpellCastEnvironment & spellEnv, const battle::Unit & unit, const std::set<BattleHex> & passed) const
{
if(!unit.alive())
return false;
bool movementStopped = false;
for(auto & obstacle : getAllAffectedObstaclesByStack(&unit, passed))
{
//helper info
const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
if(spellObstacle)
{
auto revealObstacles = [&](const SpellCreatedObstacle & spellObstacle) -> void
{
// For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
auto operation = ObstacleChanges::EOperation::UPDATE;
if (spellObstacle.removeOnTrigger)
operation = ObstacleChanges::EOperation::REMOVE;
SpellCreatedObstacle changedObstacle;
changedObstacle.uniqueID = spellObstacle.uniqueID;
changedObstacle.revealed = true;
BattleObstaclesChanged bocp;
bocp.battleID = getBattle()->getBattleID();
bocp.changes.emplace_back(spellObstacle.uniqueID, operation);
changedObstacle.toInfo(bocp.changes.back(), operation);
spellEnv.apply(&bocp);
};
const auto side = unit.unitSide();
auto shouldReveal = !spellObstacle->hidden || !battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side);
const auto * hero = battleGetFightingHero(spellObstacle->casterSide);
auto caster = spells::ObstacleCasterProxy(getBattle()->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
if(obstacle->triggersEffects() && obstacle->getTrigger().hasValue())
{
const auto * sp = obstacle->getTrigger().toSpell();
auto cast = spells::BattleCast(this, &caster, spells::Mode::PASSIVE, sp);
spells::detail::ProblemImpl ignored;
auto target = spells::Target(1, spells::Destination(&unit));
if(sp->battleMechanics(&cast)->canBeCastAt(target, ignored)) // Obstacles should not be revealed by immune creatures
{
if(shouldReveal) { //hidden obstacle triggers effects after revealed
revealObstacles(*spellObstacle);
cast.cast(&spellEnv, target);
}
}
}
else if(shouldReveal)
revealObstacles(*spellObstacle);
}
if(!unit.alive())
return false;
if(obstacle->stopsMovement())
movementStopped = true;
}
return unit.alive() && !movementStopped;
}
AccessibilityInfo CBattleInfoCallback::getAccesibility() const
{
AccessibilityInfo ret;
ret.fill(EAccessibility::ACCESSIBLE);
//removing accessibility for side columns of hexes
for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
{
ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
}
//special battlefields with logically unavailable tiles
auto bFieldType = battleGetBattlefieldType();
if(bFieldType != BattleField::NONE)
{
std::vector<BattleHex> impassableHexes = bFieldType.getInfo()->impassableHexes;
for(auto hex : impassableHexes)
ret[hex] = EAccessibility::UNAVAILABLE;
}
//gate -> should be before stacks
if(battleGetSiegeLevel() > 0)
{
EAccessibility accessability = EAccessibility::ACCESSIBLE;
switch(battleGetGateState())
{
case EGateState::CLOSED:
accessability = EAccessibility::GATE;
break;
case EGateState::BLOCKED:
accessability = EAccessibility::UNAVAILABLE;
break;
}
ret[BattleHex::GATE_OUTER] = ret[BattleHex::GATE_INNER] = accessability;
}
//tiles occupied by standing stacks
for(const auto * unit : battleAliveUnits())
{
for(auto hex : unit->getHexes())
if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
ret[hex] = EAccessibility::ALIVE_STACK;
}
//obstacles
for(const auto &obst : battleGetAllObstacles())
{
for(auto hex : obst->getBlockedTiles())
ret[hex] = EAccessibility::OBSTACLE;
}
//walls
if(battleGetSiegeLevel() > 0)
{
static const int permanentlyLocked[] = {12, 45, 62, 112, 147, 165};
for(auto hex : permanentlyLocked)
ret[hex] = EAccessibility::UNAVAILABLE;
//TODO likely duplicated logic
static const std::pair<EWallPart, BattleHex> lockedIfNotDestroyed[] =
{
//which part of wall, which hex is blocked if this part of wall is not destroyed
std::make_pair(EWallPart::BOTTOM_WALL, BattleHex(BattleHex::DESTRUCTIBLE_WALL_4)),
std::make_pair(EWallPart::BELOW_GATE, BattleHex(BattleHex::DESTRUCTIBLE_WALL_3)),
std::make_pair(EWallPart::OVER_GATE, BattleHex(BattleHex::DESTRUCTIBLE_WALL_2)),
std::make_pair(EWallPart::UPPER_WALL, BattleHex(BattleHex::DESTRUCTIBLE_WALL_1))
};
for(const auto & elem : lockedIfNotDestroyed)
{
if(battleGetWallState(elem.first) != EWallState::DESTROYED)
ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
}
}
return ret;
}
AccessibilityInfo CBattleInfoCallback::getAccesibility(const battle::Unit * stack) const
{
return getAccesibility(battle::Unit::getHexes(stack->getPosition(), stack->doubleWide(), stack->unitSide()));
}
AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> & accessibleHexes) const
{
auto ret = getAccesibility();
for(auto hex : accessibleHexes)
if(hex.isValid())
ret[hex] = EAccessibility::ACCESSIBLE;
return ret;
}
ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters & params) const
{
ReachabilityInfo ret;
ret.accessibility = accessibility;
ret.params = params;
ret.predecessors.fill(BattleHex::INVALID);
ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
if(!params.startPosition.isValid()) //if got call for arrow turrets
return ret;
const std::set<BattleHex> obstacles = getStoppers(params.perspective);
auto checkParams = params;
checkParams.ignoreKnownAccessible = true; //Ignore starting hexes obstacles
std::queue<BattleHex> hexq; //bfs queue
//first element
hexq.push(params.startPosition);
ret.distances[params.startPosition] = 0;
std::array<bool, GameConstants::BFIELD_SIZE> accessibleCache{};
for(int hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
accessibleCache[hex] = accessibility.accessible(hex, params.doubleWide, params.side);
while(!hexq.empty()) //bfs loop
{
const BattleHex curHex = hexq.front();
hexq.pop();
//walking stack can't step past the obstacles
if(isInObstacle(curHex, obstacles, checkParams))
continue;
const int costToNeighbour = ret.distances[curHex.hex] + 1;
for(BattleHex neighbour : BattleHex::neighbouringTilesCache[curHex.hex])
{
if(neighbour.isValid())
{
const int costFoundSoFar = ret.distances[neighbour.hex];
if(accessibleCache[neighbour.hex] && costToNeighbour < costFoundSoFar)
{
hexq.push(neighbour);
ret.distances[neighbour.hex] = costToNeighbour;
ret.predecessors[neighbour.hex] = curHex;
}
}
}
}
return ret;
}
bool CBattleInfoCallback::isInObstacle(
BattleHex hex,
const std::set<BattleHex> & obstacles,
const ReachabilityInfo::Parameters & params) const
{
auto occupiedHexes = battle::Unit::getHexes(hex, params.doubleWide, params.side);
for(auto occupiedHex : occupiedHexes)
{
if(params.ignoreKnownAccessible && vstd::contains(params.knownAccessible, occupiedHex))
continue;
if(vstd::contains(obstacles, occupiedHex))
{
if(occupiedHex == BattleHex::GATE_BRIDGE)
{
if(battleGetGateState() != EGateState::DESTROYED && params.side == BattleSide::ATTACKER)
return true;
}
else
return true;
}
}
return false;
}
std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
{
std::set<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
for(auto &oi : battleGetAllObstacles(whichSidePerspective))
{
if(!battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
continue;
for(const auto & hex : oi->getStoppingTile())
{
if(hex == BattleHex::GATE_BRIDGE && oi->obstacleType == CObstacleInstance::MOAT)
{
if(battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED)
continue; // this tile is disabled by drawbridge on top of it
}
ret.insert(hex);
}
}
return ret;
}
std::pair<const battle::Unit *, BattleHex> CBattleInfoCallback::getNearestStack(const battle::Unit * closest) const
{
auto reachability = getReachability(closest);
auto avHexes = battleGetAvailableHexes(reachability, closest, false);
// I hate std::pairs with their undescriptive member names first / second
struct DistStack
{
uint32_t distanceToPred;
BattleHex destination;
const battle::Unit * stack;
};
std::vector<DistStack> stackPairs;
std::vector<const battle::Unit *> possible = battleGetUnitsIf([=](const battle::Unit * unit)
{
return unit->isValidTarget(false) && unit != closest;
});
for(const battle::Unit * st : possible)
{
for(BattleHex hex : avHexes)
if(CStack::isMeleeAttackPossible(closest, st, hex))
{
DistStack hlp = {reachability.distances[hex], hex, st};
stackPairs.push_back(hlp);
}
}
if(!stackPairs.empty())
{
auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
auto minimal = boost::min_element(stackPairs, comparator);
return std::make_pair(minimal->stack, minimal->destination);
}
else
return std::make_pair<const battle::Unit * , BattleHex>(nullptr, BattleHex::INVALID);
}
BattleHex CBattleInfoCallback::getAvaliableHex(const CreatureID & creID, ui8 side, int initialPos) const
{
bool twoHex = VLC->creatures()->getById(creID)->isDoubleWide();
int pos;
if (initialPos > -1)
pos = initialPos;
else //summon elementals depending on player side
{
if(side == BattleSide::ATTACKER)
pos = 0; //top left
else
pos = GameConstants::BFIELD_WIDTH - 1; //top right
}
auto accessibility = getAccesibility();
std::set<BattleHex> occupyable;
for(int i = 0; i < accessibility.size(); i++)
if(accessibility.accessible(i, twoHex, side))
occupyable.insert(i);
if(occupyable.empty())
{
return BattleHex::INVALID; //all tiles are covered
}
return BattleHex::getClosestTile(side, pos, occupyable);
}
si8 CBattleInfoCallback::battleGetTacticDist() const
{
RETURN_IF_NOT_BATTLE(0);
//TODO get rid of this method
if(battleDoWeKnowAbout(battleGetTacticsSide()))
return battleTacticDist();
return 0;
}
bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
auto side = battleGetTacticsSide();
auto dist = battleGetTacticDist();
return ((!side && dest.getX() > 0 && dest.getX() <= dist)
|| (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
}
ReachabilityInfo CBattleInfoCallback::getReachability(const battle::Unit * unit) const
{
ReachabilityInfo::Parameters params(unit, unit->getPosition());
if(!battleDoWeKnowAbout(unit->unitSide()))
{
//Stack is held by enemy, we can't use his perspective to check for reachability.
// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
params.perspective = battleGetMySide();
}
return getReachability(params);
}
ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters &params) const
{
if(params.flying)
return getFlyingReachability(params);
else
return makeBFS(getAccesibility(params.knownAccessible), params);
}
ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters &params) const
{
ReachabilityInfo ret;
ret.accessibility = getAccesibility(params.knownAccessible);
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
{
if(ret.accessibility.accessible(i, params.doubleWide, params.side))
{
ret.predecessors[i] = params.startPosition;
ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
}
}
return ret;
}
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);
BattleHex attackOriginHex = (attackerPos != BattleHex::INVALID) ? attackerPos : attacker->getPosition(); //real or hypothetical (cursor) position
const auto * defender = battleGetUnitByPos(destinationTile, true);
if (!defender)
return at; // can't attack thin air
bool reverse = isToReverse(attacker, defender);
if(reverse && attacker->doubleWide())
{
attackOriginHex = attacker->occupiedHex(attackOriginHex); //the other hex stack stands on
}
if(attacker->hasBonusOfType(BonusType::ATTACKS_ALL_ADJACENT))
{
boost::copy(attacker->getSurroundingHexes(attackerPos), vstd::set_inserter(at.hostileCreaturePositions));
}
if(attacker->hasBonusOfType(BonusType::THREE_HEADED_ATTACK))
{
std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
for(BattleHex tile : hexes)
{
if((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, attackOriginHex) > -1)) //adjacent both to attacker's head and attacked tile
{
const auto * st = battleGetUnitByPos(tile, true);
if(st && battleMatchOwner(st, attacker)) //only hostile stacks - does it work well with Berserk?
at.hostileCreaturePositions.insert(tile);
}
}
}
if(attacker->hasBonusOfType(BonusType::WIDE_BREATH))
{
std::vector<BattleHex> hexes = destinationTile.neighbouringTiles();
for(int i = 0; i<hexes.size(); i++)
{
if(hexes.at(i) == attackOriginHex)
{
hexes.erase(hexes.begin() + i);
i = 0;
}
}
for(BattleHex tile : hexes)
{
//friendly stacks can also be damaged by Dragon Breath
const auto * st = battleGetUnitByPos(tile, true);
if(st && st != attacker)
at.friendlyCreaturePositions.insert(tile);
}
}
else if(attacker->hasBonusOfType(BonusType::TWO_HEX_ATTACK_BREATH))
{
auto direction = BattleHex::mutualPosition(attackOriginHex, destinationTile);
if(direction != BattleHex::NONE) //only adjacent hexes are subject of dragon breath calculation
{
BattleHex nextHex = destinationTile.cloneInDirection(direction, false);
if ( defender->doubleWide() )
{
auto secondHex = destinationTile == defender->getPosition() ?
defender->occupiedHex():
defender->getPosition();
// if targeted double-wide creature is attacked from above or below ( -> second hex is also adjacent to attack origin)
// then dragon breath should target tile on the opposite side of targeted creature
if (BattleHex::mutualPosition(attackOriginHex, secondHex) != BattleHex::NONE)
nextHex = secondHex.cloneInDirection(direction, false);
}
if (nextHex.isValid())
{
//friendly stacks can also be damaged by Dragon Breath
const auto * st = battleGetUnitByPos(nextHex, true);
if(st != nullptr)
at.friendlyCreaturePositions.insert(nextHex);
}
}
}
return at;
}
AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);
if(attacker->hasBonusOfType(BonusType::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
{
std::vector<BattleHex> targetHexes = destinationTile.neighbouringTiles();
targetHexes.push_back(destinationTile);
boost::copy(targetHexes, vstd::set_inserter(at.hostileCreaturePositions));
}
return at;
}
std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
{
std::vector<const battle::Unit*> units;
RETURN_IF_NOT_BATTLE(units);
AttackableTiles at;
if (rangedAttack)
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
else
at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
units = battleGetUnitsIf([=](const battle::Unit * unit)
{
if (unit->isGhost() || !unit->alive())
return false;
for (BattleHex hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
{
if (vstd::contains(at.hostileCreaturePositions, hex))
return true;
if (vstd::contains(at.friendlyCreaturePositions, hex))
return true;
}
return false;
});
return units;
}
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
{
std::set<const CStack*> attackedCres;
RETURN_IF_NOT_BATTLE(attackedCres);
AttackableTiles at;
if(rangedAttack)
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
else
at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
{
const CStack * st = battleGetStackByPos(tile, true);
if(st && st->unitOwner() != attacker->unitOwner()) //only hostile stacks - does it work well with Berserk?
{
attackedCres.insert(st);
}
}
for (BattleHex tile : at.friendlyCreaturePositions)
{
const CStack * st = battleGetStackByPos(tile, true);
if(st) //friendly stacks can also be damaged by Dragon Breath
{
attackedCres.insert(st);
}
}
return attackedCres;
}
static bool isHexInFront(BattleHex hex, BattleHex testHex, BattleSide::Type side )
{
static const std::set<BattleHex::EDir> rightDirs { BattleHex::BOTTOM_RIGHT, BattleHex::TOP_RIGHT, BattleHex::RIGHT };
static const std::set<BattleHex::EDir> leftDirs { BattleHex::BOTTOM_LEFT, BattleHex::TOP_LEFT, BattleHex::LEFT };
auto mutualPos = BattleHex::mutualPosition(hex, testHex);
if (side == BattleSide::ATTACKER)
return rightDirs.count(mutualPos);
else
return leftDirs.count(mutualPos);
}
//TODO: this should apply also to mechanics and cursor interface
bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battle::Unit * defender) const
{
BattleHex attackerHex = attacker->getPosition();
BattleHex defenderHex = defender->getPosition();
if (attackerHex < 0 ) //turret
return false;
if(isHexInFront(attackerHex, defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
return false;
if (defender->doubleWide())
{
if(isHexInFront(attackerHex, defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
return false;
}
if (attacker->doubleWide())
{
if(isHexInFront(attacker->occupiedHex(), defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
return false;
}
// a bit weird case since here defender is slightly behind attacker, so reversing seems preferable,
// but this is how H3 handles it which is important, e.g. for direction of dragon breath attacks
if (attacker->doubleWide() && defender->doubleWide())
{
if(isHexInFront(attacker->occupiedHex(), defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
return false;
}
return true;
}
ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const
{
ReachabilityInfo::TDistances ret;
ret.fill(-1);
RETURN_IF_NOT_BATTLE(ret);
auto reachability = getReachability(unit);
boost::copy(reachability.distances, ret.begin());
return ret;
}
bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
{
RETURN_IF_NOT_BATTLE(false);
const std::string cachingStrNoDistancePenalty = "type_NO_DISTANCE_PENALTY";
static const auto selectorNoDistancePenalty = Selector::type()(BonusType::NO_DISTANCE_PENALTY);
if(shooter->hasBonus(selectorNoDistancePenalty, cachingStrNoDistancePenalty))
return false;
if(const auto * target = battleGetUnitByPos(destHex, true))
{
//If any hex of target creature is within range, there is no penalty
int range = GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE;
auto bonus = shooter->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
range = bonus->additionalInfo[0];
if(isEnemyUnitWithinSpecifiedRange(shooterPosition, target, range))
return false;
}
else
{
if(BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE)
return false;
}
return true;
}
bool CBattleInfoCallback::isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosition, const battle::Unit * defenderUnit, unsigned int range) const
{
for(auto hex : defenderUnit->getHexes())
if(BattleHex::getDistance(attackerPosition, hex) <= range)
return true;
return false;
}
BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart part) const
{
RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
return WallPartToHex(part);
}
EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
{
RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
return hexToWallPart(hex);
}
bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart wallPart) const
{
RETURN_IF_NOT_BATTLE(false);
return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
wallPart != EWallPart::INVALID;
}
bool CBattleInfoCallback::isWallPartAttackable(EWallPart wallPart) const
{
RETURN_IF_NOT_BATTLE(false);
if(isWallPartPotentiallyAttackable(wallPart))
{
auto wallState = battleGetWallState(wallPart);
return (wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED);
}
return false;
}
std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
{
std::vector<BattleHex> attackableBattleHexes;
RETURN_IF_NOT_BATTLE(attackableBattleHexes);
for(const auto & wallPartPair : wallParts)
{
if(isWallPartAttackable(wallPartPair.second))
attackableBattleHexes.emplace_back(wallPartPair.first);
}
return attackableBattleHexes;
}
int32_t CBattleInfoCallback::battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
{
RETURN_IF_NOT_BATTLE(-1);
//TODO should be replaced using bonus system facilities (propagation onto battle node)
int32_t ret = caster->getSpellCost(sp);
//checking for friendly stacks reducing cost of the spell and
//enemy stacks increasing it
int32_t manaReduction = 0;
int32_t manaIncrease = 0;
for(const auto * unit : battleAliveUnits())
{
if(unit->unitOwner() == caster->tempOwner && unit->hasBonusOfType(BonusType::CHANGES_SPELL_COST_FOR_ALLY))
{
vstd::amax(manaReduction, unit->valOfBonuses(BonusType::CHANGES_SPELL_COST_FOR_ALLY));
}
if(unit->unitOwner() != caster->tempOwner && unit->hasBonusOfType(BonusType::CHANGES_SPELL_COST_FOR_ENEMY))
{
vstd::amax(manaIncrease, unit->valOfBonuses(BonusType::CHANGES_SPELL_COST_FOR_ENEMY));
}
}
return std::max(0, ret - manaReduction + manaIncrease);
}
bool CBattleInfoCallback::battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const
{
return battleHasDistancePenalty(shooter, shooter->getPosition(), destHex) || battleHasWallPenalty(shooter, shooter->getPosition(), destHex);
}
bool CBattleInfoCallback::battleIsUnitBlocked(const battle::Unit * unit) const
{
RETURN_IF_NOT_BATTLE(false);
if(unit->hasBonusOfType(BonusType::SIEGE_WEAPON)) //siege weapons cannot be blocked
return false;
for(const auto * adjacent : battleAdjacentUnits(unit))
{
if(adjacent->unitOwner() != unit->unitOwner()) //blocked by enemy stack
return true;
}
return false;
}
std::set<const battle::Unit *> CBattleInfoCallback::battleAdjacentUnits(const battle::Unit * unit) const
{
std::set<const battle::Unit *> ret;
RETURN_IF_NOT_BATTLE(ret);
for(auto hex : unit->getSurroundingHexes())
{
if(const auto * neighbour = battleGetUnitByPos(hex, true))
ret.insert(neighbour);
}
return ret;
}
SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, const battle::Unit * caster, const battle::Unit * subject) const
{
RETURN_IF_NOT_BATTLE(SpellID::NONE);
//This is complete list. No spells from mods.
//todo: this should be Spellbook of caster Stack
static const std::set<SpellID> allPossibleSpells =
{
SpellID::AIR_SHIELD,
SpellID::ANTI_MAGIC,
SpellID::BLESS,
SpellID::BLOODLUST,
SpellID::COUNTERSTRIKE,
SpellID::CURE,
SpellID::FIRE_SHIELD,
SpellID::FORTUNE,
SpellID::HASTE,
SpellID::MAGIC_MIRROR,
SpellID::MIRTH,
SpellID::PRAYER,
SpellID::PRECISION,
SpellID::PROTECTION_FROM_AIR,
SpellID::PROTECTION_FROM_EARTH,
SpellID::PROTECTION_FROM_FIRE,
SpellID::PROTECTION_FROM_WATER,
SpellID::SHIELD,
SpellID::SLAYER,
SpellID::STONE_SKIN
};
std::vector<SpellID> beneficialSpells;
auto getAliveEnemy = [=](const std::function<bool(const CStack *)> & pred) -> const CStack *
{
auto stacks = battleGetStacksIf([=](const CStack * stack)
{
return pred(stack) && stack->unitOwner() != subject->unitOwner() && stack->isValidTarget(false);
});
if(stacks.empty())
return nullptr;
else
return stacks.front();
};
for(const SpellID& spellID : allPossibleSpells)
{
std::stringstream cachingStr;
cachingStr << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT) << "id_" << spellID.num;
if(subject->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(spellID)), Selector::all, cachingStr.str()))
continue;
auto spellPtr = spellID.toSpell();
spells::Target target;
target.emplace_back(subject);
spells::BattleCast cast(this, caster, spells::Mode::CREATURE_ACTIVE, spellPtr);
auto m = spellPtr->battleMechanics(&cast);
spells::detail::ProblemImpl problem;
if (!m->canBeCastAt(target, problem))
continue;
switch (spellID.toEnum())
{
case SpellID::SHIELD:
case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
{
const auto * walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
{
return !stack->canShoot();
});
if(!walker)
continue;
}
break;
case SpellID::AIR_SHIELD: //only against active shooters
{
const auto * shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
{
return stack->canShoot();
});
if(!shooter)
continue;
}
break;
case SpellID::ANTI_MAGIC:
case SpellID::MAGIC_MIRROR:
case SpellID::PROTECTION_FROM_AIR:
case SpellID::PROTECTION_FROM_EARTH:
case SpellID::PROTECTION_FROM_FIRE:
case SpellID::PROTECTION_FROM_WATER:
{
const ui8 enemySide = 1 - subject->unitSide();
//todo: only if enemy has spellbook
if (!battleHasHero(enemySide)) //only if there is enemy hero
continue;
}
break;
case SpellID::CURE: //only damaged units
{
//do not cast on affected by debuffs
if(subject->getFirstHPleft() == subject->getMaxHealth())
continue;
}
break;
case SpellID::BLOODLUST:
{
if(subject->canShoot()) //TODO: if can shoot - only if enemy units are adjacent
continue;
}
break;
case SpellID::PRECISION:
{
if(!subject->canShoot())
continue;
}
break;
case SpellID::SLAYER://only if monsters are present
{
const auto * kingMonster = getAliveEnemy([&](const CStack * stack) -> bool //look for enemy, non-shooting stack
{
const auto isKing = Selector::type()(BonusType::KING);
return stack->hasBonus(isKing);
});
if (!kingMonster)
continue;
}
break;
}
beneficialSpells.push_back(spellID);
}
if(!beneficialSpells.empty())
{
return *RandomGeneratorUtil::nextItem(beneficialSpells, rand);
}
else
{
return SpellID::NONE;
}
}
SpellID CBattleInfoCallback::getRandomCastedSpell(CRandomGenerator & rand,const CStack * caster) const
{
RETURN_IF_NOT_BATTLE(SpellID::NONE);
TConstBonusListPtr bl = caster->getBonuses(Selector::type()(BonusType::SPELLCASTER));
if (!bl->size())
return SpellID::NONE;
if(bl->size() == 1)
return bl->front()->subtype.as<SpellID>();
int totalWeight = 0;
for(const auto & b : *bl)
{
totalWeight += std::max(b->additionalInfo[0], 0); //spells with 0 weight are non-random, exclude them
}
if (totalWeight == 0)
return SpellID::NONE;
int randomPos = rand.nextInt(totalWeight - 1);
for(const auto & b : *bl)
{
randomPos -= std::max(b->additionalInfo[0], 0);
if(randomPos < 0)
{
return b->subtype.as<SpellID>();
}
}
return SpellID::NONE;
}
int CBattleInfoCallback::battleGetSurrenderCost(const PlayerColor & Player) const
{
RETURN_IF_NOT_BATTLE(-3);
if(!battleCanSurrender(Player))
return -1;
const auto sideOpt = playerToSide(Player);
if(!sideOpt)
return -1;
const auto side = sideOpt.value();
int ret = 0;
double discount = 0;
for(const auto * unit : battleAliveUnits(side))
ret += unit->getRawSurrenderCost();
if(const CGHeroInstance * h = battleGetFightingHero(side))
discount += h->valOfBonuses(BonusType::SURRENDER_DISCOUNT);
ret = static_cast<int>(ret * (100.0 - discount) / 100.0);
vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
return ret;
}
si8 CBattleInfoCallback::battleMinSpellLevel(ui8 side) const
{
const IBonusBearer * node = nullptr;
if(const CGHeroInstance * h = battleGetFightingHero(side))
node = h;
else
node = getBonusBearer();
if(!node)
return 0;
auto b = node->getBonuses(Selector::type()(BonusType::BLOCK_MAGIC_BELOW));
if(b->size())
return b->totalValue();
return 0;
}
si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
{
const IBonusBearer *node = nullptr;
if(const CGHeroInstance * h = battleGetFightingHero(side))
node = h;
else
node = getBonusBearer();
if(!node)
return GameConstants::SPELL_LEVELS;
//We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
auto b = node->getBonuses(Selector::type()(BonusType::BLOCK_MAGIC_ABOVE));
if(b->size())
return b->totalValue();
return GameConstants::SPELL_LEVELS;
}
std::optional<int> CBattleInfoCallback::battleIsFinished() const
{
auto units = battleGetUnitsIf([=](const battle::Unit * unit)
{
return unit->alive() && !unit->isTurret() && !unit->hasBonusOfType(BonusType::SIEGE_WEAPON);
});
std::array<bool, 2> hasUnit = {false, false}; //index is BattleSide
for(auto & unit : units)
{
//todo: move SIEGE_WEAPON check to Unit state
hasUnit.at(unit->unitSide()) = true;
if(hasUnit[0] && hasUnit[1])
return std::nullopt;
}
hasUnit = {false, false};
for(auto & unit : units)
{
if(!unit->isClone() && !unit->acquireState()->summoned && !dynamic_cast <const CCommanderInstance *>(unit))
{
hasUnit.at(unit->unitSide()) = true;
}
}
if(!hasUnit[0] && !hasUnit[1])
return 2;
if(!hasUnit[1])
return 0;
else
return 1;
}
VCMI_LIB_NAMESPACE_END