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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"
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# include "../networkPacks/PacksForClientBattle.h"
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# include "../BattleFieldHandler.h"
# include "../Rect.h"
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# include "../CRandomGenerator.h"
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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
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if ( stack - > canMove ( ) & & stack - > getMovementRange ( 0 ) ) //probably no reason to try move war machines or bound stacks
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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 ( )
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& & unit - > coversPos ( pos )
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& & ( ! 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 ;
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auto unitSpeed = unit - > getMovementRange ( 0 ) ;
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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 ( ) ) ;
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int getMovementRange = attackerPosition . isValid ( ) ? reachability [ attackerPosition ] : 0 ;
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return battleEstimateDamage ( attacker , defender , getMovementRange , retaliationDmg ) ;
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}
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DamageEstimation CBattleInfoCallback : : battleEstimateDamage ( const battle : : Unit * attacker , const battle : : Unit * defender , int getMovementRange , DamageEstimation * retaliationDmg ) const
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{
RETURN_IF_NOT_BATTLE ( { } ) ;
const bool shooting = battleCanShoot ( attacker , defender - > getPosition ( ) ) ;
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const BattleAttackInfo bai ( attacker , defender , getMovementRange , shooting ) ;
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return battleEstimateDamage ( bai , retaliationDmg ) ;
}
DamageEstimation CBattleInfoCallback : : battleEstimateDamage ( const BattleAttackInfo & bai , DamageEstimation * retaliationDmg ) const
{
RETURN_IF_NOT_BATTLE ( { } ) ;
DamageEstimation ret = calculateDmgRange ( bai ) ;
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if ( retaliationDmg & & bai . defender - > ableToRetaliate ( ) )
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{
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 ) ;
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DamageEstimation retaliationMax = estimateRetaliation ( ret . damage . max ) ;
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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
{
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auto obstacles = std : : vector < std : : shared_ptr < const CObstacleInstance > > ( ) ;
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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 ) ;
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if ( obstacle - > triggersEffects ( ) & & obstacle - > getTrigger ( ) . hasValue ( ) )
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{
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const auto * sp = obstacle - > getTrigger ( ) . toSpell ( ) ;
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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
{
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bool twoHex = VLC - > creatures ( ) - > getById ( creID ) - > isDoubleWide ( ) ;
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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 ;
}
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SpellID CBattleInfoCallback : : getRandomBeneficialSpell ( CRandomGenerator & rand , const battle : : Unit * caster , const battle : : Unit * subject ) const
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{
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 ;
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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 ) )
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continue ;
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switch ( spellID . toEnum ( ) )
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{
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
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if ( subject - > getFirstHPleft ( ) = = subject - > getMaxHealth ( ) )
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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 )
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return bl - > front ( ) - > subtype . as < SpellID > ( ) ;
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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 )
{
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return b - > subtype . as < SpellID > ( ) ;
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}
}
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