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# include "StdInc.h"
# include "CBattleCallback.h"
# include "BattleState.h"
# include "CGameState.h"
# include "NetPacks.h"
# include "CSpellHandler.h"
# include "VCMI_Lib.h"
# define RETURN_IF_NOT_BATTLE(X) if(!duringBattle()) {tlog1 << __FUNCTION__ << " called when no battle!\n"; return X; }
namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
{
static int lineToWallHex ( int line ) //returns hex with wall in given line (y coordinate)
{
static const int lineToHex [ ] = { 12 , 29 , 45 , 62 , 78 , 95 , 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 ;
}
static int getMoatDamage ( int townType )
{
//TODO move to config file
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static const int dmgs [ ] = { 70 , 70 , - 1 ,
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90 , 70 , 90 ,
70 , 90 , 70 } ;
if ( townType > = 0 & & townType < ARRAY_COUNT ( dmgs ) )
return dmgs [ townType ] ;
tlog1 < < " No moat info for town " < < townType < < std : : endl ;
return 0 ;
}
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static EWallParts : : EWallParts hexToWallPart ( BattleHex hex )
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{
//potentially attackable parts of wall
// -2 - indestructible walls
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static const std : : pair < int , EWallParts : : EWallParts > attackable [ ] =
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{
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std : : make_pair ( 50 , EWallParts : : KEEP ) ,
std : : make_pair ( 183 , EWallParts : : BOTTOM_TOWER ) ,
std : : make_pair ( 182 , EWallParts : : BOTTOM_WALL ) ,
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std : : make_pair ( 130 , EWallParts : : BELOW_GATE ) ,
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std : : make_pair ( 62 , EWallParts : : OVER_GATE ) ,
std : : make_pair ( 29 , EWallParts : : UPPER_WAL ) ,
std : : make_pair ( 12 , EWallParts : : UPPER_TOWER ) ,
std : : make_pair ( 95 , EWallParts : : GATE ) ,
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std : : make_pair ( 96 , EWallParts : : GATE ) ,
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std : : make_pair ( 45 , EWallParts : : INDESTRUCTIBLE_PART ) ,
std : : make_pair ( 78 , EWallParts : : INDESTRUCTIBLE_PART ) ,
std : : make_pair ( 112 , EWallParts : : INDESTRUCTIBLE_PART ) ,
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std : : make_pair ( 147 , EWallParts : : INDESTRUCTIBLE_PART )
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} ;
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for ( int g = 0 ; g < ARRAY_COUNT ( attackable ) ; + + g )
{
if ( attackable [ g ] . first = = hex )
return attackable [ g ] . second ;
}
return EWallParts : : INVALID ; //not found!
}
}
using namespace SiegeStuffThatShouldBeMovedToHandlers ;
boost : : shared_mutex & CCallbackBase : : getGsMutex ( )
{
return * gs - > mx ;
}
bool CCallbackBase : : duringBattle ( ) const
{
return getBattle ( ) ! = nullptr ;
}
void CCallbackBase : : setBattle ( const BattleInfo * B )
{
battle = B ;
}
ui8 CBattleInfoEssentials : : battleTerrainType ( ) const
{
RETURN_IF_NOT_BATTLE ( - 1 ) ;
return getBattle ( ) - > terrainType ;
}
int CBattleInfoEssentials : : battleGetBattlefieldType ( ) const
{
RETURN_IF_NOT_BATTLE ( - 1 ) ;
return getBattle ( ) - > battlefieldType ;
}
std : : vector < shared_ptr < const CObstacleInstance > > CBattleInfoEssentials : : battleGetAllObstacles ( boost : : optional < BattlePerspective : : BattlePerspective > perspective /*= boost::none*/ ) const
{
std : : vector < shared_ptr < const CObstacleInstance > > ret ;
RETURN_IF_NOT_BATTLE ( ret ) ;
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if ( ! perspective )
{
//if no particular perspective request, use default one
perspective = battleGetMySide ( ) ;
}
else
{
if ( player > = 0 & & * perspective ! = battleGetMySide ( ) )
{
tlog1 < < " Unauthorized access attempt! \n " ;
assert ( 0 ) ; //I want to notice if that happens
//perspective = battleGetMySide();
}
}
BOOST_FOREACH ( auto oi , getBattle ( ) - > obstacles )
{
if ( getBattle ( ) - > battleIsObstacleVisibleForSide ( * oi , * perspective ) )
ret . push_back ( oi ) ;
}
return ret ;
}
bool CBattleInfoEssentials : : battleIsObstacleVisibleForSide ( const CObstacleInstance & coi , BattlePerspective : : BattlePerspective side ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
return side = = BattlePerspective : : ALL_KNOWING | | coi . visibleForSide ( side , battleHasNativeStack ( side ) ) ;
}
bool CBattleInfoEssentials : : battleHasNativeStack ( ui8 side ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
BOOST_FOREACH ( const CStack * s , battleGetAllStacks ( ) )
{
if ( s - > attackerOwned = = ! side & & s - > getCreature ( ) - > isItNativeTerrain ( getBattle ( ) - > terrainType ) )
return true ;
}
return false ;
}
TStacks CBattleInfoEssentials : : battleGetAllStacks ( ) const /*returns all stacks, alive or dead or undead or mechanical :) */
{
TStacks ret ;
RETURN_IF_NOT_BATTLE ( ret ) ;
boost : : copy ( getBattle ( ) - > stacks , std : : back_inserter ( ret ) ) ;
return ret ;
}
TStacks CBattleInfoEssentials : : battleAliveStacks ( ) const
{
TStacks ret ;
vstd : : copy_if ( battleGetAllStacks ( ) , std : : back_inserter ( ret ) , [ ] ( const CStack * s ) { return s - > alive ( ) ; } ) ;
return ret ;
}
TStacks CBattleInfoEssentials : : battleAliveStacks ( ui8 side ) const
{
TStacks ret ;
vstd : : copy_if ( battleGetAllStacks ( ) , std : : back_inserter ( ret ) , [ = ] ( const CStack * s ) { return s - > alive ( ) & & s - > attackerOwned = = ! side ; } ) ;
return ret ;
}
int CBattleInfoEssentials : : battleGetMoatDmg ( ) const
{
RETURN_IF_NOT_BATTLE ( 0 ) ;
auto town = getBattle ( ) - > town ;
if ( ! town )
return 0 ;
return getMoatDamage ( town - > subID ) ;
}
const CGTownInstance * CBattleInfoEssentials : : battleGetDefendedTown ( ) const
{
RETURN_IF_NOT_BATTLE ( nullptr ) ;
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if ( ! getBattle ( ) | | getBattle ( ) - > town = = NULL )
return NULL ;
return getBattle ( ) - > town ;
}
BattlePerspective : : BattlePerspective CBattleInfoEssentials : : battleGetMySide ( ) const
{
RETURN_IF_NOT_BATTLE ( BattlePerspective : : INVALID ) ;
if ( player < 0 )
return BattlePerspective : : ALL_KNOWING ;
if ( player = = getBattle ( ) - > sides [ 0 ] )
return BattlePerspective : : LEFT_SIDE ;
if ( player = = getBattle ( ) - > sides [ 1 ] )
return BattlePerspective : : RIGHT_SIDE ;
tlog1 < < " Cannot find player " < < player < < " in battle! \n " ;
return BattlePerspective : : INVALID ;
}
const CStack * CBattleInfoEssentials : : battleActiveStack ( ) const
{
RETURN_IF_NOT_BATTLE ( nullptr ) ;
return battleGetStackByID ( getBattle ( ) - > activeStack ) ;
}
const CStack * CBattleInfoEssentials : : battleGetStackByID ( int ID , bool onlyAlive ) const
{
RETURN_IF_NOT_BATTLE ( nullptr ) ;
BOOST_FOREACH ( auto s , battleGetAllStacks ( ) )
if ( s - > ID = = ID & & ( ! onlyAlive | | s - > alive ( ) ) )
return s ;
return nullptr ;
}
bool CBattleInfoEssentials : : battleDoWeKnowAbout ( ui8 side ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
auto p = battleGetMySide ( ) ;
return p = = BattlePerspective : : ALL_KNOWING | | p = = side ;
}
si8 CBattleInfoEssentials : : battleTacticDist ( ) const
{
RETURN_IF_NOT_BATTLE ( 0 ) ;
return getBattle ( ) - > tacticDistance ;
}
si8 CBattleInfoEssentials : : battleGetTacticsSide ( ) const
{
RETURN_IF_NOT_BATTLE ( - 1 ) ;
return getBattle ( ) - > tacticsSide ;
}
const CGHeroInstance * CBattleInfoEssentials : : battleGetFightingHero ( ui8 side ) const
{
RETURN_IF_NOT_BATTLE ( nullptr ) ;
if ( side > 1 )
{
tlog1 < < " FIXME: " < < __FUNCTION__ < < " wrong argument! " < < std : : endl ;
return nullptr ;
}
if ( ! battleDoWeKnowAbout ( side ) )
{
tlog1 < < " FIXME: " < < __FUNCTION__ < < " access check " < < std : : endl ;
return nullptr ;
}
return getBattle ( ) - > heroes [ side ] ;
}
int CBattleInfoEssentials : : battleCastSpells ( ui8 side ) const
{
RETURN_IF_NOT_BATTLE ( - 1 ) ;
return getBattle ( ) - > castSpells [ side ] ;
}
ESpellCastProblem : : ESpellCastProblem CBattleInfoCallback : : battleCanCastSpell ( int player , ECastingMode : : ECastingMode mode ) const
{
RETURN_IF_NOT_BATTLE ( ESpellCastProblem : : INVALID ) ;
const ui8 side = playerToSide ( player ) ;
if ( ! battleDoWeKnowAbout ( side ) )
{
tlog3 < < " You can't check if enemy can cast given spell! \n " ;
return ESpellCastProblem : : INVALID ;
}
switch ( mode )
{
case ECastingMode : : HERO_CASTING :
{
if ( battleTacticDist ( ) )
return ESpellCastProblem : : ONGOING_TACTIC_PHASE ;
if ( battleCastSpells ( side ) > 0 )
return ESpellCastProblem : : ALREADY_CASTED_THIS_TURN ;
auto hero = battleGetFightingHero ( side ) ;
if ( ! hero )
return ESpellCastProblem : : NO_HERO_TO_CAST_SPELL ;
if ( ! hero - > getArt ( ArtifactPosition : : SPELLBOOK ) )
return ESpellCastProblem : : NO_SPELLBOOK ;
if ( hero - > hasBonusOfType ( Bonus : : BLOCK_ALL_MAGIC ) )
return ESpellCastProblem : : MAGIC_IS_BLOCKED ;
}
break ;
default :
break ;
}
return ESpellCastProblem : : OK ;
}
bool CBattleInfoEssentials : : battleCanFlee ( int player ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
ui8 mySide = playerToSide ( player ) ;
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const CGHeroInstance * myHero = battleGetFightingHero ( mySide ) ;
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//current player have no hero
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if ( ! myHero )
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return false ;
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//eg. one of heroes is wearing shakles of war
if ( myHero - > hasBonusOfType ( Bonus : : BATTLE_NO_FLEEING ) )
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return false ;
//we are besieged defender
if ( mySide = = BattleSide : : DEFENDER & & battleGetSiegeLevel ( ) )
{
auto town = battleGetDefendedTown ( ) ;
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if ( ! town - > hasBuilt ( EBuilding : : ESCAPE_TUNNEL , ETownType : : STRONGHOLD ) )
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return false ;
}
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return true ;
}
ui8 CBattleInfoEssentials : : playerToSide ( int player ) const
{
RETURN_IF_NOT_BATTLE ( - 1 ) ;
int ret = vstd : : find_pos ( getBattle ( ) - > sides , player ) ;
if ( ret < 0 )
tlog3 < < " Cannot find side for player " < < player < < std : : endl ;
return ret ;
}
ui8 CBattleInfoEssentials : : battleGetSiegeLevel ( ) const
{
RETURN_IF_NOT_BATTLE ( 0 ) ;
return getBattle ( ) - > siege ;
}
bool CBattleInfoEssentials : : battleCanSurrender ( int player ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
//conditions like for fleeing + enemy must have a hero
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return battleCanFlee ( player ) & & battleHasHero ( ! playerToSide ( player ) ) ;
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}
bool CBattleInfoEssentials : : battleHasHero ( ui8 side ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
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assert ( side < 2 ) ;
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return getBattle ( ) - > heroes [ side ] ;
}
ui8 CBattleInfoEssentials : : battleGetWallState ( int partOfWall ) const
{
RETURN_IF_NOT_BATTLE ( 0 ) ;
if ( getBattle ( ) - > siege = = 0 )
return 0 ;
assert ( partOfWall > = 0 & & partOfWall < EWallParts : : PARTS_COUNT ) ;
return getBattle ( ) - > si . wallState [ partOfWall ] ;
}
si8 CBattleInfoCallback : : battleHasWallPenalty ( const CStack * stack , BattleHex destHex ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
if ( ! battleGetSiegeLevel ( ) | | stack - > hasBonusOfType ( Bonus : : NO_WALL_PENALTY ) )
return false ;
const int wallInStackLine = lineToWallHex ( stack - > position . getY ( ) ) ;
const int wallInDestLine = lineToWallHex ( destHex . getY ( ) ) ;
const bool stackLeft = stack - > position < wallInStackLine ;
const bool destRight = destHex > wallInDestLine ;
if ( stackLeft & & destRight ) //shooting from outside to inside
{
int row = ( stack - > position + destHex ) / ( 2 * GameConstants : : BFIELD_WIDTH ) ;
if ( stack - > position > destHex & & ( ( destHex % GameConstants : : BFIELD_WIDTH - stack - > position % GameConstants : : BFIELD_WIDTH ) < 2 ) ) //shooting up high
row - = 2 ;
const int wallPos = lineToWallHex ( row ) ;
if ( battleHexToWallPart ( wallPos ) ! = - 1 ) //wall still exists or is indestructible
return true ;
}
return false ;
}
si8 CBattleInfoCallback : : battleCanTeleportTo ( const CStack * stack , BattleHex destHex , int telportLevel ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
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if ( getAccesibility ( stack ) . accessible ( destHex , stack ) )
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return false ;
if ( battleGetSiegeLevel ( ) & & telportLevel < 2 ) //check for wall
return sameSideOfWall ( stack - > position , destHex ) ;
return true ;
}
std : : set < BattleHex > CBattleInfoCallback : : battleGetAttackedHexes ( const CStack * attacker , BattleHex destinationTile , BattleHex attackerPos /*= BattleHex::INVALID*/ ) const
{
std : : set < BattleHex > attackedHexes ;
RETURN_IF_NOT_BATTLE ( attackedHexes ) ;
AttackableTiles at = getPotentiallyAttackableHexes ( attacker , destinationTile , attackerPos ) ;
BOOST_FOREACH ( BattleHex tile , at . hostileCreaturePositions )
{
const CStack * st = battleGetStackByPos ( tile , true ) ;
if ( st & & st - > owner ! = attacker - > owner ) //only hostile stacks - does it work well with Berserk?
{
attackedHexes . insert ( tile ) ;
}
}
BOOST_FOREACH ( BattleHex tile , at . friendlyCreaturePositions )
{
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if ( battleGetStackByPos ( tile , true ) ) //friendly stacks can also be damaged by Dragon Breath
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{
attackedHexes . insert ( tile ) ;
}
}
return attackedHexes ;
}
si32 CBattleInfoCallback : : battleGetRandomStackSpell ( const CStack * stack , ERandomSpell mode ) const
{
switch ( mode )
{
case RANDOM_GENIE :
return getRandomBeneficialSpell ( stack ) ; //target
break ;
case RANDOM_AIMED :
return getRandomCastedSpell ( stack ) ; //caster
break ;
default :
tlog1 < < " Incorrect mode of battleGetRandomSpell ( " < < mode < < " ) \n " ;
return - 1 ;
}
}
const CStack * CBattleInfoCallback : : battleGetStackByPos ( BattleHex pos , bool onlyAlive ) const
{
RETURN_IF_NOT_BATTLE ( nullptr ) ;
BOOST_FOREACH ( auto s , battleGetAllStacks ( ) )
if ( vstd : : contains ( s - > getHexes ( ) , pos ) & & ( ! onlyAlive | | s - > alive ( ) ) )
return s ;
return nullptr ;
}
void CBattleInfoCallback : : battleGetStackQueue ( std : : vector < const CStack * > & out , const int howMany , const int turn /*= 0*/ , int lastMoved /*= -1*/ ) const
{
RETURN_IF_NOT_BATTLE ( ) ;
//let's define a huge lambda
auto takeStack = [ & ] ( std : : vector < const CStack * > & st ) - > const CStack *
{
const CStack * ret = NULL ;
unsigned i , //fastest stack
j = 0 ; //fastest stack of the other side
for ( i = 0 ; i < st . size ( ) ; i + + )
if ( st [ i ] )
break ;
//no stacks left
if ( i = = st . size ( ) )
return nullptr ;
const CStack * fastest = st [ i ] , * other = NULL ;
int bestSpeed = fastest - > Speed ( turn ) ;
if ( fastest - > attackerOwned ! = lastMoved )
{
ret = fastest ;
}
else
{
for ( j = i + 1 ; j < st . size ( ) ; j + + )
{
if ( ! st [ j ] ) continue ;
if ( st [ j ] - > attackerOwned ! = lastMoved | | st [ j ] - > Speed ( turn ) ! = bestSpeed )
break ;
}
if ( j > = st . size ( ) )
{
ret = fastest ;
}
else
{
other = st [ j ] ;
if ( other - > Speed ( turn ) ! = bestSpeed )
ret = fastest ;
else
ret = other ;
}
}
assert ( ret ) ;
if ( ret = = fastest )
st [ i ] = NULL ;
else
st [ j ] = NULL ;
lastMoved = ret - > attackerOwned ;
return ret ;
} ;
//We'll split creatures with remaining movement to 4 buckets
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// [0] - turrets/catapult,
// [1] - normal (unmoved) creatures, other war machines,
// [2] - waited cres that had morale,
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// [3] - rest of waited cres
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std : : vector < const CStack * > phase [ 4 ] ;
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int toMove = 0 ; //how many stacks still has move
const CStack * active = battleActiveStack ( ) ;
//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
if ( ! turn & & active & & active - > willMove ( ) & & ! vstd : : contains ( active - > state , EBattleStackState : : WAITING ) )
{
out . push_back ( active ) ;
if ( out . size ( ) = = howMany )
return ;
}
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auto allStacks = battleGetAllStacks ( ) ;
if ( ! vstd : : contains_if ( allStacks , [ ] ( const CStack * stack ) { return stack - > willMove ( 100000 ) ; } ) ) //little evil, but 100000 should be enough for all effects to disappear
{
//No stack will be able to move, battle is over.
out . clear ( ) ;
return ;
}
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BOOST_FOREACH ( auto s , battleGetAllStacks ( ) )
{
if ( ( turn < = 0 & & ! s - > willMove ( ) ) //we are considering current round and stack won't move
| | ( turn > 0 & & ! s - > canMove ( turn ) ) //stack won't be able to move in later rounds
| | ( turn < = 0 & & s = = active & & out . size ( ) & & s = = out . front ( ) ) ) //it's active stack already added at the beginning of queue
{
continue ;
}
int p = - 1 ; //in which phase this tack will move?
if ( turn < = 0 & & vstd : : contains ( s - > state , EBattleStackState : : WAITING ) ) //consider waiting state only for ongoing round
{
if ( vstd : : contains ( s - > state , EBattleStackState : : HAD_MORALE ) )
p = 2 ;
else
p = 3 ;
}
else if ( s - > getCreature ( ) - > idNumber = = 145 | | s - > getCreature ( ) - > idNumber = = 149 ) //catapult and turrets are first
{
p = 0 ;
}
else
{
p = 1 ;
}
phase [ p ] . push_back ( s ) ;
toMove + + ;
}
for ( int i = 0 ; i < 4 ; i + + )
boost : : sort ( phase [ i ] , CMP_stack ( i , turn > 0 ? turn : 0 ) ) ;
for ( size_t i = 0 ; i < phase [ 0 ] . size ( ) & & i < howMany ; i + + )
out . push_back ( phase [ 0 ] [ i ] ) ;
if ( out . size ( ) = = howMany )
return ;
if ( lastMoved = = - 1 )
{
if ( active )
{
if ( out . size ( ) & & out . front ( ) = = active )
lastMoved = active - > attackerOwned ;
else
lastMoved = active - > attackerOwned ;
}
else
{
lastMoved = 0 ;
}
}
int pi = 1 ;
while ( out . size ( ) < howMany )
{
const CStack * hlp = takeStack ( phase [ pi ] ) ;
if ( ! hlp )
{
pi + + ;
if ( pi > 3 )
{
//if(turn != 2)
battleGetStackQueue ( out , howMany , turn + 1 , lastMoved ) ;
return ;
}
}
else
{
out . push_back ( hlp ) ;
}
}
}
void CBattleInfoCallback : : battleGetStackCountOutsideHexes ( bool * ac ) const
{
RETURN_IF_NOT_BATTLE ( ) ;
auto accessibility = getAccesibility ( ) ;
for ( int i = 0 ; i < accessibility . size ( ) ; i + + )
ac [ i ] = ( accessibility [ i ] = = EAccessibility : : ACCESSIBLE ) ;
}
std : : vector < BattleHex > CBattleInfoCallback : : battleGetAvailableHexes ( const CStack * stack , bool addOccupiable , std : : vector < BattleHex > * attackable ) const
{
std : : vector < BattleHex > ret ;
RETURN_IF_NOT_BATTLE ( ret ) ;
if ( ! stack - > position . isValid ( ) ) //turrets
return ret ;
auto reachability = getReachability ( stack ) ;
for ( int i = 0 ; i < GameConstants : : BFIELD_SIZE ; + + i )
{
// If obstacles or other stacks makes movement impossible, it can't be helped.
if ( ! reachability . isReachable ( i ) )
continue ;
if ( battleTacticDist ( ) & & battleGetTacticsSide ( ) = = ! stack - > attackerOwned )
{
//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 stack range.
if ( reachability . distances [ i ] > stack - > Speed ( 0 , true ) )
continue ;
}
ret . push_back ( i ) ;
if ( addOccupiable & & stack - > doubleWide ( ) )
{
//If two-hex stack can stand on hex i then obviously it can occupy its second hex from that position
ret . push_back ( stack - > occupiedHex ( i ) ) ;
}
}
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 ; } ) ;
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return availableNeighbor ! = ret . end ( ) ;
} ;
BOOST_FOREACH ( const CStack * otherSt , battleAliveStacks ( stack - > attackerOwned ) )
{
if ( ! otherSt - > isValidTarget ( false ) )
continue ;
std : : vector < BattleHex > occupied = otherSt - > getHexes ( ) ;
if ( battleCanShoot ( stack , otherSt - > position ) )
{
attackable - > insert ( attackable - > end ( ) , occupied . begin ( ) , occupied . end ( ) ) ;
continue ;
}
BOOST_FOREACH ( 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 : : battleCanShoot ( const CStack * stack , BattleHex dest ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
if ( battleTacticDist ( ) ) //no shooting during tactics
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return false ;
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const CStack * dst = battleGetStackByPos ( dest ) ;
if ( ! stack | | ! dst )
return false ;
if ( stack - > hasBonusOfType ( Bonus : : FORGETFULL ) ) //forgetfulness
return false ;
if ( stack - > getCreature ( ) - > idNumber = = 145 & & dst ) //catapult cannot attack creatures
return false ;
//const CGHeroInstance * stackHero = battleGetOwner(stack);
if ( stack - > hasBonusOfType ( Bonus : : SHOOTER ) //it's shooter
& & stack - > owner ! = dst - > owner
& & dst - > alive ( )
& & ( ! battleIsStackBlocked ( stack ) | | stack - > hasBonusOfType ( Bonus : : FREE_SHOOTING ) )
& & stack - > shots
)
return true ;
return false ;
}
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TDmgRange CBattleInfoCallback : : calculateDmgRange ( const CStack * attacker , const CStack * defender , bool shooting ,
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ui8 charge , bool lucky , bool deathBlow , bool ballistaDoubleDmg ) const
{
return calculateDmgRange ( attacker , defender , attacker - > count , shooting , charge , lucky , deathBlow , ballistaDoubleDmg ) ;
}
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TDmgRange CBattleInfoCallback : : calculateDmgRange ( const CStack * attacker , const CStack * defender , TQuantity attackerCount ,
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bool shooting , ui8 charge , bool lucky , bool deathBlow , bool ballistaDoubleDmg ) const
{
double additiveBonus = 1.0 , multBonus = 1.0 ,
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minDmg = attacker - > getMinDamage ( ) * attackerCount ,
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maxDmg = attacker - > getMaxDamage ( ) * attackerCount ;
if ( attacker - > getCreature ( ) - > idNumber = = 149 ) //arrow turret
{
switch ( attacker - > position )
{
case - 2 : //keep
minDmg = 15 ;
maxDmg = 15 ;
break ;
case - 3 : case - 4 : //turrets
minDmg = 7.5 ;
maxDmg = 7.5 ;
break ;
}
}
if ( attacker - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) & & attacker - > getCreature ( ) - > idNumber ! = 149 ) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
{ //minDmg and maxDmg are multiplied by hero attack + 1
auto retreivePrimSkill = [ & ] ( int skill ) - > int
{
const Bonus * b = attacker - > getBonus ( Selector : : sourceTypeSel ( Bonus : : HERO_BASE_SKILL ) & & Selector : : typeSubtype ( Bonus : : PRIMARY_SKILL , skill ) ) ;
return b ? b - > val : 0 ; //if there is no hero or no info on his primary skill, return 0
} ;
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minDmg * = retreivePrimSkill ( PrimarySkill : : ATTACK ) + 1 ;
maxDmg * = retreivePrimSkill ( PrimarySkill : : ATTACK ) + 1 ;
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}
int attackDefenceDifference = 0 ;
if ( attacker - > hasBonusOfType ( Bonus : : GENERAL_ATTACK_REDUCTION ) )
{
double multAttackReduction = attacker - > valOfBonuses ( Bonus : : GENERAL_ATTACK_REDUCTION , - 1024 ) / 100.0 ;
attackDefenceDifference = attacker - > Attack ( ) * multAttackReduction ;
}
else
{
attackDefenceDifference = attacker - > Attack ( ) ;
}
if ( attacker - > hasBonusOfType ( Bonus : : ENEMY_DEFENCE_REDUCTION ) )
{
double multDefenceReduction = ( 100 - attacker - > valOfBonuses ( Bonus : : ENEMY_DEFENCE_REDUCTION , - 1024 ) ) / 100.0 ;
attackDefenceDifference - = defender - > Defense ( ) * multDefenceReduction ;
}
else
{
attackDefenceDifference - = defender - > Defense ( ) ;
}
//calculating total attack/defense skills modifier
if ( shooting ) //precision handling (etc.)
attackDefenceDifference + = attacker - > getBonuses ( Selector : : typeSubtype ( Bonus : : PRIMARY_SKILL , PrimarySkill : : ATTACK ) , Selector : : effectRange ( Bonus : : ONLY_DISTANCE_FIGHT ) ) - > totalValue ( ) ;
else //bloodlust handling (etc.)
attackDefenceDifference + = attacker - > getBonuses ( Selector : : typeSubtype ( Bonus : : PRIMARY_SKILL , PrimarySkill : : ATTACK ) , Selector : : effectRange ( Bonus : : ONLY_MELEE_FIGHT ) ) - > totalValue ( ) ;
if ( attacker - > getEffect ( 55 ) ) //slayer handling
{
std : : vector < int > affectedIds ;
int spLevel = attacker - > getEffect ( 55 ) - > val ;
for ( int g = 0 ; g < VLC - > creh - > creatures . size ( ) ; + + g )
{
BOOST_FOREACH ( const Bonus * b , VLC - > creh - > creatures [ g ] - > getBonusList ( ) )
{
if ( ( b - > type = = Bonus : : KING3 & & spLevel > = 3 ) | | //expert
( b - > type = = Bonus : : KING2 & & spLevel > = 2 ) | | //adv +
( b - > type = = Bonus : : KING1 & & spLevel > = 0 ) ) //none or basic +
{
affectedIds . push_back ( g ) ;
break ;
}
}
}
for ( ui32 g = 0 ; g < affectedIds . size ( ) ; + + g )
{
if ( defender - > getCreature ( ) - > idNumber = = affectedIds [ g ] )
{
attackDefenceDifference + = VLC - > spellh - > spells [ 55 ] - > powers [ attacker - > getEffect ( 55 ) - > val ] ;
break ;
}
}
}
//bonus from attack/defense skills
if ( attackDefenceDifference < 0 ) //decreasing dmg
{
const double dec = std : : min ( 0.025 * ( - attackDefenceDifference ) , 0.7 ) ;
multBonus * = 1.0 - dec ;
}
else //increasing dmg
{
const double inc = std : : min ( 0.05 * attackDefenceDifference , 4.0 ) ;
additiveBonus + = inc ;
}
//applying jousting bonus
if ( attacker - > hasBonusOfType ( Bonus : : JOUSTING ) & & ! defender - > hasBonusOfType ( Bonus : : CHARGE_IMMUNITY ) )
additiveBonus + = charge * 0.05 ;
//handling secondary abilities and artifacts giving premies to them
if ( shooting )
additiveBonus + = attacker - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , CGHeroInstance : : ARCHERY ) / 100.0 ;
else
additiveBonus + = attacker - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , CGHeroInstance : : OFFENCE ) / 100.0 ;
if ( defender )
multBonus * = ( std : : max ( 0 , 100 - defender - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , CGHeroInstance : : ARMORER ) ) ) / 100.0 ;
//handling hate effect
additiveBonus + = attacker - > valOfBonuses ( Bonus : : HATE , defender - > getCreature ( ) - > idNumber ) / 100. ;
//luck bonus
if ( lucky )
{
additiveBonus + = 1.0 ;
}
//ballista double dmg
if ( ballistaDoubleDmg )
{
additiveBonus + = 1.0 ;
}
if ( deathBlow ) //Dread Knight and many WoGified creatures
{
additiveBonus + = 1.0 ;
}
//handling spell effects
if ( ! shooting & & defender - > hasBonusOfType ( Bonus : : GENERAL_DAMAGE_REDUCTION , 0 ) ) //eg. shield
{
multBonus * = defender - > valOfBonuses ( Bonus : : GENERAL_DAMAGE_REDUCTION , 0 ) / 100.0 ;
}
else if ( shooting & & defender - > hasBonusOfType ( Bonus : : GENERAL_DAMAGE_REDUCTION , 1 ) ) //eg. air shield
{
multBonus * = defender - > valOfBonuses ( Bonus : : GENERAL_DAMAGE_REDUCTION , 1 ) / 100.0 ;
}
TBonusListPtr curseEffects = attacker - > getBonuses ( Selector : : type ( Bonus : : ALWAYS_MINIMUM_DAMAGE ) ) ; //attacker->getEffect(42);
TBonusListPtr blessEffects = attacker - > getBonuses ( Selector : : type ( Bonus : : ALWAYS_MAXIMUM_DAMAGE ) ) ; //attacker->getEffect(43);
int curseBlessAdditiveModifier = blessEffects - > totalValue ( ) - curseEffects - > totalValue ( ) ;
double curseMultiplicativePenalty = curseEffects - > size ( ) ? ( * std : : max_element ( curseEffects - > begin ( ) , curseEffects - > end ( ) , & Bonus : : compareByAdditionalInfo ) ) - > additionalInfo : 0 ;
if ( curseMultiplicativePenalty ) //curse handling (partial, the rest is below)
{
multBonus * = 1.0 - curseMultiplicativePenalty / 100 ;
}
auto isAdvancedAirShield = [ ] ( const Bonus * bonus )
{
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return bonus - > source = = Bonus : : SPELL_EFFECT
& & bonus - > sid = = Spells : : AIR_SHIELD
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& & bonus - > val > = SecSkillLevel : : ADVANCED ;
} ;
//wall / distance penalty + advanced air shield
const bool distPenalty = ! attacker - > hasBonusOfType ( Bonus : : NO_DISTANCE_PENALTY ) & & battleHasDistancePenalty ( attacker , defender - > position ) ;
const bool obstaclePenalty = battleHasWallPenalty ( attacker , defender - > position ) ;
if ( shooting )
{
if ( distPenalty | | defender - > hasBonus ( isAdvancedAirShield ) )
{
multBonus * = 0.5 ;
}
if ( obstaclePenalty )
{
multBonus * = 0.5 ; //cumulative
}
}
if ( ! shooting & & attacker - > hasBonusOfType ( Bonus : : SHOOTER ) & & ! attacker - > hasBonusOfType ( Bonus : : NO_MELEE_PENALTY ) )
{
multBonus * = 0.5 ;
}
minDmg * = additiveBonus * multBonus ;
maxDmg * = additiveBonus * multBonus ;
TDmgRange returnedVal ;
if ( curseEffects - > size ( ) ) //curse handling (rest)
{
minDmg + = curseBlessAdditiveModifier ;
returnedVal = std : : make_pair ( int ( minDmg ) , int ( minDmg ) ) ;
}
else if ( blessEffects - > size ( ) ) //bless handling
{
maxDmg + = curseBlessAdditiveModifier ;
returnedVal = std : : make_pair ( int ( maxDmg ) , int ( maxDmg ) ) ;
}
else
{
returnedVal = std : : make_pair ( int ( minDmg ) , int ( maxDmg ) ) ;
}
//damage cannot be less than 1
vstd : : amax ( returnedVal . first , 1 ) ;
vstd : : amax ( returnedVal . second , 1 ) ;
return returnedVal ;
}
TDmgRange CBattleInfoCallback : : battleEstimateDamage ( const CStack * attacker , const CStack * defender , TDmgRange * retaliationDmg ) const
{
RETURN_IF_NOT_BATTLE ( std : : make_pair ( 0 , 0 ) ) ;
const bool shooting = battleCanShoot ( attacker , defender - > position ) ;
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//const ui8 mySide = !attacker->attackerOwned;
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TDmgRange ret = calculateDmgRange ( attacker , defender , shooting , 0 , false , false , false ) ;
if ( retaliationDmg )
{
if ( shooting )
{
retaliationDmg - > first = retaliationDmg - > second = 0 ;
}
else
{
ui32 TDmgRange : : * pairElems [ ] = { & TDmgRange : : first , & TDmgRange : : second } ;
for ( int i = 0 ; i < 2 ; + + i )
{
BattleStackAttacked bsa ;
bsa . damageAmount = ret . * pairElems [ i ] ;
retaliationDmg - > * pairElems [ ! i ] = calculateDmgRange ( defender , attacker , bsa . newAmount , false , 0 , false , false , false ) . * pairElems [ ! i ] ;
}
}
}
return ret ;
}
shared_ptr < const CObstacleInstance > CBattleInfoCallback : : battleGetObstacleOnPos ( BattleHex tile , bool onlyBlocking /*= true*/ ) const
{
RETURN_IF_NOT_BATTLE ( shared_ptr < const CObstacleInstance > ( ) ) ;
BOOST_FOREACH ( auto & obs , battleGetAllObstacles ( ) )
{
if ( vstd : : contains ( obs - > getBlockedTiles ( ) , tile )
| | ( ! onlyBlocking & & vstd : : contains ( obs - > getAffectedTiles ( ) , tile ) ) )
{
return obs ;
}
}
return shared_ptr < const CObstacleInstance > ( ) ;
}
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 ;
}
//tiles occupied by standing stacks
BOOST_FOREACH ( auto stack , battleAliveStacks ( ) )
{
BOOST_FOREACH ( auto hex , stack - > getHexes ( ) )
if ( hex . isAvailable ( ) ) //towers can have <0 pos; we don't also want to overwrite side columns
ret [ hex ] = EAccessibility : : ALIVE_STACK ;
}
//obstacles
BOOST_FOREACH ( const auto & obst , battleGetAllObstacles ( ) )
{
BOOST_FOREACH ( auto hex , obst - > getBlockedTiles ( ) )
ret [ hex ] = EAccessibility : : OBSTACLE ;
}
//walls
if ( battleGetSiegeLevel ( ) > 0 )
{
static const int permanentlyLocked [ ] = { 12 , 45 , 78 , 112 , 147 , 165 } ;
BOOST_FOREACH ( auto hex , permanentlyLocked )
ret [ hex ] = EAccessibility : : UNAVAILABLE ;
//TODO likely duplicated logic
static const std : : pair < int , BattleHex > lockedIfNotDestroyed [ ] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
{ std : : make_pair ( 2 , BattleHex ( 182 ) ) , std : : make_pair ( 3 , BattleHex ( 130 ) ) ,
std : : make_pair ( 4 , BattleHex ( 62 ) ) , std : : make_pair ( 5 , BattleHex ( 29 ) ) } ;
for ( int b = 0 ; b < ARRAY_COUNT ( lockedIfNotDestroyed ) ; + + b )
{
if ( battleGetWallState ( lockedIfNotDestroyed [ b ] . first ) < 3 )
ret [ lockedIfNotDestroyed [ b ] . second ] = EAccessibility : : DESTRUCTIBLE_WALL ;
}
//gate
if ( battleGetWallState ( 7 ) < 3 ) //if it attacker's unit and gate is not destroyed
{
ret [ 95 ] = ret [ 96 ] = EAccessibility : : GATE ; //block gate's hexes
}
}
return ret ;
}
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AccessibilityInfo CBattleInfoCallback : : getAccesibility ( const CStack * stack ) const
{
return getAccesibility ( stack - > getHexes ( ) ) ;
}
AccessibilityInfo CBattleInfoCallback : : getAccesibility ( const std : : vector < BattleHex > & accessibleHexes ) const
{
auto ret = getAccesibility ( ) ;
BOOST_FOREACH ( auto hex , accessibleHexes )
ret [ hex ] = EAccessibility : : ACCESSIBLE ;
return ret ;
}
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ReachabilityInfo CBattleInfoCallback : : makeBFS ( const AccessibilityInfo & accessibility , const ReachabilityInfo : : Parameters params ) const
{
ReachabilityInfo ret ;
ret . accessibility = accessibility ;
ret . params = params ;
ret . predecessors . fill ( BattleHex : : INVALID ) ;
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ret . distances . fill ( ReachabilityInfo : : INFINITE_DIST ) ;
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if ( ! params . startPosition . isValid ( ) ) //if got call for arrow turrets
return ret ;
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const std : : set < BattleHex > quicksands = getStoppers ( params . perspective ) ;
//const bool twoHexCreature = params.doubleWide;
std : : queue < BattleHex > hexq ; //bfs queue
//first element
hexq . push ( params . startPosition ) ;
ret . distances [ params . startPosition ] = 0 ;
while ( ! hexq . empty ( ) ) //bfs loop
{
const BattleHex curHex = hexq . front ( ) ;
hexq . pop ( ) ;
//walking stack can't step past the quicksands
//TODO what if second hex of two-hex creature enters quicksand
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if ( curHex ! = params . startPosition & & vstd : : contains ( quicksands , curHex ) )
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continue ;
const int costToNeighbour = ret . distances [ curHex ] + 1 ;
BOOST_FOREACH ( BattleHex neighbour , curHex . neighbouringTiles ( ) )
{
const bool accessible = accessibility . accessible ( neighbour , params . doubleWide , params . attackerOwned ) ;
const int costFoundSoFar = ret . distances [ neighbour ] ;
if ( accessible & & costToNeighbour < costFoundSoFar )
{
hexq . push ( neighbour ) ;
ret . distances [ neighbour ] = costToNeighbour ;
ret . predecessors [ neighbour ] = curHex ;
}
}
}
return ret ;
}
ReachabilityInfo CBattleInfoCallback : : makeBFS ( const CStack * stack ) const
{
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return makeBFS ( getAccesibility ( stack ) , ReachabilityInfo : : Parameters ( stack ) ) ;
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}
std : : set < BattleHex > CBattleInfoCallback : : getStoppers ( BattlePerspective : : BattlePerspective whichSidePerspective ) const
{
std : : set < BattleHex > ret ;
RETURN_IF_NOT_BATTLE ( ret ) ;
BOOST_FOREACH ( auto & oi , battleGetAllObstacles ( whichSidePerspective ) )
{
if ( battleIsObstacleVisibleForSide ( * oi , whichSidePerspective ) )
{
range : : copy ( oi - > getStoppingTile ( ) , vstd : : set_inserter ( ret ) ) ;
}
}
return ret ;
}
std : : pair < const CStack * , BattleHex > CBattleInfoCallback : : getNearestStack ( const CStack * closest , boost : : logic : : tribool attackerOwned ) const
{
auto reachability = getReachability ( closest ) ;
// I hate std::pairs with their undescriptive member names first / second
struct DistStack
{
int distanceToPred ;
const CStack * stack ;
} ;
std : : vector < DistStack > stackPairs ; //pairs <<distance, hex>, stack>
for ( int g = 0 ; g < GameConstants : : BFIELD_SIZE ; + + g )
{
const CStack * atG = battleGetStackByPos ( g ) ;
if ( ! atG | | atG - > ID = = closest - > ID ) //if there is not stack or we are the closest one
continue ;
if ( boost : : logic : : indeterminate ( attackerOwned ) | | atG - > attackerOwned = = attackerOwned )
{
if ( reachability . isReachable ( g ) )
continue ;
DistStack hlp = { reachability . distances [ reachability . predecessors [ g ] ] , atG } ;
stackPairs . push_back ( hlp ) ;
}
}
if ( stackPairs . size ( ) > 0 )
{
auto comparator = [ ] ( DistStack lhs , DistStack rhs ) { return lhs . distanceToPred < rhs . distanceToPred ; } ;
auto minimal = boost : : min_element ( stackPairs , comparator ) ;
return std : : make_pair ( minimal - > stack , reachability . predecessors [ minimal - > stack - > position ] ) ;
}
return std : : make_pair < const CStack * , BattleHex > ( NULL , BattleHex : : INVALID ) ;
}
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 CStack * stack ) const
{
ReachabilityInfo : : Parameters params ( stack ) ;
if ( ! battleDoWeKnowAbout ( ! stack - > attackerOwned ) )
{
//Stack is held by enemy, we can't use his perspective to check for reachability.
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// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
//tlog3 << "Falling back to our perspective for reachability lookup for " << stack->nodeName() << std::endl;
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params . perspective = battleGetMySide ( ) ;
}
return getReachability ( params ) ;
}
ReachabilityInfo CBattleInfoCallback : : getReachability ( const ReachabilityInfo : : Parameters & params ) const
{
if ( params . flying )
return getFlyingReachability ( params ) ;
else
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return makeBFS ( getAccesibility ( params . knownAccessible ) , params ) ;
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}
ReachabilityInfo CBattleInfoCallback : : getFlyingReachability ( const ReachabilityInfo : : Parameters params ) const
{
ReachabilityInfo ret ;
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ret . accessibility = getAccesibility ( params . knownAccessible ) ;
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for ( int i = 0 ; i < GameConstants : : BFIELD_SIZE ; i + + )
{
if ( ret . accessibility . accessible ( i , params . doubleWide , params . attackerOwned ) )
{
ret . predecessors [ i ] = params . startPosition ;
ret . distances [ i ] = BattleHex : : getDistance ( params . startPosition , i ) ;
}
}
return ret ;
}
AttackableTiles CBattleInfoCallback : : getPotentiallyAttackableHexes ( const CStack * attacker , BattleHex destinationTile , BattleHex attackerPos ) const
{
AttackableTiles at ;
RETURN_IF_NOT_BATTLE ( at ) ;
const int WN = GameConstants : : BFIELD_WIDTH ;
ui16 hex = ( attackerPos ! = BattleHex : : INVALID ) ? attackerPos . hex : attacker - > position . hex ; //real or hypothetical (cursor) position
if ( attacker - > hasBonusOfType ( Bonus : : ATTACKS_ALL_ADJACENT ) )
{
boost : : copy ( attacker - > getSurroundingHexes ( attackerPos ) , vstd : : set_inserter ( at . hostileCreaturePositions ) ) ;
// BOOST_FOREACH (BattleHex tile, attacker->getSurroundingHexes(attackerPos))
// at.hostileCreaturePositions.insert(tile);
}
if ( attacker - > hasBonusOfType ( Bonus : : THREE_HEADED_ATTACK ) )
{
std : : vector < BattleHex > hexes = attacker - > getSurroundingHexes ( attackerPos ) ;
BOOST_FOREACH ( BattleHex tile , hexes )
{
if ( ( BattleHex : : mutualPosition ( tile , destinationTile ) > - 1 & & BattleHex : : mutualPosition ( tile , hex ) > - 1 ) //adjacent both to attacker's head and attacked tile
| | tile = = destinationTile ) //or simply attacked directly
{
const CStack * st = battleGetStackByPos ( tile , true ) ;
if ( st & & st - > owner ! = attacker - > owner ) //only hostile stacks - does it work well with Berserk?
{
at . hostileCreaturePositions . insert ( tile ) ;
}
}
}
}
if ( attacker - > hasBonusOfType ( Bonus : : TWO_HEX_ATTACK_BREATH ) )
{
std : : vector < BattleHex > hexes ; //only one, in fact
int pseudoVector = destinationTile . hex - hex ;
switch ( pseudoVector )
{
case 1 :
case - 1 :
BattleHex : : checkAndPush ( destinationTile . hex + pseudoVector , hexes ) ;
break ;
case WN : //17
case WN + 1 : //18
case - WN : //-17
case - WN + 1 : //-16
BattleHex : : checkAndPush ( destinationTile . hex + pseudoVector + ( ( hex / WN ) % 2 ? 1 : - 1 ) , hexes ) ;
break ;
case WN - 1 : //16
case - WN - 1 : //-18
BattleHex : : checkAndPush ( destinationTile . hex + pseudoVector + ( ( hex / WN ) % 2 ? 1 : 0 ) , hexes ) ;
break ;
}
BOOST_FOREACH ( BattleHex tile , hexes )
{
//friendly stacks can also be damaged by Dragon Breath
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if ( battleGetStackByPos ( tile , true ) )
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at . friendlyCreaturePositions . insert ( tile ) ;
}
}
return at ;
}
std : : set < const CStack * > CBattleInfoCallback : : getAttackedCreatures ( const CStack * attacker , BattleHex destinationTile , BattleHex attackerPos /*= BattleHex::INVALID*/ ) const
{
std : : set < const CStack * > attackedCres ;
RETURN_IF_NOT_BATTLE ( attackedCres ) ;
AttackableTiles at = getPotentiallyAttackableHexes ( attacker , destinationTile , attackerPos ) ;
BOOST_FOREACH ( BattleHex tile , at . hostileCreaturePositions ) //all around & three-headed attack
{
const CStack * st = battleGetStackByPos ( tile , true ) ;
if ( st & & st - > owner ! = attacker - > owner ) //only hostile stacks - does it work well with Berserk?
{
attackedCres . insert ( st ) ;
}
}
BOOST_FOREACH ( 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 ;
}
ReachabilityInfo : : TDistances CBattleInfoCallback : : battleGetDistances ( const CStack * stack , BattleHex hex /*= BattleHex::INVALID*/ , BattleHex * predecessors /*= NULL*/ ) const
{
ReachabilityInfo : : TDistances ret ;
ret . fill ( - 1 ) ;
RETURN_IF_NOT_BATTLE ( ret ) ;
ReachabilityInfo : : Parameters params ( stack ) ;
params . startPosition = hex . isValid ( ) ? hex : stack - > position ;
auto reachability = getReachability ( params ) ;
boost : : copy ( reachability . distances , ret . begin ( ) ) ;
if ( predecessors )
for ( int i = 0 ; i < GameConstants : : BFIELD_SIZE ; i + + )
predecessors [ i ] = reachability . predecessors [ i ] ;
return ret ;
}
si8 CBattleInfoCallback : : battleHasDistancePenalty ( const CStack * stack , BattleHex destHex ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
if ( stack - > hasBonusOfType ( Bonus : : NO_DISTANCE_PENALTY ) )
return false ;
if ( BattleHex : : getDistance ( stack - > position , destHex ) < = 10 )
return false ;
const CStack * dstStack = battleGetStackByPos ( destHex , false ) ;
if ( dstStack )
{
//If on dest hex stands stack that occupies a hex within our distance
BOOST_FOREACH ( auto hex , dstStack - > getHexes ( ) )
if ( BattleHex : : getDistance ( stack - > position , hex ) < = 10 )
return false ;
}
return true ;
}
EWallParts : : EWallParts CBattleInfoCallback : : battleHexToWallPart ( BattleHex hex ) const
{
RETURN_IF_NOT_BATTLE ( EWallParts : : INVALID ) ;
return hexToWallPart ( hex ) ;
}
ESpellCastProblem : : ESpellCastProblem CBattleInfoCallback : : battleIsImmune ( const CGHeroInstance * caster , const CSpell * spell , ECastingMode : : ECastingMode mode , BattleHex dest ) const
{
RETURN_IF_NOT_BATTLE ( ESpellCastProblem : : INVALID ) ;
// Get stack at destination hex -> subject of our spell.
const CStack * subject = battleGetStackByPos ( dest , ! spell - > isRisingSpell ( ) ) ; //only alive if not rising spell
if ( subject )
{
if ( spell - > isPositive ( ) & & subject - > hasBonusOfType ( Bonus : : RECEPTIVE ) ) //accept all positive spells
return ESpellCastProblem : : OK ;
switch ( spell - > id ) //TODO: more general logic for new spells?
{
case Spells : : DESTROY_UNDEAD :
if ( ! subject - > hasBonusOfType ( Bonus : : UNDEAD ) )
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
break ;
case Spells : : DEATH_RIPPLE :
if ( subject - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) )
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ; //don't break here - undeads and war machines are immune, non-living are not
case Spells : : BLESS :
case Spells : : CURSE : //undeads are immune to bless & curse
if ( subject - > hasBonusOfType ( Bonus : : UNDEAD ) )
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return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
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break ;
case Spells : : HASTE :
case Spells : : SLOW :
case Spells : : TELEPORT :
case Spells : : CLONE :
if ( subject - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) )
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ; //war machines are immune to some spells than involve movement
if ( spell - > id = = Spells : : CLONE & & caster ) //TODO: how about stacks casting Clone?
{
if ( vstd : : contains ( subject - > state , EBattleStackState : : CLONED ) )
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ; //can't clone already cloned creature
int maxLevel = ( std : : max ( caster - > getSpellSchoolLevel ( spell ) , ( ui8 ) 1 ) + 4 ) ;
int creLevel = subject - > getCreature ( ) - > level ;
if ( maxLevel < creLevel ) //tier 1-5 for basic, 1-6 for advanced, 1-7 for expert
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
}
break ;
case Spells : : FORGETFULNESS :
if ( ! subject - > hasBonusOfType ( Bonus : : SHOOTER ) )
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
break ;
case Spells : : DISPEL_HELPFUL_SPELLS :
{
TBonusListPtr spellBon = subject - > getSpellBonuses ( ) ;
bool hasPositiveSpell = false ;
BOOST_FOREACH ( const Bonus * b , * spellBon )
{
if ( VLC - > spellh - > spells [ b - > sid ] - > isPositive ( ) )
{
hasPositiveSpell = true ;
break ;
}
}
if ( ! hasPositiveSpell )
{
return ESpellCastProblem : : NO_SPELLS_TO_DISPEL ;
}
}
break ;
}
const bool damageSpell = spell - > isDamageSpell ( ) ;
auto battleTestElementalImmunity = [ & ] ( Bonus : : BonusType element ) - > bool //helper for battleisImmune
{
if ( ! spell - > isPositive ( ) ) //negative or indifferent
{
if ( ( damageSpell & & subject - > hasBonusOfType ( element , 2 ) ) | | subject - > hasBonusOfType ( element , 1 ) )
return true ;
}
else if ( spell - > isPositive ( ) ) //positive
{
if ( subject - > hasBonusOfType ( element , 0 ) ) //must be immune to all spells
return true ;
}
return false ;
} ;
if ( damageSpell & & subject - > hasBonusOfType ( Bonus : : DIRECT_DAMAGE_IMMUNITY ) )
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
if ( spell - > fire )
{
if ( battleTestElementalImmunity ( Bonus : : FIRE_IMMUNITY ) )
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
}
if ( spell - > water )
{
if ( battleTestElementalImmunity ( Bonus : : WATER_IMMUNITY ) )
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
}
if ( spell - > earth )
{
if ( battleTestElementalImmunity ( Bonus : : EARTH_IMMUNITY ) )
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
}
if ( spell - > air )
{
if ( battleTestElementalImmunity ( Bonus : : AIR_IMMUNITY ) )
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
}
if ( vstd : : contains ( VLC - > spellh - > mindSpells , spell - > id ) )
{
if ( subject - > hasBonusOfType ( Bonus : : MIND_IMMUNITY ) )
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
}
if ( spell - > isRisingSpell ( ) )
{
if ( subject - > count > = subject - > baseAmount ) //TODO: calculate potential hp raised
return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
}
TBonusListPtr immunities = subject - > getBonuses ( Selector : : type ( Bonus : : LEVEL_SPELL_IMMUNITY ) ) ;
if ( subject - > hasBonusOfType ( Bonus : : NEGATE_ALL_NATURAL_IMMUNITIES ) )
{
immunities - > remove_if ( [ ] ( const Bonus * b ) { return b - > source = = Bonus : : CREATURE_ABILITY ; } ) ;
}
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if ( subject - > hasBonusOfType ( Bonus : : SPELL_IMMUNITY , spell - > id )
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| | ( immunities - > size ( ) > 0 & & immunities - > totalValue ( ) > = spell - > level & & spell - > level ) )
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{
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return ESpellCastProblem : : STACK_IMMUNE_TO_SPELL ;
}
}
else //no target stack on this tile
{
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if ( spell - > getTargetType ( ) = = CSpell : : CREATURE
| | ( spell - > getTargetType ( ) = = CSpell : : CREATURE_EXPERT_MASSIVE
& & mode = = ECastingMode : : HERO_CASTING
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& & caster
& & caster - > getSpellSchoolLevel ( spell ) < SecSkillLevel : : EXPERT ) )
{
return ESpellCastProblem : : WRONG_SPELL_TARGET ;
}
}
return ESpellCastProblem : : OK ;
}
ESpellCastProblem : : ESpellCastProblem CBattleInfoCallback : : battleCanCastThisSpell ( int player , const CSpell * spell , ECastingMode : : ECastingMode mode ) const
{
RETURN_IF_NOT_BATTLE ( ESpellCastProblem : : INVALID ) ;
const ui8 side = playerToSide ( player ) ;
if ( ! battleDoWeKnowAbout ( side ) )
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return ESpellCastProblem : : INVALID ;
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ESpellCastProblem : : ESpellCastProblem genProblem = battleCanCastSpell ( player , mode ) ;
if ( genProblem ! = ESpellCastProblem : : OK )
return genProblem ;
//Casting hero, set only if he is an actual caster.
const CGHeroInstance * castingHero = mode = = ECastingMode : : HERO_CASTING
? battleGetFightingHero ( side )
: nullptr ;
switch ( mode )
{
case ECastingMode : : HERO_CASTING :
{
assert ( castingHero ) ;
if ( ! castingHero - > canCastThisSpell ( spell ) )
return ESpellCastProblem : : HERO_DOESNT_KNOW_SPELL ;
if ( castingHero - > mana < battleGetSpellCost ( spell , castingHero ) ) //not enough mana
return ESpellCastProblem : : NOT_ENOUGH_MANA ;
}
break ;
}
if ( spell - > id < 10 ) //it's adventure spell (not combat))
return ESpellCastProblem : : ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL ;
//TODO?
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//if(NBonus::hasOfType(heroes[1-cside], Bonus::SPELL_IMMUNITY, spell->id)) //non - casting hero provides immunity for this spell
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// return ESpellCastProblem::SECOND_HEROS_SPELL_IMMUNITY;
if ( spell - > isNegative ( ) )
{
bool allEnemiesImmune = true ;
BOOST_FOREACH ( auto enemyStack , battleAliveStacks ( ! side ) )
{
if ( ! enemyStack - > hasBonusOfType ( Bonus : : SPELL_IMMUNITY , spell - > id ) )
{
allEnemiesImmune = false ;
break ;
}
}
if ( allEnemiesImmune )
return ESpellCastProblem : : NO_APPROPRIATE_TARGET ;
}
if ( battleMaxSpellLevel ( ) < spell - > level ) //effect like Recanter's Cloak or Orb of Inhibition
return ESpellCastProblem : : SPELL_LEVEL_LIMIT_EXCEEDED ;
//IDs of summon elemental spells (fire, earth, water, air)
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int spellIDs [ ] = { Spells : : SUMMON_FIRE_ELEMENTAL , Spells : : SUMMON_EARTH_ELEMENTAL ,
Spells : : SUMMON_WATER_ELEMENTAL , Spells : : SUMMON_AIR_ELEMENTAL } ;
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//(fire, earth, water, air) elementals
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int creIDs [ ] = { 114 , 113 , 115 , 112 } ;
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int arpos = vstd : : find_pos ( spellIDs , spell - > id ) ;
if ( arpos < ARRAY_COUNT ( spellIDs ) )
{
//check if there are summoned elementals of other type
BOOST_FOREACH ( const CStack * st , battleAliveStacks ( ) )
if ( vstd : : contains ( st - > state , EBattleStackState : : SUMMONED ) & & st - > getCreature ( ) - > idNumber = = creIDs [ arpos ] )
return ESpellCastProblem : : ANOTHER_ELEMENTAL_SUMMONED ;
}
//checking if there exists an appropriate target
switch ( spell - > getTargetType ( ) )
{
case CSpell : : CREATURE :
case CSpell : : CREATURE_EXPERT_MASSIVE :
if ( mode = = ECastingMode : : HERO_CASTING )
{
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const CGHeroInstance * caster = battleGetFightingHero ( side ) ;
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bool targetExists = false ;
BOOST_FOREACH ( const CStack * stack , battleAliveStacks ( ) )
{
switch ( spell - > positiveness )
{
case CSpell : : POSITIVE :
if ( stack - > owner = = caster - > getOwner ( ) )
{
if ( battleIsImmune ( caster , spell , mode , stack - > position ) = = ESpellCastProblem : : OK )
{
targetExists = true ;
break ;
}
}
break ;
case CSpell : : NEUTRAL :
if ( battleIsImmune ( caster , spell , mode , stack - > position ) = = ESpellCastProblem : : OK )
{
targetExists = true ;
break ;
}
break ;
case CSpell : : NEGATIVE :
if ( stack - > owner ! = caster - > getOwner ( ) )
{
if ( battleIsImmune ( caster , spell , mode , stack - > position ) = = ESpellCastProblem : : OK )
{
targetExists = true ;
break ;
}
}
break ;
}
}
if ( ! targetExists )
{
return ESpellCastProblem : : NO_APPROPRIATE_TARGET ;
}
}
break ;
case CSpell : : OBSTACLE :
break ;
}
return ESpellCastProblem : : OK ;
}
ui32 CBattleInfoCallback : : battleGetSpellCost ( const CSpell * sp , const CGHeroInstance * caster ) const
{
RETURN_IF_NOT_BATTLE ( - 1 ) ;
//TODO should be replaced using bonus system facilities (propagation onto battle node)
ui32 ret = caster - > getSpellCost ( sp ) ;
//checking for friendly stacks reducing cost of the spell and
//enemy stacks increasing it
si32 manaReduction = 0 ;
si32 manaIncrease = 0 ;
BOOST_FOREACH ( auto stack , battleAliveStacks ( ) )
{
if ( stack - > owner = = caster - > tempOwner & & stack - > hasBonusOfType ( Bonus : : CHANGES_SPELL_COST_FOR_ALLY ) )
{
vstd : : amax ( manaReduction , stack - > valOfBonuses ( Bonus : : CHANGES_SPELL_COST_FOR_ALLY ) ) ;
}
if ( stack - > owner ! = caster - > tempOwner & & stack - > hasBonusOfType ( Bonus : : CHANGES_SPELL_COST_FOR_ENEMY ) )
{
vstd : : amax ( manaIncrease , stack - > valOfBonuses ( Bonus : : CHANGES_SPELL_COST_FOR_ENEMY ) ) ;
}
}
return ret - manaReduction + manaIncrease ;
}
ESpellCastProblem : : ESpellCastProblem CBattleInfoCallback : : battleCanCastThisSpellHere ( int player , const CSpell * spell , ECastingMode : : ECastingMode mode , BattleHex dest ) const
{
RETURN_IF_NOT_BATTLE ( ESpellCastProblem : : INVALID ) ;
ESpellCastProblem : : ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell ( player , spell , mode ) ;
if ( moreGeneralProblem ! = ESpellCastProblem : : OK )
return moreGeneralProblem ;
if ( spell - > getTargetType ( ) = = CSpell : : OBSTACLE )
{
//isObstacleOnTile(dest)
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//
//
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//TODO
//assert that it's remove obstacle
//rules whether we can remove spell-created obstacle
return ESpellCastProblem : : NO_APPROPRIATE_TARGET ;
}
//get dead stack if we cast resurrection or animate dead
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const CStack * deadStack = getStackIf ( [ dest ] ( const CStack * s ) { return ! s - > alive ( ) & & s - > coversPos ( dest ) ; } ) ;
const CStack * aliveStack = getStackIf ( [ dest ] ( const CStack * s ) { return s - > alive ( ) & & s - > coversPos ( dest ) ; } ) ;
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if ( spell - > isRisingSpell ( ) )
{
if ( ! deadStack & & ! aliveStack )
return ESpellCastProblem : : NO_APPROPRIATE_TARGET ;
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if ( spell - > id = = Spells : : ANIMATE_DEAD & & deadStack & & ! deadStack - > hasBonusOfType ( Bonus : : UNDEAD ) )
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return ESpellCastProblem : : NO_APPROPRIATE_TARGET ;
if ( deadStack & & deadStack - > owner ! = player ) //you can resurrect only your own stacks //FIXME: it includes alive stacks as well
return ESpellCastProblem : : NO_APPROPRIATE_TARGET ;
}
else if ( spell - > getTargetType ( ) = = CSpell : : CREATURE | | spell - > getTargetType ( ) = = CSpell : : CREATURE_EXPERT_MASSIVE )
{
if ( ! aliveStack )
return ESpellCastProblem : : NO_APPROPRIATE_TARGET ;
if ( spell - > isNegative ( ) & & aliveStack - > owner = = player )
return ESpellCastProblem : : NO_APPROPRIATE_TARGET ;
if ( spell - > isPositive ( ) & & aliveStack - > owner ! = player )
return ESpellCastProblem : : NO_APPROPRIATE_TARGET ;
}
if ( mode = = ECastingMode : : HERO_CASTING )
return battleIsImmune ( battleGetFightingHero ( playerToSide ( player ) ) , spell , mode , dest ) ;
else
return battleIsImmune ( NULL , spell , mode , dest ) ;
}
const CStack * CBattleInfoCallback : : getStackIf ( boost : : function < bool ( const CStack * ) > pred ) const
{
RETURN_IF_NOT_BATTLE ( nullptr ) ;
auto stacks = battleGetAllStacks ( ) ;
auto stackItr = range : : find_if ( stacks , pred ) ;
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return stackItr = = stacks . end ( )
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? NULL
: * stackItr ;
}
bool CBattleInfoCallback : : battleIsStackBlocked ( const CStack * stack ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
if ( stack - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) ) //siege weapons cannot be blocked
return false ;
BOOST_FOREACH ( const CStack * s , batteAdjacentCreatures ( stack ) )
{
if ( s - > owner ! = stack - > owner ) //blocked by enemy stack
return true ;
}
return false ;
}
std : : set < const CStack * > CBattleInfoCallback : : batteAdjacentCreatures ( const CStack * stack ) const
{
std : : set < const CStack * > stacks ;
RETURN_IF_NOT_BATTLE ( stacks ) ;
BOOST_FOREACH ( BattleHex hex , stack - > getSurroundingHexes ( ) )
if ( const CStack * neighbour = battleGetStackByPos ( hex , true ) )
stacks . insert ( neighbour ) ;
return stacks ;
}
TSpell CBattleInfoCallback : : getRandomBeneficialSpell ( const CStack * subject ) const
{
RETURN_IF_NOT_BATTLE ( - 1 ) ;
std : : vector < TSpell > possibleSpells ;
BOOST_FOREACH ( const CSpell * spell , VLC - > spellh - > spells )
{
if ( spell - > isPositive ( ) ) //only positive
{
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if ( subject - > hasBonusFrom ( Bonus : : SPELL_EFFECT , spell - > id )
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| | battleCanCastThisSpellHere ( subject - > owner , spell , ECastingMode : : CREATURE_ACTIVE_CASTING , subject - > position ) ! = ESpellCastProblem : : OK )
continue ;
switch ( spell - > id )
{
case Spells : : SHIELD :
case Spells : : FIRE_SHIELD : // not if all enemy units are shooters
{
auto walker = getStackIf ( [ & ] ( const CStack * stack ) //look for enemy, non-shooting stack
{
return stack - > owner ! = subject - > owner & & ! stack - > shots ;
} ) ;
if ( ! walker )
continue ;
}
break ;
case Spells : : AIR_SHIELD : //only against active shooters
{
auto shooter = getStackIf ( [ & ] ( const CStack * stack ) //look for enemy, non-shooting stack
{
return stack - > owner ! = subject - > owner & & stack - > hasBonusOfType ( Bonus : : SHOOTER ) & & stack - > shots ;
} ) ;
if ( ! shooter )
continue ;
}
break ;
case Spells : : ANTI_MAGIC :
case Spells : : MAGIC_MIRROR :
{
if ( ! battleHasHero ( subject - > attackerOwned ) ) //only if there is enemy hero
continue ;
}
break ;
case Spells : : CURE : //only damaged units - what about affected by curse?
{
if ( subject - > firstHPleft > = subject - > MaxHealth ( ) )
continue ;
}
break ;
case Spells : : BLOODLUST :
{
if ( subject - > shots ) //if can shoot - only if enemy uits are adjacent
continue ;
}
break ;
case Spells : : PRECISION :
{
if ( ! ( subject - > hasBonusOfType ( Bonus : : SHOOTER ) & & subject - > shots ) )
continue ;
}
break ;
case Spells : : SLAYER : //only if monsters are present
{
auto kingMonster = getStackIf ( [ & ] ( const CStack * stack ) //look for enemy, non-shooting stack
{
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return stack - > owner ! = subject - > owner
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& & ( stack - > hasBonus ( Selector : : type ( Bonus : : KING1 ) | | Selector : : type ( Bonus : : KING2 ) | | Selector : : type ( Bonus : : KING3 ) ) ) ;
} ) ;
if ( ! kingMonster )
continue ;
}
break ;
case Spells : : CLONE : //not allowed
continue ;
break ;
}
possibleSpells . push_back ( spell - > id ) ;
}
}
if ( possibleSpells . size ( ) )
return possibleSpells [ rand ( ) % possibleSpells . size ( ) ] ;
else
return - 1 ;
}
TSpell CBattleInfoCallback : : getRandomCastedSpell ( const CStack * caster ) const
{
RETURN_IF_NOT_BATTLE ( - 1 ) ;
TBonusListPtr bl = caster - > getBonuses ( Selector : : type ( Bonus : : SPELLCASTER ) ) ;
if ( ! bl - > size ( ) )
return - 1 ;
int totalWeight = 0 ;
BOOST_FOREACH ( Bonus * b , * bl )
{
totalWeight + = std : : max ( b - > additionalInfo , 1 ) ; //minimal chance to cast is 1
}
int randomPos = rand ( ) % totalWeight ;
BOOST_FOREACH ( Bonus * b , * bl )
{
randomPos - = std : : max ( b - > additionalInfo , 1 ) ;
if ( randomPos < 0 )
{
return b - > subtype ;
}
}
return - 1 ;
}
int CBattleInfoCallback : : battleGetSurrenderCost ( int Player ) const
{
RETURN_IF_NOT_BATTLE ( - 3 ) ;
if ( ! battleCanSurrender ( Player ) )
return - 1 ;
int ret = 0 ;
double discount = 0 ;
BOOST_FOREACH ( const CStack * s , battleAliveStacks ( playerToSide ( Player ) ) )
if ( s - > base ) //we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
ret + = s - > getCreature ( ) - > cost [ Res : : GOLD ] * s - > count ;
if ( const CGHeroInstance * h = battleGetFightingHero ( playerToSide ( Player ) ) )
discount + = h - > valOfBonuses ( Bonus : : SURRENDER_DISCOUNT ) ;
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 : : battleMaxSpellLevel ( ) const
{
const CBonusSystemNode * node = NULL ;
if ( const CGHeroInstance * h = battleGetFightingHero ( battleGetMySide ( ) ) )
node = h ;
//TODO else use battle node
if ( ! node )
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return GameConstants : : SPELL_LEVELS ;
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//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 ( Bonus : : BLOCK_MAGIC_ABOVE ) ) ;
if ( b - > size ( ) )
return b - > totalValue ( ) ;
return GameConstants : : SPELL_LEVELS ;
}
bool AccessibilityInfo : : accessible ( BattleHex tile , const CStack * stack ) const
{
return accessible ( tile , stack - > doubleWide ( ) , stack - > attackerOwned ) ;
}
bool AccessibilityInfo : : accessible ( BattleHex tile , bool doubleWide , bool attackerOwned ) const
{
// All hexes that stack would cover if standing on tile have to be accessible.
BOOST_FOREACH ( auto hex , CStack : : getHexes ( tile , doubleWide , attackerOwned ) )
if ( ! hex . isValid ( ) | | at ( hex ) ! = EAccessibility : : ACCESSIBLE )
return false ;
return true ;
}
bool AccessibilityInfo : : occupiable ( const CStack * stack , BattleHex tile ) const
{
//obviously, we can occupy tile by standing on it
if ( accessible ( tile , stack ) )
return true ;
if ( stack - > doubleWide ( ) )
{
//Check the tile next to -> if stack stands there, it'll also occupy considered hex
const BattleHex anotherTile = tile + ( stack - > attackerOwned ? BattleHex : : RIGHT : BattleHex : : LEFT ) ;
if ( accessible ( anotherTile , stack ) )
return true ;
}
return false ;
}
ReachabilityInfo : : Parameters : : Parameters ( )
{
stack = nullptr ;
perspective = BattlePerspective : : ALL_KNOWING ;
attackerOwned = doubleWide = flying = false ;
}
ReachabilityInfo : : Parameters : : Parameters ( const CStack * Stack )
{
stack = Stack ;
perspective = ( BattlePerspective : : BattlePerspective ) ( ! Stack - > attackerOwned ) ;
startPosition = Stack - > position ;
doubleWide = stack - > doubleWide ( ) ;
attackerOwned = stack - > attackerOwned ;
flying = stack - > hasBonusOfType ( Bonus : : FLYING ) ;
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knownAccessible = stack - > getHexes ( ) ;
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}
ESpellCastProblem : : ESpellCastProblem CPlayerBattleCallback : : battleCanCastThisSpell ( const CSpell * spell ) const
{
RETURN_IF_NOT_BATTLE ( ESpellCastProblem : : INVALID ) ;
return CBattleInfoCallback : : battleCanCastThisSpell ( player , spell , ECastingMode : : HERO_CASTING ) ;
}
ESpellCastProblem : : ESpellCastProblem CPlayerBattleCallback : : battleCanCastThisSpell ( const CSpell * spell , BattleHex destination ) const
{
RETURN_IF_NOT_BATTLE ( ESpellCastProblem : : INVALID ) ;
return battleCanCastThisSpellHere ( player , spell , ECastingMode : : HERO_CASTING , destination ) ;
}
ESpellCastProblem : : ESpellCastProblem CPlayerBattleCallback : : battleCanCreatureCastThisSpell ( const CSpell * spell , BattleHex destination ) const
{
RETURN_IF_NOT_BATTLE ( ESpellCastProblem : : INVALID ) ;
return battleCanCastThisSpellHere ( player , spell , ECastingMode : : CREATURE_ACTIVE_CASTING , destination ) ;
}
bool CPlayerBattleCallback : : battleCanFlee ( ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
return CBattleInfoEssentials : : battleCanFlee ( player ) ;
}
TStacks CPlayerBattleCallback : : battleGetStacks ( EStackOwnership whose /*= MINE_AND_ENEMY*/ , bool onlyAlive /*= true*/ ) const
{
TStacks ret ;
RETURN_IF_NOT_BATTLE ( ret ) ;
vstd : : copy_if ( battleGetAllStacks ( ) , std : : back_inserter ( ret ) , [ = ] ( const CStack * s ) - > bool
{
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const bool ownerMatches = ( whose = = MINE_AND_ENEMY )
| | ( whose = = ONLY_MINE & & s - > owner = = player )
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| | ( whose = = ONLY_ENEMY & & s - > owner ! = player ) ;
const bool alivenessMatches = s - > alive ( ) | | ! onlyAlive ;
return ownerMatches & & alivenessMatches ;
} ) ;
return ret ;
}
int CPlayerBattleCallback : : battleGetSurrenderCost ( ) const
{
RETURN_IF_NOT_BATTLE ( - 3 )
return CBattleInfoCallback : : battleGetSurrenderCost ( player ) ;
}
bool CPlayerBattleCallback : : battleCanCastSpell ( ESpellCastProblem : : ESpellCastProblem * outProblem /*= nullptr*/ ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
auto problem = CBattleInfoCallback : : battleCanCastSpell ( player , ECastingMode : : HERO_CASTING ) ;
if ( outProblem )
* outProblem = problem ;
return problem = = ESpellCastProblem : : OK ;
}