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/*
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* CBattleInfoCallback . cpp , part of VCMI engine
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*
* 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
*
*/
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# include "StdInc.h"
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# include "CBattleInfoCallback.h"
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# include "../CStack.h"
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# include "BattleInfo.h"
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# include "../NetPacks.h"
# include "../spells/CSpellHandler.h"
# include "../mapObjects/CGTownInstance.h"
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namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
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{
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static void retreiveTurretDamageRange ( const CGTownInstance * town , const CStack * turret , double & outMinDmg , double & outMaxDmg )
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{
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assert ( turret - > getCreature ( ) - > idNumber = = CreatureID : : ARROW_TOWERS ) ;
assert ( town ) ;
assert ( turret - > position > = - 4 & & turret - > position < = - 2 ) ;
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float multiplier = ( turret - > position = = - 2 ) ? 1 : 0.5 ;
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int baseMin = 6 ;
int baseMax = 10 ;
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outMinDmg = multiplier * ( baseMin + town - > getTownLevel ( ) * 2 ) ;
outMaxDmg = multiplier * ( baseMax + town - > getTownLevel ( ) * 3 ) ;
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}
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static BattleHex lineToWallHex ( int line ) //returns hex with wall in given line (y coordinate)
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{
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static const BattleHex lineToHex [ ] = { 12 , 29 , 45 , 62 , 78 , 95 , 112 , 130 , 147 , 165 , 182 } ;
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return lineToHex [ line ] ;
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}
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static bool sameSideOfWall ( BattleHex pos1 , BattleHex pos2 )
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{
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const int wallInStackLine = lineToWallHex ( pos1 . getY ( ) ) ;
const int wallInDestLine = lineToWallHex ( pos2 . getY ( ) ) ;
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const bool stackLeft = pos1 < wallInStackLine ;
const bool destLeft = pos2 < wallInDestLine ;
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return stackLeft = = destLeft ;
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}
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// parts of wall
static const std : : pair < int , EWallPart : : EWallPart > wallParts [ ] =
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{
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std : : make_pair ( 50 , EWallPart : : KEEP ) ,
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std : : make_pair ( 183 , EWallPart : : BOTTOM_TOWER ) ,
std : : make_pair ( 182 , EWallPart : : BOTTOM_WALL ) ,
std : : make_pair ( 130 , EWallPart : : BELOW_GATE ) ,
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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 ) ,
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std : : make_pair ( 112 , EWallPart : : INDESTRUCTIBLE_PART ) ,
std : : make_pair ( 147 , EWallPart : : INDESTRUCTIBLE_PART ) ,
std : : make_pair ( 165 , EWallPart : : INDESTRUCTIBLE_PART )
} ;
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static EWallPart : : EWallPart hexToWallPart ( BattleHex hex )
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{
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for ( auto & elem : wallParts )
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{
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if ( elem . first = = hex )
return elem . second ;
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}
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return EWallPart : : INVALID ; //not found!
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}
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static BattleHex WallPartToHex ( EWallPart : : EWallPart part )
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{
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for ( auto & elem : wallParts )
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{
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if ( elem . second = = part )
return elem . first ;
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}
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return BattleHex : : INVALID ; //not found!
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}
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}
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using namespace SiegeStuffThatShouldBeMovedToHandlers ;
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ESpellCastProblem : : ESpellCastProblem CBattleInfoCallback : : battleCanCastSpell ( const ISpellCaster * caster , ECastingMode : : ECastingMode mode ) const
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{
RETURN_IF_NOT_BATTLE ( ESpellCastProblem : : INVALID ) ;
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if ( caster = = nullptr )
{
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logGlobal - > error ( " CBattleInfoCallback::battleCanCastSpell: no spellcaster. " ) ;
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return ESpellCastProblem : : INVALID ;
}
const PlayerColor player = caster - > getOwner ( ) ;
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const auto side = playerToSide ( player ) ;
if ( ! side )
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return ESpellCastProblem : : INVALID ;
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if ( ! battleDoWeKnowAbout ( side . get ( ) ) )
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{
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logGlobal - > warn ( " You can't check if enemy can cast given spell! " ) ;
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return ESpellCastProblem : : INVALID ;
}
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if ( battleTacticDist ( ) )
return ESpellCastProblem : : ONGOING_TACTIC_PHASE ;
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switch ( mode )
{
case ECastingMode : : HERO_CASTING :
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{
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if ( battleCastSpells ( side . get ( ) ) > 0 )
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return ESpellCastProblem : : ALREADY_CASTED_THIS_TURN ;
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auto hero = dynamic_cast < const CGHeroInstance * > ( caster ) ;
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if ( ! hero )
return ESpellCastProblem : : NO_HERO_TO_CAST_SPELL ;
if ( hero - > hasBonusOfType ( Bonus : : BLOCK_ALL_MAGIC ) )
return ESpellCastProblem : : MAGIC_IS_BLOCKED ;
}
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break ;
default :
break ;
}
return ESpellCastProblem : : OK ;
}
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si8 CBattleInfoCallback : : battleHasWallPenalty ( const CStack * stack , BattleHex destHex ) const
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{
return battleHasWallPenalty ( stack , stack - > position , destHex ) ;
}
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si8 CBattleInfoCallback : : battleHasWallPenalty ( const IBonusBearer * bonusBearer , BattleHex shooterPosition , BattleHex destHex ) const
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{
RETURN_IF_NOT_BATTLE ( false ) ;
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if ( ! battleGetSiegeLevel ( ) | | bonusBearer - > hasBonusOfType ( Bonus : : NO_WALL_PENALTY ) )
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return false ;
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const int wallInStackLine = lineToWallHex ( shooterPosition . getY ( ) ) ;
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const int wallInDestLine = lineToWallHex ( destHex . getY ( ) ) ;
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const bool stackLeft = shooterPosition < wallInStackLine ;
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const bool destRight = destHex > wallInDestLine ;
if ( stackLeft & & destRight ) //shooting from outside to inside
{
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int row = ( shooterPosition + destHex ) / ( 2 * GameConstants : : BFIELD_WIDTH ) ;
if ( shooterPosition > destHex & & ( ( destHex % GameConstants : : BFIELD_WIDTH - shooterPosition % GameConstants : : BFIELD_WIDTH ) < 2 ) ) //shooting up high
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row - = 2 ;
const int wallPos = lineToWallHex ( row ) ;
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if ( ! isWallPartPotentiallyAttackable ( battleHexToWallPart ( wallPos ) ) ) return true ;
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}
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 ;
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const ui8 siegeLevel = battleGetSiegeLevel ( ) ;
//check for wall
//advanced teleport can pass wall of fort|citadel, expert - of castle
if ( ( siegeLevel > CGTownInstance : : NONE & & telportLevel < 2 ) | | ( siegeLevel > = CGTownInstance : : CASTLE & & telportLevel < 3 ) )
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return sameSideOfWall ( stack - > position , destHex ) ;
return true ;
}
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std : : set < BattleHex > CBattleInfoCallback : : battleGetAttackedHexes ( const CStack * attacker , BattleHex destinationTile , BattleHex attackerPos ) const
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{
std : : set < BattleHex > attackedHexes ;
RETURN_IF_NOT_BATTLE ( attackedHexes ) ;
AttackableTiles at = getPotentiallyAttackableHexes ( attacker , destinationTile , attackerPos ) ;
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for ( BattleHex tile : at . hostileCreaturePositions )
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{
const CStack * st = battleGetStackByPos ( tile , true ) ;
if ( st & & st - > owner ! = attacker - > owner ) //only hostile stacks - does it work well with Berserk?
{
attackedHexes . insert ( tile ) ;
}
}
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for ( BattleHex tile : at . friendlyCreaturePositions )
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{
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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 ;
}
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SpellID CBattleInfoCallback : : battleGetRandomStackSpell ( CRandomGenerator & rand , const CStack * stack , ERandomSpell mode ) const
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{
switch ( mode )
{
case RANDOM_GENIE :
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return getRandomBeneficialSpell ( rand , stack ) ; //target
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break ;
case RANDOM_AIMED :
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return getRandomCastedSpell ( rand , stack ) ; //caster
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break ;
default :
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logGlobal - > error ( " Incorrect mode of battleGetRandomSpell (%d) " , static_cast < int > ( mode ) ) ;
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return SpellID : : NONE ;
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}
}
const CStack * CBattleInfoCallback : : battleGetStackByPos ( BattleHex pos , bool onlyAlive ) const
{
RETURN_IF_NOT_BATTLE ( nullptr ) ;
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for ( auto s : battleGetAllStacks ( true ) )
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if ( vstd : : contains ( s - > getHexes ( ) , pos ) & & ( ! onlyAlive | | s - > alive ( ) ) )
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return s ;
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return nullptr ;
}
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void CBattleInfoCallback : : battleGetStackQueue ( std : : vector < const CStack * > & out , const int howMany , const int turn , int lastMoved ) const
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{
RETURN_IF_NOT_BATTLE ( ) ;
//let's define a huge lambda
auto takeStack = [ & ] ( std : : vector < const CStack * > & st ) - > const CStack *
{
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const CStack * ret = nullptr ;
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unsigned i , //fastest stack
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j = 0 ; //fastest stack of the other side
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for ( i = 0 ; i < st . size ( ) ; i + + )
if ( st [ i ] )
break ;
//no stacks left
if ( i = = st . size ( ) )
return nullptr ;
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const CStack * fastest = st [ i ] , * other = nullptr ;
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int bestSpeed = fastest - > Speed ( turn ) ;
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//FIXME: comparison between bool and integer. Logic does not makes sense either
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if ( fastest - > side ! = lastMoved )
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{
ret = fastest ;
}
else
{
for ( j = i + 1 ; j < st . size ( ) ; j + + )
{
if ( ! st [ j ] ) continue ;
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if ( st [ j ] - > side ! = lastMoved | | st [ j ] - > Speed ( turn ) ! = bestSpeed )
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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 )
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st [ i ] = nullptr ;
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else
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st [ j ] = nullptr ;
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lastMoved = ret - > side ;
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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
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const CStack * active = battleActiveStack ( ) ;
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//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
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if ( ! turn & & active & & active - > willMove ( ) & & ! active - > waited ( ) )
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{
out . push_back ( active ) ;
if ( out . size ( ) = = howMany )
return ;
}
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auto allStacks = battleGetAllStacks ( true ) ;
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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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for ( auto s : battleGetAllStacks ( true ) )
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{
if ( ( turn < = 0 & & ! s - > willMove ( ) ) //we are considering current round and stack won't move
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| | ( 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
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{
continue ;
}
int p = - 1 ; //in which phase this tack will move?
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if ( turn < = 0 & & s - > waited ( ) ) //consider waiting state only for ongoing round
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{
if ( vstd : : contains ( s - > state , EBattleStackState : : HAD_MORALE ) )
p = 2 ;
else
p = 3 ;
}
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else if ( s - > getCreature ( ) - > idNumber = = CreatureID : : CATAPULT | | s - > getCreature ( ) - > idNumber = = CreatureID : : ARROW_TOWERS ) //catapult and turrets are first
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{
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 )
{
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//FIXME: both branches contain same code!!!
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if ( out . size ( ) & & out . front ( ) = = active )
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lastMoved = active - > side ;
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else
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lastMoved = active - > side ;
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}
else
{
lastMoved = 0 ;
}
}
int pi = 1 ;
while ( out . size ( ) < howMany )
{
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const CStack * hlp = takeStack ( phase [ pi ] ) ;
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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 ;
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if ( battleTacticDist ( ) & & battleGetTacticsSide ( ) = = stack - > side )
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{
//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 )
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{
return BattleHex : : mutualPosition ( hex , availableHex ) > = 0 ;
} ) ;
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return availableNeighbor ! = ret . end ( ) ;
} ;
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for ( const CStack * otherSt : battleAliveStacks ( 1 - stack - > side ) )
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{
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 ;
}
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for ( BattleHex he : occupied )
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{
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 ;
}
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bool CBattleInfoCallback : : battleCanAttack ( const CStack * stack , const CStack * target , BattleHex dest ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
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if ( battleTacticDist ( ) )
return false ;
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if ( ! stack | | ! target )
return false ;
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if ( ! battleMatchOwner ( stack , target ) )
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return false ;
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auto & id = stack - > getCreature ( ) - > idNumber ;
if ( id = = CreatureID : : FIRST_AID_TENT | | id = = CreatureID : : CATAPULT )
return false ;
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if ( ! target - > alive ( ) )
return false ;
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return true ;
}
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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 ) ;
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if ( ! stack | | ! dst )
return false ;
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//forgetfulness
TBonusListPtr forgetfulList = stack - > getBonuses ( Selector : : type ( Bonus : : FORGETFULL ) , " " ) ;
if ( ! forgetfulList - > empty ( ) )
{
int forgetful = forgetfulList - > valOfBonuses ( Selector : : type ( Bonus : : FORGETFULL ) ) ;
//advanced+ level
if ( forgetful > 1 )
return false ;
}
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if ( stack - > getCreature ( ) - > idNumber = = CreatureID : : CATAPULT & & dst ) //catapult cannot attack creatures
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return false ;
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if ( stack - > canShoot ( )
& & battleMatchOwner ( stack , dst )
& & dst - > alive ( )
& & ( ! battleIsStackBlocked ( stack ) | | stack - > hasBonusOfType ( Bonus : : FREE_SHOOTING ) ) )
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return true ;
return false ;
}
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TDmgRange CBattleInfoCallback : : calculateDmgRange ( const BattleAttackInfo & info ) const
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{
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auto battleBonusValue = [ & ] ( const IBonusBearer * bearer , CSelector selector ) - > int
{
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auto noLimit = Selector : : effectRange ( Bonus : : NO_LIMIT ) ;
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auto limitMatches = info . shooting
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? Selector : : effectRange ( Bonus : : ONLY_DISTANCE_FIGHT )
: Selector : : effectRange ( Bonus : : ONLY_MELEE_FIGHT ) ;
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//any regular bonuses or just ones for melee/ranged
return bearer - > getBonuses ( selector , noLimit . Or ( limitMatches ) ) - > totalValue ( ) ;
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} ;
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double additiveBonus = 1.0 , multBonus = 1.0 ,
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minDmg = info . attackerBonuses - > getMinDamage ( ) * info . attackerHealth . getCount ( ) , //TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
maxDmg = info . attackerBonuses - > getMaxDamage ( ) * info . attackerHealth . getCount ( ) ;
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const CCreature * attackerType = info . attacker - > getCreature ( ) ,
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* defenderType = info . defender - > getCreature ( ) ;
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if ( attackerType - > idNumber = = CreatureID : : ARROW_TOWERS )
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{
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SiegeStuffThatShouldBeMovedToHandlers : : retreiveTurretDamageRange ( battleGetDefendedTown ( ) , info . attacker , minDmg , maxDmg ) ;
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}
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if ( info . attackerBonuses - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) & & attackerType - > idNumber ! = CreatureID : : ARROW_TOWERS ) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
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{ //minDmg and maxDmg are multiplied by hero attack + 1
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auto retreiveHeroPrimSkill = [ & ] ( int skill ) - > int
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{
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const std : : shared_ptr < Bonus > b = info . attackerBonuses - > getBonus ( Selector : : sourceTypeSel ( Bonus : : HERO_BASE_SKILL ) . And ( Selector : : typeSubtype ( Bonus : : PRIMARY_SKILL , skill ) ) ) ;
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return b ? b - > val : 0 ; //if there is no hero or no info on his primary skill, return 0
} ;
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minDmg * = retreiveHeroPrimSkill ( PrimarySkill : : ATTACK ) + 1 ;
maxDmg * = retreiveHeroPrimSkill ( PrimarySkill : : ATTACK ) + 1 ;
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}
int attackDefenceDifference = 0 ;
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double multAttackReduction = ( 100 - battleBonusValue ( info . attackerBonuses , Selector : : type ( Bonus : : GENERAL_ATTACK_REDUCTION ) ) ) / 100.0 ;
attackDefenceDifference + = battleBonusValue ( info . attackerBonuses , Selector : : typeSubtype ( Bonus : : PRIMARY_SKILL , PrimarySkill : : ATTACK ) ) * multAttackReduction ;
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double multDefenceReduction = ( 100 - battleBonusValue ( info . attackerBonuses , Selector : : type ( Bonus : : ENEMY_DEFENCE_REDUCTION ) ) ) / 100.0 ;
attackDefenceDifference - = info . defenderBonuses - > Defense ( ) * multDefenceReduction ;
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if ( const std : : shared_ptr < Bonus > slayerEffect = info . attackerBonuses - > getBonus ( Selector : : type ( Bonus : : SLAYER ) ) ) //slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
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{
std : : vector < int > affectedIds ;
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int spLevel = slayerEffect - > val ;
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//FIXME: do not check all creatures
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for ( int g = 0 ; g < VLC - > creh - > creatures . size ( ) ; + + g )
{
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for ( const std : : shared_ptr < Bonus > b : VLC - > creh - > creatures [ g ] - > getBonusList ( ) )
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{
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if ( ( b - > type = = Bonus : : KING3 & & spLevel > = 3 ) | | //expert
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( b - > type = = Bonus : : KING2 & & spLevel > = 2 ) | | //adv +
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( b - > type = = Bonus : : KING1 & & spLevel > = 0 ) ) //none or basic +
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{
affectedIds . push_back ( g ) ;
break ;
}
}
}
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for ( auto & affectedId : affectedIds )
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{
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if ( defenderType - > idNumber = = affectedId )
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{
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attackDefenceDifference + = SpellID ( SpellID : : SLAYER ) . toSpell ( ) - > getPower ( spLevel ) ;
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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
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if ( info . attackerBonuses - > hasBonusOfType ( Bonus : : JOUSTING ) & & ! info . defenderBonuses - > hasBonusOfType ( Bonus : : CHARGE_IMMUNITY ) )
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additiveBonus + = info . chargedFields * 0.05 ;
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//handling secondary abilities and artifacts giving premies to them
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if ( info . shooting )
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additiveBonus + = info . attackerBonuses - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : ARCHERY ) / 100.0 ;
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else
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additiveBonus + = info . attackerBonuses - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : OFFENCE ) / 100.0 ;
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if ( info . defenderBonuses )
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multBonus * = ( std : : max ( 0 , 100 - info . defenderBonuses - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : ARMORER ) ) ) / 100.0 ;
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//handling hate effect
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additiveBonus + = info . attackerBonuses - > valOfBonuses ( Bonus : : HATE , defenderType - > idNumber . toEnum ( ) ) / 100. ;
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//luck bonus
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if ( info . luckyHit )
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{
additiveBonus + = 1.0 ;
}
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//unlucky hit, used only if negative luck is enabled
if ( info . unluckyHit )
{
additiveBonus - = 0.5 ; // FIXME: how bad (and luck in general) should work with following bonuses?
}
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//ballista double dmg
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if ( info . ballistaDoubleDamage )
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{
additiveBonus + = 1.0 ;
}
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if ( info . deathBlow ) //Dread Knight and many WoGified creatures
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{
additiveBonus + = 1.0 ;
}
//handling spell effects
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if ( ! info . shooting ) //eg. shield
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{
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multBonus * = ( 100 - info . defenderBonuses - > valOfBonuses ( Bonus : : GENERAL_DAMAGE_REDUCTION , 0 ) ) / 100.0 ;
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}
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else if ( info . shooting ) //eg. air shield
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{
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multBonus * = ( 100 - info . defenderBonuses - > valOfBonuses ( Bonus : : GENERAL_DAMAGE_REDUCTION , 1 ) ) / 100.0 ;
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}
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if ( info . shooting )
{
//todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
//get list first, total value of 0 also counts
TBonusListPtr forgetfulList = info . attackerBonuses - > getBonuses ( Selector : : type ( Bonus : : FORGETFULL ) , " " ) ;
if ( ! forgetfulList - > empty ( ) )
{
int forgetful = forgetfulList - > valOfBonuses ( Selector : : type ( Bonus : : FORGETFULL ) ) ;
//none of basic level
if ( forgetful = = 0 | | forgetful = = 1 )
multBonus * = 0.5 ;
else
logGlobal - > warn ( " Attempt to calculate shooting damage with adv+ FORGETFULL effect " ) ;
}
}
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TBonusListPtr curseEffects = info . attackerBonuses - > getBonuses ( Selector : : type ( Bonus : : ALWAYS_MINIMUM_DAMAGE ) ) ;
TBonusListPtr blessEffects = info . attackerBonuses - > getBonuses ( Selector : : type ( Bonus : : ALWAYS_MAXIMUM_DAMAGE ) ) ;
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int curseBlessAdditiveModifier = blessEffects - > totalValue ( ) - curseEffects - > totalValue ( ) ;
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double curseMultiplicativePenalty = curseEffects - > size ( ) ? ( * std : : max_element ( curseEffects - > begin ( ) , curseEffects - > end ( ) , & Bonus : : compareByAdditionalInfo < std : : shared_ptr < Bonus > > ) ) - > additionalInfo : 0 ;
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if ( curseMultiplicativePenalty ) //curse handling (partial, the rest is below)
{
multBonus * = 1.0 - curseMultiplicativePenalty / 100 ;
}
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auto isAdvancedAirShield = [ ] ( const Bonus * bonus )
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{
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return bonus - > source = = Bonus : : SPELL_EFFECT
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& & bonus - > sid = = SpellID : : AIR_SHIELD
& & bonus - > val > = SecSkillLevel : : ADVANCED ;
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} ;
//wall / distance penalty + advanced air shield
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const bool distPenalty = ! info . attackerBonuses - > hasBonusOfType ( Bonus : : NO_DISTANCE_PENALTY ) & & battleHasDistancePenalty ( info . attackerBonuses , info . attackerPosition , info . defenderPosition ) ;
const bool obstaclePenalty = battleHasWallPenalty ( info . attackerBonuses , info . attackerPosition , info . defenderPosition ) ;
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if ( info . shooting )
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{
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if ( distPenalty | | info . defenderBonuses - > hasBonus ( isAdvancedAirShield ) )
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{
multBonus * = 0.5 ;
}
if ( obstaclePenalty )
{
multBonus * = 0.5 ; //cumulative
}
}
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if ( ! info . shooting & & info . attackerBonuses - > hasBonusOfType ( Bonus : : SHOOTER ) & & ! info . attackerBonuses - > hasBonusOfType ( Bonus : : NO_MELEE_PENALTY ) )
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{
multBonus * = 0.5 ;
}
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// psychic elementals versus mind immune units 50%
if ( attackerType - > idNumber = = CreatureID : : PSYCHIC_ELEMENTAL
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& & info . defenderBonuses - > hasBonusOfType ( Bonus : : MIND_IMMUNITY ) )
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{
multBonus * = 0.5 ;
}
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// TODO attack on petrified unit 50%
// blinded unit retaliates
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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 ;
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returnedVal = std : : make_pair ( int ( maxDmg ) , int ( maxDmg ) ) ;
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}
else
{
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returnedVal = std : : make_pair ( int ( minDmg ) , int ( maxDmg ) ) ;
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}
//damage cannot be less than 1
vstd : : amax ( returnedVal . first , 1 ) ;
vstd : : amax ( returnedVal . second , 1 ) ;
return returnedVal ;
}
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TDmgRange CBattleInfoCallback : : battleEstimateDamage ( CRandomGenerator & rand , const CStack * attacker , const CStack * defender , TDmgRange * retaliationDmg ) const
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{
RETURN_IF_NOT_BATTLE ( std : : make_pair ( 0 , 0 ) ) ;
const bool shooting = battleCanShoot ( attacker , defender - > position ) ;
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const BattleAttackInfo bai ( attacker , defender , shooting ) ;
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return battleEstimateDamage ( rand , bai , retaliationDmg ) ;
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}
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std : : pair < ui32 , ui32 > CBattleInfoCallback : : battleEstimateDamage ( CRandomGenerator & rand , const BattleAttackInfo & bai , std : : pair < ui32 , ui32 > * retaliationDmg ) const
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{
RETURN_IF_NOT_BATTLE ( std : : make_pair ( 0 , 0 ) ) ;
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//const bool shooting = battleCanShoot(bai.attacker, bai.defenderPosition); //TODO handle bonus bearer
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TDmgRange ret = calculateDmgRange ( bai ) ;
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if ( retaliationDmg )
{
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if ( bai . shooting )
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{
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 ] ;
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bai . defender - > prepareAttacked ( bsa , rand , bai . defenderHealth ) ;
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auto retaliationAttack = bai . reverse ( ) ;
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retaliationAttack . attackerHealth = retaliationAttack . attacker - > healthAfterAttacked ( bsa . damageAmount ) ;
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retaliationDmg - > * pairElems [ ! i ] = calculateDmgRange ( retaliationAttack ) . * pairElems [ ! i ] ;
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}
}
}
return ret ;
}
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std : : vector < std : : shared_ptr < const CObstacleInstance > > CBattleInfoCallback : : battleGetAllObstaclesOnPos ( BattleHex tile , bool onlyBlocking ) const
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{
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std : : vector < std : : shared_ptr < const CObstacleInstance > > obstacles = std : : vector < std : : shared_ptr < const CObstacleInstance > > ( ) ;
RETURN_IF_NOT_BATTLE ( obstacles ) ;
for ( auto & obs : battleGetAllObstacles ( ) )
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{
if ( vstd : : contains ( obs - > getBlockedTiles ( ) , tile )
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| | ( ! onlyBlocking & & vstd : : contains ( obs - > getAffectedTiles ( ) , tile ) ) )
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{
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obstacles . push_back ( obs ) ;
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}
}
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return obstacles ;
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}
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std : : vector < std : : shared_ptr < const CObstacleInstance > > CBattleInfoCallback : : getAllAffectedObstaclesByStack ( const CStack * stack ) const
{
std : : vector < std : : shared_ptr < const CObstacleInstance > > affectedObstacles = std : : vector < std : : shared_ptr < const CObstacleInstance > > ( ) ;
RETURN_IF_NOT_BATTLE ( affectedObstacles ) ;
if ( stack - > alive ( ) )
{
affectedObstacles = battleGetAllObstaclesOnPos ( stack - > position , false ) ;
if ( stack - > doubleWide ( ) )
{
BattleHex otherHex = stack - > occupiedHex ( stack - > position ) ;
if ( otherHex . isValid ( ) )
for ( auto & i : battleGetAllObstaclesOnPos ( otherHex , false ) )
affectedObstacles . push_back ( i ) ;
}
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for ( auto hex : stack - > getHexes ( ) )
if ( hex = = ESiegeHex : : GATE_BRIDGE )
if ( battleGetGateState ( ) = = EGateState : : OPENED | | battleGetGateState ( ) = = EGateState : : DESTROYED )
for ( int i = 0 ; i < affectedObstacles . size ( ) ; i + + )
if ( affectedObstacles . at ( i ) - > obstacleType = = CObstacleInstance : : MOAT )
affectedObstacles . erase ( affectedObstacles . begin ( ) + i ) ;
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}
return affectedObstacles ;
}
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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 ;
}
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//special battlefields with logically unavailable tiles
std : : vector < BattleHex > impassableHexes ;
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if ( battleGetBattlefieldType ( ) . num = = BFieldType : : SHIP_TO_SHIP )
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{
impassableHexes =
{
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6 , 7 , 8 , 9 ,
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24 , 25 , 26 ,
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58 , 59 , 60 ,
75 , 76 , 77 ,
92 , 93 , 94 ,
109 , 110 , 111 ,
126 , 127 , 128 ,
159 , 160 , 161 , 162 , 163 ,
176 , 177 , 178 , 179 , 180
} ;
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}
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for ( auto hex : impassableHexes )
ret [ hex ] = EAccessibility : : UNAVAILABLE ;
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//gate -> should be before stacks
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if ( battleGetSiegeLevel ( ) > 0 )
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{
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EAccessibility accessability = EAccessibility : : ACCESSIBLE ;
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switch ( battleGetGateState ( ) )
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{
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case EGateState : : CLOSED :
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accessability = EAccessibility : : GATE ;
break ;
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case EGateState : : BLOCKED :
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accessability = EAccessibility : : UNAVAILABLE ;
break ;
}
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ret [ ESiegeHex : : GATE_OUTER ] = ret [ ESiegeHex : : GATE_INNER ] = accessability ;
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}
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//tiles occupied by standing stacks
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for ( auto stack : battleAliveStacks ( ) )
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{
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for ( auto hex : stack - > getHexes ( ) )
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if ( hex . isAvailable ( ) ) //towers can have <0 pos; we don't also want to overwrite side columns
ret [ hex ] = EAccessibility : : ALIVE_STACK ;
}
//obstacles
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for ( const auto & obst : battleGetAllObstacles ( ) )
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{
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for ( auto hex : obst - > getBlockedTiles ( ) )
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ret [ hex ] = EAccessibility : : OBSTACLE ;
}
//walls
if ( battleGetSiegeLevel ( ) > 0 )
{
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static const int permanentlyLocked [ ] = { 12 , 45 , 62 , 112 , 147 , 165 } ;
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for ( auto hex : permanentlyLocked )
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ret [ hex ] = EAccessibility : : UNAVAILABLE ;
//TODO likely duplicated logic
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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 ( ESiegeHex : : DESTRUCTIBLE_WALL_4 ) ) ,
std : : make_pair ( 3 , BattleHex ( ESiegeHex : : DESTRUCTIBLE_WALL_3 ) ) ,
std : : make_pair ( 4 , BattleHex ( ESiegeHex : : DESTRUCTIBLE_WALL_2 ) ) ,
std : : make_pair ( 5 , BattleHex ( ESiegeHex : : DESTRUCTIBLE_WALL_1 ) )
} ;
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for ( auto & elem : lockedIfNotDestroyed )
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{
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if ( battleGetWallState ( elem . first ) ! = EWallState : : DESTROYED )
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ret [ elem . second ] = EAccessibility : : DESTRUCTIBLE_WALL ;
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}
}
return ret ;
}
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AccessibilityInfo CBattleInfoCallback : : getAccesibility ( const CStack * stack ) const
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{
return getAccesibility ( stack - > getHexes ( ) ) ;
}
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AccessibilityInfo CBattleInfoCallback : : getAccesibility ( const std : : vector < BattleHex > & accessibleHexes ) const
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{
auto ret = getAccesibility ( ) ;
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for ( auto hex : accessibleHexes )
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if ( hex . isValid ( ) )
ret [ hex ] = EAccessibility : : ACCESSIBLE ;
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return ret ;
}
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ReachabilityInfo CBattleInfoCallback : : makeBFS ( const AccessibilityInfo & accessibility , const ReachabilityInfo : : Parameters & params ) const
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{
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 ;
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for ( BattleHex neighbour : curHex . neighbouringTiles ( ) )
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{
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const bool accessible = accessibility . accessible ( neighbour , params . doubleWide , params . side ) ;
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const int costFoundSoFar = ret . distances [ neighbour ] ;
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if ( accessible & & costToNeighbour < costFoundSoFar )
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{
hexq . push ( neighbour ) ;
ret . distances [ neighbour ] = costToNeighbour ;
ret . predecessors [ neighbour ] = curHex ;
}
}
}
return ret ;
}
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ReachabilityInfo CBattleInfoCallback : : makeBFS ( const CStack * stack ) const
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{
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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 ) ;
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for ( auto & oi : battleGetAllObstacles ( whichSidePerspective ) )
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{
if ( battleIsObstacleVisibleForSide ( * oi , whichSidePerspective ) )
{
range : : copy ( oi - > getStoppingTile ( ) , vstd : : set_inserter ( ret ) ) ;
}
}
return ret ;
}
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std : : pair < const CStack * , BattleHex > CBattleInfoCallback : : getNearestStack ( const CStack * closest , BattleSideOpt side ) const
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{
auto reachability = getReachability ( closest ) ;
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auto avHexes = battleGetAvailableHexes ( closest , false ) ;
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// I hate std::pairs with their undescriptive member names first / second
struct DistStack
{
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int distanceToPred ;
BattleHex destination ;
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const CStack * stack ;
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} ;
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std : : vector < DistStack > stackPairs ;
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std : : vector < const CStack * > possibleStacks = battleGetStacksIf ( [ = ] ( const CStack * s )
{
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return s - > isValidTarget ( false ) & & s ! = closest & & ( ! side | | side . get ( ) = = s - > side ) ;
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} ) ;
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for ( const CStack * st : possibleStacks )
for ( BattleHex hex : avHexes )
if ( CStack : : isMeleeAttackPossible ( closest , st , hex ) )
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{
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DistStack hlp = { reachability . distances [ hex ] , hex , st } ;
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stackPairs . push_back ( hlp ) ;
}
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if ( stackPairs . size ( ) )
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{
auto comparator = [ ] ( DistStack lhs , DistStack rhs ) { return lhs . distanceToPred < rhs . distanceToPred ; } ;
auto minimal = boost : : min_element ( stackPairs , comparator ) ;
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return std : : make_pair ( minimal - > stack , minimal - > destination ) ;
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}
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else
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return std : : make_pair < const CStack * , BattleHex > ( nullptr , BattleHex : : INVALID ) ;
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}
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 )
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| | ( side & & dest . getX ( ) < GameConstants : : BFIELD_WIDTH - 1 & & dest . getX ( ) > = GameConstants : : BFIELD_WIDTH - dist - 1 ) ) ;
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}
ReachabilityInfo CBattleInfoCallback : : getReachability ( const CStack * stack ) const
{
ReachabilityInfo : : Parameters params ( stack ) ;
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if ( ! battleDoWeKnowAbout ( stack - > side ) )
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{
//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.
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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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}
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ReachabilityInfo CBattleInfoCallback : : getFlyingReachability ( const ReachabilityInfo : : Parameters & params ) const
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{
ReachabilityInfo ret ;
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ret . accessibility = getAccesibility ( params . knownAccessible ) ;
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for ( int i = 0 ; i < GameConstants : : BFIELD_SIZE ; i + + )
{
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if ( ret . accessibility . accessible ( i , params . doubleWide , params . side ) )
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{
ret . predecessors [ i ] = params . startPosition ;
ret . distances [ i ] = BattleHex : : getDistance ( params . startPosition , i ) ;
}
}
return ret ;
}
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AttackableTiles CBattleInfoCallback : : getPotentiallyAttackableHexes ( const CStack * attacker , BattleHex destinationTile , BattleHex attackerPos ) const
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{
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//does not return hex attacked directly
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//TODO: apply rotation to two-hex attackers
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bool isAttacker = attacker - > side = = BattleSide : : ATTACKER ;
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AttackableTiles at ;
RETURN_IF_NOT_BATTLE ( at ) ;
const int WN = GameConstants : : BFIELD_WIDTH ;
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BattleHex hex = ( attackerPos ! = BattleHex : : INVALID ) ? attackerPos . hex : attacker - > position . hex ; //real or hypothetical (cursor) position
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//FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
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bool reverse = isToReverse ( hex , destinationTile , isAttacker , attacker - > doubleWide ( ) , isAttacker ) ;
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if ( reverse & & attacker - > doubleWide ( ) )
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{
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hex = attacker - > occupiedHex ( hex ) ; //the other hex stack stands on
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}
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if ( attacker - > hasBonusOfType ( Bonus : : ATTACKS_ALL_ADJACENT ) )
{
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boost : : copy ( attacker - > getSurroundingHexes ( attackerPos ) , vstd : : set_inserter ( at . hostileCreaturePositions ) ) ;
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}
if ( attacker - > hasBonusOfType ( Bonus : : THREE_HEADED_ATTACK ) )
{
std : : vector < BattleHex > hexes = attacker - > getSurroundingHexes ( attackerPos ) ;
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for ( BattleHex tile : hexes )
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{
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if ( ( BattleHex : : mutualPosition ( tile , destinationTile ) > - 1 & & BattleHex : : mutualPosition ( tile , hex ) > - 1 ) ) //adjacent both to attacker's head and attacked tile
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{
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 ) ;
}
}
}
}
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if ( attacker - > hasBonusOfType ( Bonus : : TWO_HEX_ATTACK_BREATH ) & & BattleHex : : mutualPosition ( destinationTile . hex , hex ) > - 1 ) //only adjacent hexes are subject of dragon breath calculation
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{
std : : vector < BattleHex > hexes ; //only one, in fact
int pseudoVector = destinationTile . hex - hex ;
switch ( pseudoVector )
{
case 1 :
case - 1 :
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BattleHex : : checkAndPush ( destinationTile . hex + pseudoVector , hexes ) ;
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break ;
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case WN : //17 //left-down or right-down
case - WN : //-17 //left-up or right-up
case WN + 1 : //18 //right-down
case - WN + 1 : //-16 //right-up
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BattleHex : : checkAndPush ( destinationTile . hex + pseudoVector + ( ( ( hex / WN ) % 2 ) ? 1 : - 1 ) , hexes ) ;
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break ;
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case WN - 1 : //16 //left-down
case - WN - 1 : //-18 //left-up
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BattleHex : : checkAndPush ( destinationTile . hex + pseudoVector + ( ( ( hex / WN ) % 2 ) ? 1 : 0 ) , hexes ) ;
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break ;
}
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for ( BattleHex tile : hexes )
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{
//friendly stacks can also be damaged by Dragon Breath
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if ( battleGetStackByPos ( tile , true ) )
at . friendlyCreaturePositions . insert ( tile ) ;
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}
}
return at ;
}
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std : : set < const CStack * > CBattleInfoCallback : : getAttackedCreatures ( const CStack * attacker , BattleHex destinationTile , BattleHex attackerPos ) const
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{
std : : set < const CStack * > attackedCres ;
RETURN_IF_NOT_BATTLE ( attackedCres ) ;
AttackableTiles at = getPotentiallyAttackableHexes ( attacker , destinationTile , attackerPos ) ;
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for ( BattleHex tile : at . hostileCreaturePositions ) //all around & three-headed attack
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{
const CStack * st = battleGetStackByPos ( tile , true ) ;
if ( st & & st - > owner ! = attacker - > owner ) //only hostile stacks - does it work well with Berserk?
{
attackedCres . insert ( st ) ;
}
}
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for ( BattleHex tile : at . friendlyCreaturePositions )
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{
const CStack * st = battleGetStackByPos ( tile , true ) ;
if ( st ) //friendly stacks can also be damaged by Dragon Breath
{
attackedCres . insert ( st ) ;
}
}
return attackedCres ;
}
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//TODO: this should apply also to mechanics and cursor interface
bool CBattleInfoCallback : : isToReverseHlp ( BattleHex hexFrom , BattleHex hexTo , bool curDir ) const
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{
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int fromX = hexFrom . getX ( ) ;
int fromY = hexFrom . getY ( ) ;
int toX = hexTo . getX ( ) ;
int toY = hexTo . getY ( ) ;
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if ( curDir ) // attacker, facing right
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{
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if ( fromX < toX )
return false ;
if ( fromX > toX )
return true ;
if ( fromY % 2 = = 0 & & toY % 2 = = 1 )
return true ;
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return false ;
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}
else // defender, facing left
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{
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if ( fromX < toX )
return true ;
if ( fromX > toX )
return false ;
if ( fromY % 2 = = 1 & & toY % 2 = = 0 )
return true ;
return false ;
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}
}
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//TODO: this should apply also to mechanics and cursor interface
bool CBattleInfoCallback : : isToReverse ( BattleHex hexFrom , BattleHex hexTo , bool curDir , bool toDoubleWide , bool toDir ) const
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{
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if ( hexTo < 0 | | hexFrom < 0 ) //turret
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return false ;
if ( toDoubleWide )
{
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if ( isToReverseHlp ( hexFrom , hexTo , curDir ) )
{
if ( toDir )
return isToReverseHlp ( hexFrom , hexTo - 1 , curDir ) ;
else
return isToReverseHlp ( hexFrom , hexTo + 1 , curDir ) ;
}
return false ;
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}
else
{
return isToReverseHlp ( hexFrom , hexTo , curDir ) ;
}
}
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ReachabilityInfo : : TDistances CBattleInfoCallback : : battleGetDistances ( const CStack * stack , BattleHex hex , BattleHex * predecessors ) const
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{
ReachabilityInfo : : TDistances ret ;
ret . fill ( - 1 ) ;
RETURN_IF_NOT_BATTLE ( ret ) ;
ReachabilityInfo : : Parameters params ( stack ) ;
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params . perspective = battleGetMySide ( ) ;
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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
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{
return battleHasDistancePenalty ( stack , stack - > position , destHex ) ;
}
si8 CBattleInfoCallback : : battleHasDistancePenalty ( const IBonusBearer * bonusBearer , BattleHex shooterPosition , BattleHex destHex ) const
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{
RETURN_IF_NOT_BATTLE ( false ) ;
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if ( bonusBearer - > hasBonusOfType ( Bonus : : NO_DISTANCE_PENALTY ) )
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return false ;
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if ( const CStack * dstStack = battleGetStackByPos ( destHex , false ) )
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{
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//If any hex of target creature is within range, there is no penalty
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for ( auto hex : dstStack - > getHexes ( ) )
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if ( BattleHex : : getDistance ( shooterPosition , hex ) < = GameConstants : : BATTLE_PENALTY_DISTANCE )
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return false ;
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//TODO what about two-hex shooters?
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}
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else
{
if ( BattleHex : : getDistance ( shooterPosition , destHex ) < = GameConstants : : BATTLE_PENALTY_DISTANCE )
return false ;
}
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return true ;
}
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BattleHex CBattleInfoCallback : : wallPartToBattleHex ( EWallPart : : EWallPart part ) const
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{
RETURN_IF_NOT_BATTLE ( BattleHex : : INVALID ) ;
return WallPartToHex ( part ) ;
}
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EWallPart : : EWallPart CBattleInfoCallback : : battleHexToWallPart ( BattleHex hex ) const
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{
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RETURN_IF_NOT_BATTLE ( EWallPart : : INVALID ) ;
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return hexToWallPart ( hex ) ;
}
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bool CBattleInfoCallback : : isWallPartPotentiallyAttackable ( EWallPart : : EWallPart wallPart ) const
{
RETURN_IF_NOT_BATTLE ( false ) ;
return wallPart ! = EWallPart : : INDESTRUCTIBLE_PART & & wallPart ! = EWallPart : : INDESTRUCTIBLE_PART_OF_GATE & &
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wallPart ! = EWallPart : : INVALID ;
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}
std : : vector < BattleHex > CBattleInfoCallback : : getAttackableBattleHexes ( ) const
{
std : : vector < BattleHex > attackableBattleHexes ;
RETURN_IF_NOT_BATTLE ( attackableBattleHexes ) ;
for ( auto & wallPartPair : wallParts )
{
if ( isWallPartPotentiallyAttackable ( wallPartPair . second ) )
{
auto wallState = static_cast < EWallState : : EWallState > ( battleGetWallState ( static_cast < int > ( wallPartPair . second ) ) ) ;
if ( wallState = = EWallState : : INTACT | | wallState = = EWallState : : DAMAGED )
{
attackableBattleHexes . push_back ( BattleHex ( wallPartPair . first ) ) ;
}
}
}
return attackableBattleHexes ;
}
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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 ;
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for ( auto stack : battleAliveStacks ( ) )
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{
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if ( stack - > owner = = caster - > tempOwner & & stack - > hasBonusOfType ( Bonus : : CHANGES_SPELL_COST_FOR_ALLY ) )
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{
vstd : : amax ( manaReduction , stack - > valOfBonuses ( Bonus : : CHANGES_SPELL_COST_FOR_ALLY ) ) ;
}
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if ( stack - > owner ! = caster - > tempOwner & & stack - > hasBonusOfType ( Bonus : : CHANGES_SPELL_COST_FOR_ENEMY ) )
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{
vstd : : amax ( manaIncrease , stack - > valOfBonuses ( Bonus : : CHANGES_SPELL_COST_FOR_ENEMY ) ) ;
}
}
return ret - manaReduction + manaIncrease ;
}
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const CStack * CBattleInfoCallback : : getStackIf ( std : : function < bool ( const CStack * ) > pred ) const
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{
RETURN_IF_NOT_BATTLE ( nullptr ) ;
auto stacks = battleGetAllStacks ( ) ;
auto stackItr = range : : find_if ( stacks , pred ) ;
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return stackItr = = stacks . end ( ) ? nullptr : * stackItr ;
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}
si8 CBattleInfoCallback : : battleHasShootingPenalty ( const CStack * stack , BattleHex destHex )
{
return battleHasDistancePenalty ( stack , destHex ) | | battleHasWallPenalty ( stack , destHex ) ;
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}
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 ;
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for ( const CStack * s : batteAdjacentCreatures ( stack ) )
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{
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 ) ;
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for ( BattleHex hex : stack - > getSurroundingHexes ( ) )
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if ( const CStack * neighbour = battleGetStackByPos ( hex , true ) )
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stacks . insert ( neighbour ) ;
return stacks ;
}
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SpellID CBattleInfoCallback : : getRandomBeneficialSpell ( CRandomGenerator & rand , const CStack * subject ) const
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{
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RETURN_IF_NOT_BATTLE ( SpellID : : NONE ) ;
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//This is complete list. No spells from mods.
//todo: this should be Spellbook of caster Stack
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static const std : : set < SpellID > allPossibleSpells =
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{
SpellID : : AIR_SHIELD ,
SpellID : : ANTI_MAGIC ,
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SpellID : : BLESS ,
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SpellID : : BLOODLUST ,
SpellID : : COUNTERSTRIKE ,
SpellID : : CURE ,
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SpellID : : FIRE_SHIELD ,
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SpellID : : FORTUNE ,
SpellID : : HASTE ,
SpellID : : MAGIC_MIRROR ,
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SpellID : : MIRTH ,
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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 ;
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auto getAliveEnemy = [ = ] ( const std : : function < bool ( const CStack * ) > & pred )
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{
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return getStackIf ( [ = ] ( const CStack * stack )
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{
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return pred ( stack ) & & stack - > owner ! = subject - > owner & & stack - > alive ( ) ;
} ) ;
} ;
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for ( const SpellID spellID : allPossibleSpells )
{
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std : : stringstream cachingStr ;
cachingStr < < " source_ " < < Bonus : : SPELL_EFFECT < < " id_ " < < spellID . num ;
if ( subject - > hasBonus ( Selector : : source ( Bonus : : SPELL_EFFECT , spellID ) , Selector : : all , cachingStr . str ( ) )
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//TODO: this ability has special limitations
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| | spellID . toSpell ( ) - > canBeCast ( this , ECastingMode : : CREATURE_ACTIVE_CASTING , subject ) ! = ESpellCastProblem : : OK )
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continue ;
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switch ( spellID )
{
case SpellID : : SHIELD :
case SpellID : : FIRE_SHIELD : // not if all enemy units are shooters
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{
auto walker = getAliveEnemy ( [ & ] ( const CStack * stack ) //look for enemy, non-shooting stack
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{
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return ! stack - > canShoot ( ) ;
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} ) ;
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if ( ! walker )
continue ;
}
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break ;
case SpellID : : AIR_SHIELD : //only against active shooters
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{
auto shooter = getAliveEnemy ( [ & ] ( const CStack * stack ) //look for enemy, non-shooting stack
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{
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return stack - > canShoot ( ) ;
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} ) ;
if ( ! shooter )
continue ;
}
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break ;
case SpellID : : ANTI_MAGIC :
case SpellID : : MAGIC_MIRROR :
case SpellID : : PROTECTION_FROM_AIR :
case SpellID : : PROTECTION_FROM_EARTH :
case SpellID : : PROTECTION_FROM_FIRE :
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case SpellID : : PROTECTION_FROM_WATER :
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{
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const ui8 enemySide = 1 - subject - > side ;
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//todo: only if enemy has spellbook
if ( ! battleHasHero ( enemySide ) ) //only if there is enemy hero
continue ;
}
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break ;
case SpellID : : CURE : //only damaged units
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{
//do not cast on affected by debuffs
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if ( ! subject - > canBeHealed ( ) )
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continue ;
}
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break ;
case SpellID : : BLOODLUST :
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{
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if ( subject - > canShoot ( ) ) //TODO: if can shoot - only if enemy units are adjacent
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continue ;
}
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break ;
case SpellID : : PRECISION :
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{
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if ( ! subject - > canShoot ( ) )
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continue ;
}
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break ;
case SpellID : : SLAYER : //only if monsters are present
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{
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auto kingMonster = getAliveEnemy ( [ & ] ( const CStack * stack ) - > bool //look for enemy, non-shooting stack
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{
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const auto isKing = Selector : : type ( Bonus : : KING1 )
. Or ( Selector : : type ( Bonus : : KING2 ) )
. Or ( Selector : : type ( Bonus : : KING3 ) ) ;
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return stack - > hasBonus ( isKing ) ;
} ) ;
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if ( ! kingMonster )
continue ;
}
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break ;
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}
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beneficialSpells . push_back ( spellID ) ;
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}
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if ( ! beneficialSpells . empty ( ) )
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{
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return * RandomGeneratorUtil : : nextItem ( beneficialSpells , rand ) ;
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}
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else
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{
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return SpellID : : NONE ;
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}
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}
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SpellID CBattleInfoCallback : : getRandomCastedSpell ( CRandomGenerator & rand , const CStack * caster ) const
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{
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RETURN_IF_NOT_BATTLE ( SpellID : : NONE ) ;
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TBonusListPtr bl = caster - > getBonuses ( Selector : : type ( Bonus : : SPELLCASTER ) ) ;
if ( ! bl - > size ( ) )
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return SpellID : : NONE ;
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int totalWeight = 0 ;
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for ( auto b : * bl )
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{
totalWeight + = std : : max ( b - > additionalInfo , 1 ) ; //minimal chance to cast is 1
}
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int randomPos = rand . nextInt ( totalWeight - 1 ) ;
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for ( auto b : * bl )
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{
randomPos - = std : : max ( b - > additionalInfo , 1 ) ;
if ( randomPos < 0 )
{
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return SpellID ( b - > subtype ) ;
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}
}
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return SpellID : : NONE ;
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}
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int CBattleInfoCallback : : battleGetSurrenderCost ( PlayerColor Player ) const
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{
RETURN_IF_NOT_BATTLE ( - 3 ) ;
if ( ! battleCanSurrender ( Player ) )
return - 1 ;
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const auto side = playerToSide ( Player ) ;
if ( ! side )
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return - 1 ;
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int ret = 0 ;
double discount = 0 ;
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for ( const CStack * s : battleAliveStacks ( side . get ( ) ) )
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if ( s - > base ) //we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
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ret + = s - > getCreature ( ) - > cost [ Res : : GOLD ] * s - > getCount ( ) ; //todo: extract CStack method
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if ( const CGHeroInstance * h = battleGetFightingHero ( side . get ( ) ) )
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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 ;
}
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si8 CBattleInfoCallback : : battleMaxSpellLevel ( ui8 side ) const
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{
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const IBonusBearer * node = nullptr ;
if ( const CGHeroInstance * h = battleGetFightingHero ( side ) )
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node = h ;
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else
node = getBattleNode ( ) ;
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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 ;
}
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boost : : optional < int > CBattleInfoCallback : : battleIsFinished ( ) const
{
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auto stacks = battleGetAllStacks ( ) ;
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//checking winning condition
bool hasStack [ 2 ] ; //hasStack[0] - true if attacker has a living stack; defender similarly
hasStack [ 0 ] = hasStack [ 1 ] = false ;
for ( auto & stack : stacks )
{
if ( stack - > alive ( ) & & ! stack - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) )
{
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hasStack [ stack - > side ] = true ;
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}
}
if ( ! hasStack [ 0 ] & & ! hasStack [ 1 ] )
return 2 ;
if ( ! hasStack [ 1 ] )
return 0 ;
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if ( ! hasStack [ 0 ] )
return 1 ;
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return boost : : none ;
}