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vcmi/lib/BattleState.cpp

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#include "StdInc.h"
#include "BattleState.h"
#include <numeric>
#include <boost/random/linear_congruential.hpp>
#include "VCMI_Lib.h"
#include "CObjectHandler.h"
#include "CHeroHandler.h"
#include "CCreatureHandler.h"
#include "CSpellHandler.h"
#include "CTownHandler.h"
#include "NetPacks.h"
#include "JsonNode.h"
#include "Filesystem/CResourceLoader.h"
/*
* BattleState.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
extern boost::rand48 ran;
const CStack * BattleInfo::getNextStack() const
{
std::vector<const CStack *> hlp;
battleGetStackQueue(hlp, 1, -1);
if(hlp.size())
return hlp[0];
else
return NULL;
}
// const CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive) const
// {
// return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
// }
// void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack * stackToOmmit) const
// {
// memset(accessibility, 1, GameConstants::BFIELD_SIZE); //initialize array with trues
//
// //removing accessibility for side columns of hexes
// for(int v = 0; v < GameConstants::BFIELD_SIZE; ++v)
// {
// if( v % GameConstants::BFIELD_WIDTH == 0 || v % GameConstants::BFIELD_WIDTH == (GameConstants::BFIELD_WIDTH - 1) )
// accessibility[v] = false;
// }
//
// for(ui32 g=0; g<stacks.size(); ++g)
// {
// if(!stacks[g]->alive() || (stackToOmmit && stacks[g]->ID==stackToOmmit->ID) || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
// continue;
//
// accessibility[stacks[g]->position] = false;
// if(stacks[g]->doubleWide()) //if it's a double hex creature
// {
// if(stacks[g]->attackerOwned)
// accessibility[stacks[g]->position-1] = false;
// else
// accessibility[stacks[g]->position+1] = false;
// }
// }
// //obstacles
// BOOST_FOREACH(const auto &obstacle, obstacles)
// {
// BOOST_FOREACH(BattleHex hex, obstacle->getBlockedTiles())
// {
// assert(hex.isValid());
// accessibility[hex] = false;
// }
// }
//
// //walls
// if(siege > 0)
// {
// static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
// for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
// {
// accessibility[permanentlyLocked[b]] = false;
// }
//
// static const std::pair<int, 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(si.wallState[lockedIfNotDestroyed[b].first] < 3)
// {
// accessibility[lockedIfNotDestroyed[b].second] = false;
// }
// }
//
// //gate
// if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
// {
// accessibility[95] = accessibility[96] = false; //block gate's hexes
// }
// }
//
// //occupyability
// if(addOccupiable && twoHex)
// {
// std::set<BattleHex> rem; //tiles to unlock
// for(int h=0; h<GameConstants::BFIELD_HEIGHT; ++h)
// {
// for(int w=1; w<GameConstants::BFIELD_WIDTH-1; ++w)
// {
// BattleHex hex(w, h);
// if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
// && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
// )
// rem.insert(hex);
// }
// }
// occupyable = rem;
// /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
// {
// accessibility[*it] = true;
// }*/
// }
// }
// bool BattleInfo::isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
// {
// if(flying && !lastPos)
// return true;
//
// if(twoHex)
// {
// //if given hex is accessible and appropriate adjacent one is free too
// return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
// }
// else
// {
// return accessibility[hex];
// }
// }
// void BattleInfo::makeBFS(BattleHex start, bool *accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
// {
// std::set<BattleHex> quicksands = getStoppers(!attackerOwned);
//
// //inits
// for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
// predecessor[b] = -1;
// for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
// dists[g] = 100000000;
//
// std::queue< std::pair<BattleHex, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
// hexq.push(std::make_pair(start, true));
// dists[hexq.front().first] = 0;
// int curNext = -1; //for bfs loop only (helper var)
// while(!hexq.empty()) //bfs loop
// {
// std::pair<BattleHex, bool> curHex = hexq.front();
// std::vector<BattleHex> neighbours = curHex.first.neighbouringTiles();
// hexq.pop();
// if(curHex.first != start && !flying && vstd::contains(quicksands, curHex.first)) //walking stack can't step past the quicksands
// continue;
//
// for(ui32 nr=0; nr<neighbours.size(); nr++)
// {
// curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
// bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
// if( dists[curHex.first]+1 >= dists[curNext] )
// continue;
// if(accessible && curHex.second)
// {
// hexq.push(std::make_pair(curNext, true));
// dists[curNext] = dists[curHex.first] + 1;
// }
// else if(fillPredecessors && !(accessible && !curHex.second))
// {
// hexq.push(std::make_pair(curNext, false));
// dists[curNext] = dists[curHex.first] + 1;
// }
// predecessor[curNext] = curHex.first;
// }
// }
// };
//
BattleHex BattleInfo::getClosestTile (bool attackerOwned, int initialPos, std::set<BattleHex> & possibilities) const
{
std::vector<BattleHex> sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :(
BattleHex initialHex = BattleHex(initialPos);
auto compareDistance = [initialHex](const BattleHex left, const BattleHex right) -> bool
{
return initialHex.getDistance (initialHex, left) < initialHex.getDistance (initialHex, right);
};
boost::sort (sortedTiles, compareDistance); //closest tiles at front
int closestDistance = initialHex.getDistance(initialPos, sortedTiles.front()); //sometimes closest tiles can be many hexes away
auto notClosest = [closestDistance, initialPos](const BattleHex here) -> bool
{
return closestDistance < here.getDistance (initialPos, here);
};
sortedTiles.erase (boost::remove_if (sortedTiles, notClosest), sortedTiles.end()); //only closest tiles are interesting
auto compareHorizontal = [attackerOwned](const BattleHex left, const BattleHex right) -> bool
{
if (attackerOwned)
return left.getX() > right.getX(); //find furthest right
else
return left.getX() < right.getX(); //find furthest left
};
boost::sort (sortedTiles, compareHorizontal);
return sortedTiles.front();
}
int BattleInfo::getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos) const
{
bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
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bool flying = VLC->creh->creatures[creID]->isFlying();
int pos;
if (initialPos > -1)
pos = initialPos;
else //summon elementals depending on player side
{
if (attackerOwned)
pos = 0; //top left
else
pos = GameConstants::BFIELD_WIDTH - 1; //top right
}
auto accessibility = getAccesibility();
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std::set<BattleHex> occupyable;
for(int i = 0; i < accessibility.size(); i++)
if(accessibility.accessible(i, twoHex, attackerOwned))
occupyable.insert(i);
if (!occupyable.size())
{
return BattleHex::INVALID; //all tiles are covered
}
return getClosestTile(attackerOwned, pos, occupyable);
}
std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, const CStack *stack)
{
auto reachability = getReachability(stack);
if(reachability.predecessors[dest] == -1) //cannot reach destination
{
return std::make_pair(std::vector<BattleHex>(), 0);
}
//making the Path
std::vector<BattleHex> path;
BattleHex curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = reachability.predecessors[curElem];
}
return std::make_pair(path, reachability.distances[dest]);
}
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ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg )
{
TDmgRange range = calculateDmgRange(attacker, defender, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
if(range.first != range.second)
{
int valuesToAverage[10];
int howManyToAv = std::min<ui32>(10, attacker->count);
for (int g=0; g<howManyToAv; ++g)
{
valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
}
return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
}
else
return range.first;
}
void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
{
for(ui32 i=0; i<stacks.size();i++)//setting casualties
{
const CStack * const st = stacks[i];
si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
vstd::amax(killed, 0);
if(killed)
casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
}
}
std::set<const CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile)
{
std::set<const CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
const ui8 attackerSide = sides[1] == attackerOwner;
const auto attackedHexes = s->rangeInHexes(destinationTile, skillLevel, attackerSide);
const bool onlyAlive = s->id != Spells::RESURRECTION && s->id != Spells::ANIMATE_DEAD; //when casting resurrection or animate dead we should be allow to select dead stack
//fixme: what about other rising spells (Sacrifice) ?
if(s->id == Spells::DEATH_RIPPLE || s->id == Spells::DESTROY_UNDEAD || s->id == Spells::ARMAGEDDON)
{
for(int it=0; it<stacks.size(); ++it)
{
if((s->id == Spells::DEATH_RIPPLE && !stacks[it]->getCreature()->isUndead()) //death ripple
|| (s->id == Spells::DESTROY_UNDEAD && stacks[it]->getCreature()->isUndead()) //destroy undead
|| (s->id == Spells::ARMAGEDDON) //Armageddon
)
{
if(stacks[it]->isValidTarget())
attackedCres.insert(stacks[it]);
}
}
}
else if (s->id == Spells::CHAIN_LIGHTNING)
{
std::set<BattleHex> possibleHexes;
BOOST_FOREACH (auto stack, stacks)
{
if (stack->isValidTarget())
{
BOOST_FOREACH (auto hex, stack->getHexes())
{
possibleHexes.insert (hex);
}
}
}
BattleHex lightningHex = destinationTile;
for (int i = 0; i < 5; ++i) //TODO: depends on spell school level
{
auto stack = battleGetStackByPos (lightningHex, true);
if (!stack)
break;
attackedCres.insert (stack);
BOOST_FOREACH (auto hex, stack->getHexes())
{
possibleHexes.erase (hex); //can't hit same place twice
}
lightningHex = getClosestTile (attackerOwner, destinationTile, possibleHexes);
}
}
else if (s->range[skillLevel].size() > 1) //custom many-hex range
{
BOOST_FOREACH(BattleHex hex, attackedHexes)
{
if(const CStack * st = battleGetStackByPos(hex, onlyAlive))
{
if (s->id == 76) //Death Cloud //TODO: fireball and fire immunity
{
if (st->isLiving() || st->coversPos(destinationTile)) //directly hit or alive
{
attackedCres.insert(st);
}
}
else
attackedCres.insert(st);
}
}
}
else if(s->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
{
if(skillLevel < 3) /*not expert */
{
const CStack * st = battleGetStackByPos(destinationTile, onlyAlive);
if(st)
attackedCres.insert(st);
}
else
{
for(int it=0; it<stacks.size(); ++it)
{
/*if it's non negative spell and our unit or non positive spell and hostile unit */
if((!s->isNegative() && stacks[it]->owner == attackerOwner)
||(!s->isPositive() && stacks[it]->owner != attackerOwner )
)
{
if(stacks[it]->isValidTarget(!onlyAlive))
attackedCres.insert(stacks[it]);
}
}
} //if(caster->getSpellSchoolLevel(s) < 3)
}
else if(s->getTargetType() == CSpell::CREATURE)
{
if(const CStack * st = battleGetStackByPos(destinationTile, onlyAlive))
attackedCres.insert(st);
}
else //custom range from attackedHexes
{
BOOST_FOREACH(BattleHex hex, attackedHexes)
{
if(const CStack * st = battleGetStackByPos(hex, onlyAlive))
attackedCres.insert(st);
}
}
return attackedCres;
}
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int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower)
{
if(!caster)
{
if (!usedSpellPower)
return 3; //default duration of all creature spells
else
return usedSpellPower; //use creature spell power
}
switch(spell->id)
{
case Spells::FRENZY:
return 1;
default: //other spells
return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
}
}
CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, int slot, BattleHex position) const
{
int stackID = getIdForNewStack();
int owner = attackerOwned ? sides[0] : sides[1];
assert((owner >= GameConstants::PLAYER_LIMIT) ||
(base.armyObj && base.armyObj->tempOwner == owner));
CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = getAvaliableHex (base.getCreatureID(), attackerOwned, position); //TODO: what if no free tile on battlefield was found?
return ret;
}
CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, int slot, BattleHex position) const
{
int stackID = getIdForNewStack();
int owner = attackerOwned ? sides[0] : sides[1];
CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = position;
return ret;
}
// std::pair<const CStack *, BattleHex> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
// {
// bool ac[GameConstants::BFIELD_SIZE];
// std::set<BattleHex> occupyable;
//
// getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest);
//
// BattleHex predecessor[GameConstants::BFIELD_SIZE];
// int dist[GameConstants::BFIELD_SIZE];
// makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
//
// std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
// for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
// {
// const CStack * atG = getStackT(g);
// if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
// continue;
// if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
// {
// if(predecessor[g] == -1) //TODO: is it really the best solution?
// continue;
// stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
// }
// }
//
// if(stackPairs.size() > 0)
// {
// std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
// minimalPairs.push_back(stackPairs[0]);
//
// for(int b=1; b<stackPairs.size(); ++b)
// {
// if(stackPairs[b].first.first < minimalPairs[0].first.first)
// {
// minimalPairs.clear();
// minimalPairs.push_back(stackPairs[b]);
// }
// else if(stackPairs[b].first.first == minimalPairs[0].first.first)
// {
// minimalPairs.push_back(stackPairs[b]);
// }
// }
//
// std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
//
// return std::make_pair(minPair.second, predecessor[minPair.first.second]);
// }
//
// return std::make_pair<const CStack * , BattleHex>(NULL, BattleHex::INVALID);
// }
ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
{
ui32 ret = baseDamage;
//applying sorcery secondary skill
if(caster)
{
ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::SORCERY)) / 100.0;
ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0;
if(sp->air)
ret *= (100.0 + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0;
else if(sp->fire) //only one type of bonus for Magic Arrow
ret *= (100.0 + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0;
else if(sp->water)
ret *= (100.0 + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0;
else if(sp->earth)
ret *= (100.0 + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0;
if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
}
return ret;
}
ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
{
ui32 ret = 0; //value to return
//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
//check if spell really does damage - if not, return 0
if(VLC->spellh->damageSpells.find(sp->id) == VLC->spellh->damageSpells.end())
return 0;
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ret = usedSpellPower * sp->power;
ret += sp->powers[spellSchoolLevel];
//affected creature-specific part
if(affectedCreature)
{
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
ret /= 100;
}
else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
ret /= 100;
}
else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
ret /= 100;
}
else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
ret /= 100;
}
//general spell dmg reduction
if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
ret /= 100;
}
//dmg increasing
if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
{
ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
ret /= 100;
}
}
ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
return ret;
}
ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack) const
{
bool resurrect = resurrects(spell->id);
int healedHealth;
if (spell->id == Spells::SACRIFICE && sacrificedStack)
healedHealth = (caster->getPrimSkillLevel(2) + sacrificedStack->MaxHealth() + spell->powers[caster->getSpellSchoolLevel(spell)]) * sacrificedStack->count;
else
healedHealth = caster->getPrimSkillLevel(2) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];
healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
}
ui32 BattleInfo::calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const
{
bool resurrect = resurrects(spell->id);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
}
ui32 BattleInfo::calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const
{
bool resurrect = resurrects(spell->id);
int healedHealth = usedSpellPower * spell->power + spell->powers[spellSchoolLevel];
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
}
bool BattleInfo::resurrects(TSpell spellid) const
{
return vstd::contains(VLC->spellh->risingSpells, spellid);
}
const CStack * BattleInfo::battleGetStack(BattleHex pos, bool onlyAlive)
{
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CStack * stack = NULL;
for(ui32 g=0; g<stacks.size(); ++g)
{
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if(stacks[g]->position == pos
|| (stacks[g]->doubleWide()
&&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos)
|| (!stacks[g]->attackerOwned && stacks[g]->position+1 == pos) )
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) )
{
if (stacks[g]->alive())
return stacks[g]; //we prefer living stacks - there cna be only one stack on te tile, so return it imediately
else if (!onlyAlive)
stack = stacks[g]; //dead stacks are only accessible when there's no alive stack on this tile
}
}
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return stack;
}
const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
{
return heroes[!stack->attackerOwned];
}
void BattleInfo::localInit()
{
belligerents[0]->battle = belligerents[1]->battle = this;
BOOST_FOREACH(CArmedInstance *b, belligerents)
b->attachTo(this);
BOOST_FOREACH(CStack *s, stacks)
localInitStack(s);
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exportBonuses();
}
void BattleInfo::localInitStack(CStack * s)
{
s->exportBonuses();
if(s->base) //stack originating from "real" stack in garrison -> attach to it
{
s->attachTo(const_cast<CStackInstance*>(s->base));
}
else //attach directly to obj to which stack belongs and creature type
{
CArmedInstance *army = belligerents[!s->attackerOwned];
s->attachTo(army);
assert(s->type);
s->attachTo(const_cast<CCreature*>(s->type));
}
s->postInit();
}
namespace CGH
{
using namespace std;
static void readBattlePositions(const JsonNode &node, vector< vector<int> > & dest)
{
BOOST_FOREACH(const JsonNode &level, node.Vector())
{
std::vector<int> pom;
BOOST_FOREACH(const JsonNode &value, level.Vector())
{
pom.push_back(value.Float());
}
dest.push_back(pom);
}
}
}
//RNG that works like H3 one
struct RandGen
{
int seed;
void srand(int s)
{
seed = s;
}
void srand(int3 pos)
{
srand(110291 * pos.x + 167801 * pos.y + 81569);
}
int rand()
{
seed = 214013 * seed + 2531011;
return (seed >> 16) & 0x7FFF;
}
int rand(int min, int max)
{
if(min == max)
return min;
if(min > max)
return min;
return min + rand() % (max - min + 1);
}
};
struct RangeGenerator
{
class ExhaustedPossibilities : public std::exception
{
};
RangeGenerator(int _min, int _max, boost::function<int()> _myRand)
{
myRand = _myRand;
min = _min;
remainingCount = _max - _min + 1;
remaining.resize(remainingCount, true);
}
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int generateNumber()
{
if(!remainingCount)
throw ExhaustedPossibilities();
if(remainingCount == 1)
return 0;
return myRand() % remainingCount;
}
//get number fulfilling predicate. Never gives the same number twice.
int getSuchNumber(boost::function<bool(int)> goodNumberPred = 0)
{
int ret = -1;
do
{
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int n = generateNumber();
int i = 0;
for(;;i++)
{
assert(i < (int)remaining.size());
if(!remaining[i])
continue;
if(!n)
break;
n--;
}
remainingCount--;
remaining[i] = false;
ret = i + min;
} while(goodNumberPred && !goodNumberPred(ret));
return ret;
}
int min, remainingCount;
std::vector<bool> remaining;
boost::function<int()> myRand;
};
BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
{
CMP_stack cmpst;
BattleInfo *curB = new BattleInfo;
curB->castSpells[0] = curB->castSpells[1] = 0;
curB->sides[0] = armies[0]->tempOwner;
curB->sides[1] = armies[1]->tempOwner;
if(curB->sides[1] == 254)
curB->sides[1] = 255;
std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile;
curB->battlefieldType = battlefieldType;
curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
curB->round = -2;
curB->activeStack = -1;
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curB->enchanterCounter[0] = curB->enchanterCounter[1] = 0; //ready to cast
if(town)
{
curB->town = town;
curB->siege = town->fortLevel();
curB->terrainType = VLC->heroh->nativeTerrains[town->town->typeID];
}
else
{
curB->town = NULL;
curB->siege = 0;
curB->terrainType = terrain;
}
//setting up siege obstacles
if (town && town->hasFort())
{
for (int b = 0; b < ARRAY_COUNT (curB->si.wallState); ++b)
{
curB->si.wallState[b] = 1;
}
}
//randomize obstacles
if (town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
{
const int ABSOLUTE_OBSTACLES_COUNT = 34, USUAL_OBSTACLES_COUNT = 91; //shouldn't be changes if we want H3-like obstacle placement
RandGen r;
auto ourRand = [&]{ return r.rand(); };
r.srand(tile);
r.rand(1,8); //battle sound ID to play... can't do anything with it here
int tilesToBlock = r.rand(5,12);
const int specialBattlefield = battlefieldTypeToBI(battlefieldType);
std::vector<BattleHex> blockedTiles;
auto appropriateAbsoluteObstacle = [&](int id)
{
return VLC->heroh->absoluteObstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
};
auto appropriateUsualObstacle = [&](int id) -> bool
{
return VLC->heroh->obstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
};
if(r.rand(1,100) <= 40) //put cliff-like obstacle
{
RangeGenerator obidgen(0, ABSOLUTE_OBSTACLES_COUNT-1, ourRand);
try
{
auto obstPtr = make_shared<CObstacleInstance>();
obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
obstPtr->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(obstPtr);
BOOST_FOREACH(BattleHex blocked, obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked);
tilesToBlock -= VLC->heroh->absoluteObstacles[obstPtr->ID].blockedTiles.size() / 2;
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
//silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
}
}
RangeGenerator obidgen(0, USUAL_OBSTACLES_COUNT-1, ourRand);
try
{
while(tilesToBlock > 0)
{
const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
const CObstacleInfo &obi = VLC->heroh->obstacles[obid];
auto validPosition = [&](BattleHex pos) -> bool
{
if(obi.height >= pos.getY())
return false;
if(pos.getX() == 0)
return false;
if(pos.getX() + obi.width > 15)
return false;
if(vstd::contains(blockedTiles, pos))
return false;
BOOST_FOREACH(BattleHex blocked, obi.getBlocked(pos))
{
if(vstd::contains(blockedTiles, blocked))
return false;
int x = blocked.getX();
if(x <= 2 || x >= 14)
return false;
}
return true;
};
RangeGenerator posgenerator(18, 168, ourRand);
auto obstPtr = make_shared<CObstacleInstance>();
obstPtr->ID = obid;
obstPtr->pos = posgenerator.getSuchNumber(validPosition);
obstPtr->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(obstPtr);
BOOST_FOREACH(BattleHex blocked, obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked);
tilesToBlock -= obi.blockedTiles.size();
}
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
}
}
//reading battleStartpos - add creatures AFTER random obstacles are generated
//TODO: parse once to some structure
std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
std::vector <int> commanderField, commanderBank;
const JsonNode config(ResourceID("config/battleStartpos.json"));
const JsonVector &positions = config["battle_positions"].Vector();
CGH::readBattlePositions(positions[0]["levels"], attackerLoose);
CGH::readBattlePositions(positions[1]["levels"], defenderLoose);
CGH::readBattlePositions(positions[2]["levels"], attackerTight);
CGH::readBattlePositions(positions[3]["levels"], defenderTight);
CGH::readBattlePositions(positions[4]["levels"], attackerCreBank);
CGH::readBattlePositions(positions[5]["levels"], defenderCreBank);
BOOST_FOREACH (auto position, config["commanderPositions"]["field"].Vector())
{
commanderField.push_back (position.Float());
}
BOOST_FOREACH (auto position, config["commanderPositions"]["creBank"].Vector())
{
commanderBank.push_back (position.Float());
}
//battleStartpos read
int k = 0; //stack serial
for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
{
int pos;
if(creatureBank)
pos = attackerCreBank[armies[0]->stacksCount()-1][k];
else if(armies[0]->formation)
pos = attackerTight[armies[0]->stacksCount()-1][k];
else
pos = attackerLoose[armies[0]->stacksCount()-1][k];
CStack * stack = curB->generateNewStack(*i->second, true, i->first, pos);
stacks.push_back(stack);
}
k = 0;
for(TSlots::const_iterator i = armies[1]->Slots().begin(); i!=armies[1]->Slots().end(); i++, k++)
{
int pos;
if(creatureBank)
pos = defenderCreBank[armies[1]->stacksCount()-1][k];
else if(armies[1]->formation)
pos = defenderTight[armies[1]->stacksCount()-1][k];
else
pos = defenderLoose[armies[1]->stacksCount()-1][k];
CStack * stack = curB->generateNewStack(*i->second, false, i->first, pos);
stacks.push_back(stack);
}
//shifting positions of two-hex creatures
for(unsigned g=0; g<stacks.size(); ++g)
{
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//we should do that for creature bank too
if(stacks[g]->doubleWide() && stacks[g]->attackerOwned)
{
stacks[g]->position += BattleHex::RIGHT;
}
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else if(stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
{
if (stacks[g]->position.getX() > 1)
stacks[g]->position += BattleHex::LEFT;
}
}
//adding war machines
if(!creatureBank)
{
if(heroes[0])
{
if(heroes[0]->getArt(13)) //ballista
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), true, 255, 52);
stacks.push_back(stack);
}
if(heroes[0]->getArt(14)) //ammo cart
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), true, 255, 18);
stacks.push_back(stack);
}
if(heroes[0]->getArt(15)) //first aid tent
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), true, 255, 154);
stacks.push_back(stack);
}
}
if(heroes[1])
{
//defending hero shouldn't receive ballista (bug #551)
if(heroes[1]->getArt(13) && !town) //ballista
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), false, 255, 66);
stacks.push_back(stack);
}
if(heroes[1]->getArt(14)) //ammo cart
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), false, 255, 32);
stacks.push_back(stack);
}
if(heroes[1]->getArt(15)) //first aid tent
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), false, 255, 168);
stacks.push_back(stack);
}
}
if(town && heroes[0] && town->hasFort()) //catapult
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), true, 255, 120);
stacks.push_back(stack);
}
}
//war machines added
//adding commanders
for (int i = 0; i < 2; ++i)
{
if (heroes[i] && heroes[i]->commander)
{
CStack * stack = curB->generateNewStack (*heroes[i]->commander, !i, -2, //TODO: use COMMANDER_SLOT_PLACEHOLDER
creatureBank ? commanderBank[i] : commanderField[i]);
stacks.push_back(stack);
}
}
if (curB->siege == 2 || curB->siege == 3)
{
// keep tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -2);
stacks.push_back(stack);
if (curB->siege == 3)
{
// lower tower + upper tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -4);
stacks.push_back(stack);
stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -3);
stacks.push_back(stack);
}
//moat
auto moat = make_shared<MoatObstacle>();
moat->ID = curB->town->subID;
moat->obstacleType = CObstacleInstance::MOAT;
moat->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(moat);
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
//spell level limiting bonus
curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
0, -1, -1, Bonus::INDEPENDENT_MAX));
//giving terrain overalay premies
int bonusSubtype = -1;
switch(battlefieldType)
{
case 9: //magic plains
{
bonusSubtype = 0;
}
case 14: //fiery fields
{
if(bonusSubtype == -1) bonusSubtype = 1;
}
case 15: //rock lands
{
if(bonusSubtype == -1) bonusSubtype = 8;
}
case 16: //magic clouds
{
if(bonusSubtype == -1) bonusSubtype = 2;
}
case 17: //lucid pools
{
if(bonusSubtype == -1) bonusSubtype = 4;
}
{ //common part for cases 9, 14, 15, 16, 17
curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
break;
}
case 18: //holy ground
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
break;
}
case 19: //clover field
{ //+2 luck bonus for neutral creatures
curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureFactionLimiter>(-1)));
break;
}
case 20: //evil fog
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
break;
}
case 22: //cursed ground
{
curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
Bonus * b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, GameConstants::SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY);
b->valType = Bonus::INDEPENDENT_MAX;
curB->addNewBonus(b);
break;
}
}
//overlay premies given
//native terrain bonuses
auto nativeTerrain = make_shared<CreatureNativeTerrainLimiter>(curB->terrainType);
curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
//////////////////////////////////////////////////////////////////////////
//tactics
bool isTacticsAllowed = !creatureBank; //no tactics in crebanks
int tacticLvls[2] = {0};
for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
{
if(heroes[i])
tacticLvls[i] += heroes[i]->getSecSkillLevel(CGHeroInstance::TACTICS);
}
int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
if(tacticsSkillDiff && isTacticsAllowed)
{
curB->tacticsSide = tacticsSkillDiff < 0;
curB->tacticDistance = std::abs(tacticsSkillDiff)*2 + 1;
}
else
curB->tacticDistance = 0;
// workaround — bonuses affecting only enemy
for(int i = 0; i < 2; i++)
{
TNodes nodes;
curB->belligerents[i]->getRedAncestors(nodes);
BOOST_FOREACH(CBonusSystemNode *n, nodes)
{
BOOST_FOREACH(Bonus *b, n->getExportedBonusList())
{
if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
{
Bonus *bCopy = new Bonus(*b);
bCopy->effectRange = Bonus::NO_LIMIT;
bCopy->propagator.reset();
bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i]));
curB->addNewBonus(bCopy);
}
}
}
}
return curB;
}
const CGHeroInstance * BattleInfo::getHero( int player ) const
{
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assert(sides[0] == player || sides[1] == player);
if(heroes[0] && heroes[0]->getOwner() == player)
return heroes[0];
return heroes[1];
}
std::vector<ui32> BattleInfo::calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<const CStack*> affectedCreatures, int casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const
{
std::vector<ui32> ret;
for(auto it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
{
if(battleIsImmune(caster, sp, mode, (*it)->position) != ESpellCastProblem::OK)
{
ret.push_back((*it)->ID);
continue;
}
//non-negative spells on friendly stacks should always succeed, unless immune
if(!sp->isNegative() && (*it)->owner == casterSideOwner)
continue;
/*
const CGHeroInstance * bonusHero; //hero we should take bonuses from
if((*it)->owner == casterSideOwner)
bonusHero = caster;
else
bonusHero = hero2;*/
int prob = (*it)->magicResistance(); //probability of resistance in %
if(prob > 100) prob = 100;
if(rand()%100 < prob) //immunity from resistance
ret.push_back((*it)->ID);
}
if(sp->id == 60) //hypnotize
{
for(auto it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
{
if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
|| ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
>
usedSpellPower * 25 + sp->powers[spellLevel]
)
{
ret.push_back((*it)->ID);
}
}
}
return ret;
}
int BattleInfo::theOtherPlayer(int player) const
{
return sides[!whatSide(player)];
}
ui8 BattleInfo::whatSide(int player) const
{
for(int i = 0; i < ARRAY_COUNT(sides); i++)
if(sides[i] == player)
return i;
tlog1 << "BattleInfo::whatSide: Player " << player << " is not in battle!\n";
return -1;
}
int BattleInfo::getIdForNewStack() const
{
if(stacks.size())
{
//stacks vector may be sorted not by ID and they may be not contiguous -> find stack with max ID
auto highestIDStack = *std::max_element(stacks.begin(), stacks.end(),
[](const CStack *a, const CStack *b) { return a->ID < b->ID; });
return highestIDStack->ID + 1;
}
return 0;
}
shared_ptr<CObstacleInstance> BattleInfo::getObstacleOnTile(BattleHex tile) const
{
BOOST_FOREACH(auto &obs, obstacles)
if(vstd::contains(obs->getAffectedTiles(), tile))
return obs;
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return shared_ptr<CObstacleInstance>();
}
int BattleInfo::battlefieldTypeToBI(int bfieldType)
{
static const std::map<int, int> theMap = boost::assign::map_list_of(19, BattlefieldBI::CLOVER_FIELD)
(22, BattlefieldBI::CURSED_GROUND)(20, BattlefieldBI::EVIL_FOG)(21, BattlefieldBI::NONE)
(14, BattlefieldBI::FIERY_FIELDS)(18, BattlefieldBI::HOLY_GROUND)(17, BattlefieldBI::LUCID_POOLS)
(16, BattlefieldBI::MAGIC_CLOUDS)(9, BattlefieldBI::MAGIC_PLAINS)(15, BattlefieldBI::ROCKLANDS)
(1, BattlefieldBI::COASTAL);
auto itr = theMap.find(bfieldType);
if(itr != theMap.end())
return itr->second;
return BattlefieldBI::NONE;
}
CStack * BattleInfo::getStack(int stackID, bool onlyAlive /*= true*/)
{
return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
}
CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive /*= true*/)
{
return const_cast<CStack *>(battleGetStackByPos(tileID, onlyAlive));
}
BattleInfo::BattleInfo()
{
setBattle(this);
setNodeType(BATTLE);
}
CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
counterAttacks(1)
{
assert(base);
type = base->type;
count = baseAmount = base->count;
setNodeType(STACK_BATTLE);
}
CStack::CStack()
{
init();
setNodeType(STACK_BATTLE);
}
CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)
: base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1)
{
type = stack->type;
count = baseAmount = stack->count;
setNodeType(STACK_BATTLE);
}
void CStack::init()
{
base = NULL;
type = NULL;
ID = -1;
count = baseAmount = -1;
firstHPleft = -1;
owner = 255;
slot = 255;
attackerOwned = false;
position = BattleHex();
counterAttacks = -1;
}
void CStack::postInit()
{
assert(type);
assert(getParentNodes().size());
firstHPleft = MaxHealth();
shots = getCreature()->valOfBonuses(Bonus::SHOTS);
counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
casts = valOfBonuses(Bonus::CASTS);
state.insert(EBattleStackState::ALIVE); //alive state indication
}
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ui32 CStack::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
{
if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
return 0;
int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
int percentBonus = 0;
BOOST_FOREACH(const Bonus *b, getBonusList())
{
if(b->type == Bonus::STACKS_SPEED)
{
percentBonus += b->additionalInfo;
}
}
speed = ((100 + percentBonus) * speed)/100;
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//bind effect check - doesn't influence stack initiative
if (useBind && getEffect (Spells::BIND))
{
return 0;
}
return speed;
}
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si32 CStack::magicResistance() const
{
si32 magicResistance;
if (base) //TODO: make war machines receive aura of magic resistance
{
magicResistance = base->magicResistance();
int auraBonus = 0;
BOOST_FOREACH (const CStack * stack, base->armyObj->battle-> batteAdjacentCreatures(this))
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{
if (stack->owner == owner)
{
vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
2011-10-20 14:03:04 +03:00
}
}
magicResistance += auraBonus;
vstd::amin (magicResistance, 100);
}
else
magicResistance = type->magicResistance();
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return magicResistance;
}
const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
{
BOOST_FOREACH(Bonus *it, getBonusList())
{
if(it->source == Bonus::SPELL_EFFECT && it->sid == id)
{
if(!turn || it->turnsRemain > turn)
return &(*it);
}
}
return NULL;
}
void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
{
si32 power = VLC->spellh->spells[sse.sid]->powers[sse.val];
switch(sse.sid)
{
case 27: //shield
sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 28: //air shield
sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 29: //fire shield
sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 30: //protection from air
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 31: //protection from fire
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 32: //protection from water
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 33: //protection from earth
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 34: //anti-magic
sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, GameConstants::SPELL_LEVELS, power - 1, sse.turnsRemain));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
break;
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case 36: //magic mirror
sf.push_back(featureGenerator(Bonus::MAGIC_MIRROR, -1, power, sse.turnsRemain));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
case 41: //bless
sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
break;
case 42: //curse
sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
break;
case 43: //bloodlust
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
sf.back().sid = sse.sid;
break;
case 44: //precision
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
sf.back().sid = sse.sid;
break;
case 45: //weakness
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 46: //stone skin
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 47: //disrupting ray
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.back().valType = Bonus::ADDITIVE_VALUE;
break;
case 48: //prayer
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 49: //mirth
sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 50: //sorrow
sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 51: //fortune
sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 52: //misfortune
sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 53: //haste
sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 54: //slow
sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
sf.back().sid = sse.sid;
break;
case 55: //slayer
sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 56: //frenzy
sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 58: //counterstrike
sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 59: //bersek
sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 60: //hypnotize
sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 61: //forgetfulness
sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
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case Spells::BLIND: //blind
sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(makeFeatureVal(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
sf.back().sid = sse.sid;
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sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
sf.back().sid = sse.sid;
break;
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case Spells::STONE_GAZE: //Stone Gaze
case Spells::PARALYZE: //Paralyze
sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
sf.back().sid = sse.sid;
break;
case 71: //Poison
sf.push_back(featureGeneratorVT(Bonus::POISON, 0, 30, sse.turnsRemain, Bonus::INDEPENDENT_MAX)); //max hp penalty from this source
sf.back().sid = sse.sid;
sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -10, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
sf.back().sid = sse.sid;
break;
case 72: //Bind
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sf.push_back(featureGenerator(Bonus::BIND_EFFECT, 0, 0, 1)); //marker
sf.back().duration = Bonus::PERMANENT;
sf.back().sid = sse.sid;
break;
case 73: //Disease
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -2 , sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -2 , sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 75: //Age
sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -50, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
sf.back().sid = sse.sid;
break;
case 80: //Acid Breath
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -sse.turnsRemain, 1));
sf.back().sid = sse.sid;
sf.back().duration = Bonus::PERMANENT;
sf.back().valType = Bonus::ADDITIVE_VALUE;
break;
}
}
ui8 CStack::howManyEffectsSet(ui16 id) const
{
ui8 ret = 0;
BOOST_FOREACH(const Bonus *it, getBonusList())
if(it->source == Bonus::SPELL_EFFECT && it->sid == id) //effect found
{
++ret;
}
return ret;
}
bool CStack::willMove(int turn /*= 0*/) const
{
return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
&& !moved(turn)
&& canMove(turn);
}
bool CStack::canMove( int turn /*= 0*/ ) const
{
return alive()
&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
}
bool CStack::moved( int turn /*= 0*/ ) const
{
if(!turn)
return vstd::contains(state, EBattleStackState::MOVED);
else
return false;
}
bool CStack::doubleWide() const
{
return getCreature()->doubleWide;
}
BattleHex CStack::occupiedHex() const
{
return occupiedHex(position);
}
BattleHex CStack::occupiedHex(BattleHex assumedPos) const
{
if (doubleWide())
{
if (attackerOwned)
return assumedPos - 1;
else
return assumedPos + 1;
}
else
{
return BattleHex::INVALID;
}
}
std::vector<BattleHex> CStack::getHexes() const
{
return getHexes(position);
}
std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
{
return getHexes(assumedPos, doubleWide(), attackerOwned);
}
std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned)
{
std::vector<BattleHex> hexes;
hexes.push_back(assumedPos);
if (twoHex)
{
if (AttackerOwned)
hexes.push_back(assumedPos - 1);
else
hexes.push_back(assumedPos + 1);
}
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return hexes;
}
bool CStack::coversPos(BattleHex pos) const
{
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return vstd::contains(getHexes(), pos);
}
std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
{
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
std::vector<BattleHex> hexes;
if (doubleWide())
{
const int WN = GameConstants::BFIELD_WIDTH;
if(attackerOwned)
{ //position is equal to front hex
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
BattleHex::checkAndPush(hex - 2, hexes);
BattleHex::checkAndPush(hex + 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
}
else
{
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
BattleHex::checkAndPush(hex + 2, hexes);
BattleHex::checkAndPush(hex - 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
}
return hexes;
}
else
{
return hex.neighbouringTiles();
}
}
std::vector<si32> CStack::activeSpells() const
{
std::vector<si32> ret;
TBonusListPtr spellEffects = getSpellBonuses();
BOOST_FOREACH(const Bonus *it, *spellEffects)
{
if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
ret.push_back(it->sid);
}
return ret;
}
CStack::~CStack()
{
detachFromAll();
}
const CGHeroInstance * CStack::getMyHero() const
{
if(base)
return dynamic_cast<const CGHeroInstance *>(base->armyObj);
else //we are attached directly?
BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())
if(n->getNodeType() == HERO)
return dynamic_cast<const CGHeroInstance *>(n);
return NULL;
}
std::string CStack::nodeName() const
{
std::ostringstream oss;
oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
if(type)
oss << type->namePl;
else
oss << "[UNDEFINED TYPE]";
oss << " from slot " << (int)slot;
if(base && base->armyObj)
oss << " of armyobj=" << base->armyObj->id;
return oss.str();
}
void CStack::prepareAttacked(BattleStackAttacked &bsa) const
{
bsa.killedAmount = bsa.damageAmount / MaxHealth();
unsigned damageFirst = bsa.damageAmount % MaxHealth();
2012-02-10 16:13:24 +03:00
if (bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
{
bsa.killedAmount = count;
bsa.flags |= BattleStackAttacked::CLONE_KILLED;
2012-02-10 16:13:24 +03:00
return; // no rebirth I believe
}
if( firstHPleft <= damageFirst )
{
bsa.killedAmount++;
bsa.newHP = firstHPleft + MaxHealth() - damageFirst;
}
else
{
bsa.newHP = firstHPleft - damageFirst;
}
if(count <= bsa.killedAmount) //stack killed
{
bsa.newAmount = 0;
2011-02-24 17:33:03 +02:00
bsa.flags |= BattleStackAttacked::KILLED;
bsa.killedAmount = count; //we cannot kill more creatures than we have
int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
if (resurrectFactor > 0 && casts) //there must be casts left
{
int resurrectedCount = base->count * resurrectFactor / 100;
if (resurrectedCount)
resurrectedCount += ((base->count * resurrectFactor / 100.0 - resurrectedCount) > ran()%100 / 100.0) ? 1 : 0; //last stack has proportional chance to rebirth
else //only one unit
resurrectedCount += ((base->count * resurrectFactor / 100.0) > ran()%100 / 100.0) ? 1 : 0;
if (hasBonusOfType(Bonus::REBIRTH, 1))
vstd::amax (resurrectedCount, 1); //resurrect at least one Sacred Phoenix
if (resurrectedCount)
{
bsa.flags |= BattleStackAttacked::REBIRTH;
bsa.newAmount = resurrectedCount; //risky?
bsa.newHP = MaxHealth(); //resore full health
}
}
}
else
{
bsa.newAmount = count - bsa.killedAmount;
}
}
bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
{
if (!attackerPos.isValid())
{
attackerPos = attacker->position;
}
if (!defenderPos.isValid())
{
defenderPos = defender->position;
}
return
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
|| (attacker->doubleWide() //back <=> front
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
|| (defender->doubleWide() //front <=> back
&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
}
bool CStack::ableToRetaliate() const
{
return alive()
&& (counterAttacks > 0 || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
2012-02-20 14:02:19 +03:00
&& !hasBonusOfType(Bonus::HYPNOTIZED)
&& !hasBonusOfType(Bonus::NO_RETALIATION);
}
std::string CStack::getName() const
{
return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
}
bool CStack::isValidTarget(bool allowDead/* = false*/) const /*alive non-turret stacks (can be attacked or be object of magic effect) */
{
return (alive() || allowDead) && position.isValid();
}
bool CStack::canBeHealed() const
{
2012-06-10 16:07:08 +03:00
return firstHPleft < MaxHealth()
&& isValidTarget()
&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
}
bool CMP_stack::operator()( const CStack* a, const CStack* b )
{
switch(phase)
{
case 0: //catapult moves after turrets
return a->getCreature()->idNumber > b->getCreature()->idNumber; //catapult is 145 and turrets are 149
case 1: //fastest first, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as > bs;
else
return a->slot < b->slot;
}
case 2: //fastest last, upper slot first
//TODO: should be replaced with order of receiving morale!
case 3: //fastest last, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as < bs;
else
return a->slot < b->slot;
}
default:
assert(0);
return false;
}
}
CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
{
phase = Phase;
turn = Turn;
}