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vcmi/server/battles/BattleResultProcessor.cpp

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/*
* BattleResultProcessor.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleResultProcessor.h"
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#include "battle/BattleInfo.h"
#include "../CGameHandler.h"
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#include "../TurnTimerHandler.h"
#include "../processors/HeroPoolProcessor.h"
#include "../queries/QueriesProcessor.h"
#include "../queries/BattleQueries.h"
#include "../../lib/CStack.h"
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#include "../../lib/CPlayerState.h"
#include "../../lib/IGameSettings.h"
#include "../../lib/battle/SideInBattle.h"
#include "../../lib/entities/artifact/ArtifactUtils.h"
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#include "../../lib/entities/artifact/CArtifact.h"
#include "../../lib/entities/artifact/CArtifactFittingSet.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/networkPacks/PacksForClientBattle.h"
#include "../../lib/spells/CSpellHandler.h"
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#include <boost/lexical_cast.hpp>
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BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
// : owner(owner)
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: gameHandler(newGameHandler)
{
}
CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, BattleSide sideInBattle):
army(battle.battleGetArmyObject(sideInBattle))
{
heroWithDeadCommander = ObjectInstanceID();
PlayerColor color = battle.sideToPlayer(sideInBattle);
auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){
if (stack->summoned)//don't take into account temporary summoned stacks
return false;
if(stack->unitOwner() != color) //remove only our stacks
return false;
if (stack->isTurret())
return false;
return true;
});
for(const CStack * stConst : allStacks)
{
// Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
// TODO: better solution
CStack * st = const_cast<CStack*>(stConst);
logGlobal->debug("Calculating casualties for %s", st->nodeName());
st->health.takeResurrected();
if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
{
auto warMachine = st->unitType()->warMachine;
if(warMachine == ArtifactID::NONE)
{
logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
}
//catapult artifact remain even if "creature" killed in siege
else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
{
logGlobal->debug("War machine has been destroyed");
auto hero = dynamic_cast<const CGHeroInstance*> (army);
if (hero)
removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true)));
else
logGlobal->error("War machine in army without hero");
}
}
else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
{
if(st->alive() && st->getCount() > 0)
{
logGlobal->debug("Permanently summoned %d units.", st->getCount());
const CreatureID summonedType = st->creatureId();
summoned[summonedType] += st->getCount();
}
}
else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
{
if (nullptr == st->base)
{
logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
}
else
{
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
if(c)
{
auto h = dynamic_cast <const CGHeroInstance *>(army);
if(h && h->getCommander() == c && (st->getCount() == 0 || !st->alive()))
{
logGlobal->debug("Commander is dead.");
heroWithDeadCommander = army->id; //TODO: unify commander handling
}
}
else
logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
}
}
else if(st->base && !army->slotEmpty(st->unitSlot()))
{
logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
if(st->getCount() == 0 || !st->alive())
{
logGlobal->debug("Stack has been destroyed.");
StackLocation sl(army->id, st->unitSlot());
newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
}
else if(st->getCount() != army->getStackCount(st->unitSlot()))
{
logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount());
StackLocation sl(army->id, st->unitSlot());
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
}
}
else
{
logGlobal->warn("Unable to process stack: %s", st->nodeName());
}
}
}
void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
{
if (gh->gameInfo().getObjInstance(army->id) == nullptr)
throw std::runtime_error("Object " + army->getObjectName() + " is not on the map!");
for (TStackAndItsNewCount &ncount : newStackCounts)
{
if (ncount.second > 0)
gh->changeStackCount(ncount.first, ncount.second, ChangeValueMode::ABSOLUTE);
else
gh->eraseStack(ncount.first, true);
}
for (auto summoned_iter : summoned)
{
SlotID slot = army->getSlotFor(summoned_iter.first);
if (slot.validSlot())
{
StackLocation location(army->id, slot);
gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
}
else
{
//even if it will be possible to summon anything permanently it should be checked for free slot
//necromancy is handled separately
gh->complain("No free slot to put summoned creature");
}
}
for (auto al : removedWarMachines)
{
gh->removeArtifact(al);
}
if (heroWithDeadCommander != ObjectInstanceID())
{
SetCommanderProperty scp;
scp.heroid = heroWithDeadCommander;
scp.which = SetCommanderProperty::ALIVE;
scp.amount = 0;
gh->sendAndApply(scp);
}
}
FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount)
{
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const auto attackerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
const auto defenderHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
if (result.winner == BattleSide::ATTACKER)
{
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winnerId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE;
loserId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE;
victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
}
else
{
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winnerId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE;
loserId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE;
victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
}
winnerSide = result.winner;
this->remainingBattleQueriesCount = remainingBattleQueriesCount;
}
void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
{
auto const & giveExp = [&battle](BattleResult &r)
{
if (r.winner == BattleSide::NONE)
{
// draw
return;
}
r.exp[BattleSide::ATTACKER] = 0;
r.exp[BattleSide::DEFENDER] = 0;
for (auto i = r.casualties[battle.otherSide(r.winner)].begin(); i!=r.casualties[battle.otherSide(r.winner)].end(); i++)
{
r.exp[r.winner] += i->first.toCreature()->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
}
};
LOG_TRACE(logGlobal);
auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
//Fill BattleResult structure with exp info
giveExp(*battleResult);
if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
{
if(heroAttacker)
battleResult->exp[BattleSide::DEFENDER] += 500;
if(heroDefender)
battleResult->exp[BattleSide::ATTACKER] += 500;
}
// Give 500 exp to winner if a town was conquered during the battle
const auto * defendedTown = battle.battleGetDefendedTown();
if (defendedTown && battleResult->winner == BattleSide::ATTACKER)
battleResult->exp[BattleSide::ATTACKER] += 500;
if(heroAttacker)
battleResult->exp[BattleSide::ATTACKER] = heroAttacker->calculateXp(battleResult->exp[BattleSide::ATTACKER]);//scholar skill
if(heroDefender)
battleResult->exp[BattleSide::DEFENDER] = heroDefender->calculateXp(battleResult->exp[BattleSide::DEFENDER]);
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
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if(!battleQuery)
battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
if (!battleQuery)
{
logGlobal->error("Cannot find battle query!");
gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(BattleSide::ATTACKER)) + " has no battle query at the top!");
return;
}
battleQuery->result = std::make_optional(*battleResult);
//Check how many battle gameHandler->queries were created (number of players blocked by battle)
const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
// in battles against neutrals, 1st player can ask to replay battle manually
const auto * attackerPlayer = gameHandler->gameInfo().getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER));
const auto * defenderPlayer = gameHandler->gameInfo().getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER));
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bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman();
bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman();
bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman;
// in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay
if(onlyOnePlayerHuman)
{
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auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle(), battleQuery->result);
battleResult->queryID = battleDialogQuery->queryID;
gameHandler->queries->addQuery(battleDialogQuery);
}
else
battleResult->queryID = QueryID::NONE;
//set same battle result for all gameHandler->queries
for(auto q : gameHandler->queries->allQueries())
{
auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
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if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
otherBattleQuery->result = battleQuery->result;
}
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gameHandler->turnTimerHandler->onBattleEnd(battle.getBattle()->getBattleID());
gameHandler->sendAndApply(*battleResult);
if (battleResult->queryID == QueryID::NONE)
endBattleConfirm(battle);
}
void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
{
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auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
if(!battleQuery)
battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
if(!battleQuery)
{
logGlobal->trace("No battle query, battle end was confirmed by another player");
return;
}
auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
//calculate casualties before deleting battle
CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
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cab1.updateArmy(gameHandler);
cab2.updateArmy(gameHandler); //take casualties after battle is deleted
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const auto winnerHero = battle.battleGetFightingHero(finishingBattle->winnerSide);
const auto loserHero = battle.battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
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if(battleResult->winner == BattleSide::DEFENDER
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&& winnerHero
&& winnerHero->getVisitedTown()
&& !winnerHero->isGarrisoned()
&& winnerHero->getVisitedTown()->getGarrisonHero() == winnerHero)
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{
gameHandler->swapGarrisonOnSiege(winnerHero->getVisitedTown()->id); //return defending visitor from garrison to its rightful place
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}
//give exp
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if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && winnerHero)
gameHandler->giveExperience(winnerHero, battleResult->exp[finishingBattle->winnerSide]);
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// Add statistics
if(loserHero && !finishingBattle->isDraw())
{
const CGHeroInstance * strongestHero = nullptr;
for(auto & hero : gameHandler->gameState().getPlayerState(finishingBattle->loser)->getHeroes())
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if(!strongestHero || hero->exp > strongestHero->exp)
strongestHero = hero;
if(strongestHero->id == finishingBattle->loserId && strongestHero->level > 5)
gameHandler->statistics->accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState().getDate(Date::DAY);
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}
if(battle.sideToPlayer(BattleSide::ATTACKER) == PlayerColor::NEUTRAL || battle.sideToPlayer(BattleSide::DEFENDER) == PlayerColor::NEUTRAL)
{
gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++;
gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++;
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if(!finishingBattle->isDraw())
gameHandler->statistics->accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++;
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}
else
{
gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++;
gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++;
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if(!finishingBattle->isDraw())
gameHandler->statistics->accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++;
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}
BattleResultAccepted raccepted;
raccepted.battleID = battle.getBattle()->getBattleID();
raccepted.heroResult[finishingBattle->winnerSide].heroID = winnerHero ? winnerHero->id : ObjectInstanceID::NONE;
raccepted.heroResult[CBattleInfoEssentials::otherSide(finishingBattle->winnerSide)].heroID = loserHero ? loserHero->id : ObjectInstanceID::NONE;
raccepted.heroResult[BattleSide::ATTACKER].armyID = battle.battleGetArmyObject(BattleSide::ATTACKER)->id;
raccepted.heroResult[BattleSide::DEFENDER].armyID = battle.battleGetArmyObject(BattleSide::DEFENDER)->id;
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raccepted.heroResult[BattleSide::ATTACKER].exp = battleResult->exp[BattleSide::ATTACKER];
raccepted.heroResult[BattleSide::DEFENDER].exp = battleResult->exp[BattleSide::DEFENDER];
raccepted.winnerSide = finishingBattle->winnerSide;
gameHandler->sendAndApply(raccepted);
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gameHandler->queries->popIfTop(battleQuery); // Workaround to remove battle query for AI case. TODO Think of a cleaner solution.
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//--> continuation (battleFinalize) occurs after level-up gameHandler->queries are handled or on removing query
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}
void BattleResultProcessor::battleFinalize(const BattleID & battleID, const BattleResult & result)
{
LOG_TRACE(logGlobal);
assert(finishingBattles.count(battleID) != 0);
if(finishingBattles.count(battleID) == 0)
return;
auto & finishingBattle = finishingBattles[battleID];
finishingBattle->remainingBattleQueriesCount--;
logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
if (finishingBattle->remainingBattleQueriesCount > 0)
//Battle results will be handled when all battle gameHandler->queries are closed
return;
//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
// but the battle consequences are applied after final player is unblocked. Hard to abuse...
// Still, it looks like a hole.
const auto battle = std::find_if(gameHandler->gameState().currentBattles.begin(), gameHandler->gameState().currentBattles.end(),
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[battleID](const auto & desiredBattle)
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{
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return desiredBattle->battleID == battleID;
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});
assert(battle != gameHandler->gameState().currentBattles.end());
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const auto winnerHero = (*battle)->battleGetFightingHero(finishingBattle->winnerSide);
const auto loserHero = (*battle)->battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
BattleResultsApplied resultsApplied;
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// Eagle Eye handling
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if(!finishingBattle->isDraw() && winnerHero)
{
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if(auto eagleEyeLevel = winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
{
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resultsApplied.learnedSpells.learn = 1;
resultsApplied.learnedSpells.hid = finishingBattle->winnerId;
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for(const auto & spellId : (*battle)->getUsedSpells(CBattleInfoEssentials::otherSide(result.winner)))
{
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const auto spell = spellId.toEntity(LIBRARY->spells());
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if(spell
&& spell->getLevel() <= eagleEyeLevel
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&& !winnerHero->spellbookContainsSpell(spell->getId())
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&& gameHandler->getRandomGenerator().nextInt(99) < winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE))
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{
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resultsApplied.learnedSpells.spells.insert(spell->getId());
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}
}
}
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}
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// Moving artifacts handling
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if(result.result == EBattleResult::NORMAL && !finishingBattle->isDraw() && winnerHero)
{
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CArtifactFittingSet artFittingSet(*winnerHero);
const auto addArtifactToTransfer = [&artFittingSet](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
{
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assert(art);
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const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
if(dstSlot != ArtifactPosition::PRE_FIRST)
{
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pack.artsPack0.emplace_back(MoveArtifactInfo(srcSlot, dstSlot));
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if(ArtifactUtils::isSlotEquipment(dstSlot))
pack.artsPack0.back().askAssemble = true;
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artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
}
};
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if(loserHero)
{
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auto & packHero = resultsApplied.movingArtifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
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packHero.srcArtHolder = finishingBattle->loserId;
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for(const auto & slot : ArtifactUtils::commonWornSlots())
{
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if(const auto artSlot = loserHero->artifactsWorn.find(slot); artSlot != loserHero->artifactsWorn.end() && ArtifactUtils::isArtRemovable(*artSlot))
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{
addArtifactToTransfer(packHero, artSlot->first, artSlot->second.getArt());
}
}
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for(const auto & artSlot : loserHero->artifactsInBackpack)
{
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if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
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addArtifactToTransfer(packHero, loserHero->getArtPos(art), art);
}
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if(loserHero->getCommander())
{
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auto & packCommander = resultsApplied.movingArtifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
packCommander.srcCreature = loserHero->findStack(loserHero->getCommander());
for(const auto & artSlot : loserHero->getCommander()->artifactsWorn)
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addArtifactToTransfer(packCommander, artSlot.first, artSlot.second.getArt());
}
auto armyObj = dynamic_cast<const CArmedInstance*>(gameHandler->gameInfo().getObj(finishingBattle->loserId));
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for(const auto & armySlot : armyObj->stacks)
{
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auto & packsArmy = resultsApplied.movingArtifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
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packsArmy.srcArtHolder = armyObj->id;
packsArmy.srcCreature = armySlot.first;
for(const auto & artSlot : armySlot.second->artifactsWorn)
addArtifactToTransfer(packsArmy, artSlot.first, armySlot.second->getArt(artSlot.first));
}
}
}
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// Growing artifacts handling
if(!finishingBattle->isDraw() && winnerHero)
{
const auto addArtifactToGrowing = [&resultsApplied](const std::map<ArtifactPosition, ArtSlotInfo> & artMap)
{
for(const auto & [slot, slotInfo] : artMap)
{
const auto artInst = slotInfo.getArt();
assert(artInst);
if(artInst->getType()->isGrowing())
resultsApplied.growingArtifacts.emplace_back(artInst->getId());
}
};
if(const auto commander = winnerHero->getCommander(); commander && commander->alive)
addArtifactToGrowing(commander->artifactsWorn);
addArtifactToGrowing(winnerHero->artifactsWorn);
}
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// Charged artifacts handling
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const auto addArtifactToDischarging = [&resultsApplied](const std::map<ArtifactPosition, ArtSlotInfo> & artMap,
const ObjectInstanceID & id, const std::optional<SlotID> & creature = std::nullopt)
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{
for(const auto & [slot, slotInfo] : artMap)
{
auto artInst = slotInfo.getArt();
assert(artInst);
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if(const auto condition = artInst->getType()->getDischargeCondition(); condition == DischargeArtifactCondition::BATTLE)
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{
auto & discharging = resultsApplied.dischargingArtifacts.emplace_back(artInst->getId(), 1);
discharging.artLoc.emplace(id, creature, slot);
}
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}
};
if(winnerHero)
{
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addArtifactToDischarging(winnerHero->artifactsWorn, winnerHero->id);
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if(const auto commander = winnerHero->getCommander())
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addArtifactToDischarging(commander->artifactsWorn, winnerHero->id, winnerHero->findStack(winnerHero->getCommander()));
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}
if(loserHero)
{
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addArtifactToDischarging(loserHero->artifactsWorn, loserHero->id);
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if(const auto commander = loserHero->getCommander())
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addArtifactToDischarging(commander->artifactsWorn, loserHero->id, loserHero->findStack(loserHero->getCommander()));
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}
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// Necromancy handling
// Give raised units to winner, if any were raised, units will be given after casualties are taken
if(winnerHero)
{
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resultsApplied.raisedStack = winnerHero->calculateNecromancy(result);
const SlotID necroSlot = resultsApplied.raisedStack.getCreature() ? winnerHero->getSlotFor(resultsApplied.raisedStack.getCreature()) : SlotID();
if(necroSlot != SlotID() && !finishingBattle->isDraw())
gameHandler->addToSlot(StackLocation(finishingBattle->winnerId, necroSlot), resultsApplied.raisedStack.getCreature(), resultsApplied.raisedStack.getCount());
}
resultsApplied.battleID = battleID;
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resultsApplied.victor = finishingBattle->victor;
resultsApplied.loser = finishingBattle->loser;
gameHandler->sendAndApply(resultsApplied);
//handle victory/loss of engaged players
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gameHandler->checkVictoryLossConditions({finishingBattle->loser, finishingBattle->victor});
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// Remove beaten hero
if(loserHero)
{
RemoveObject ro(loserHero->id, finishingBattle->victor);
gameHandler->sendAndApply(ro);
}
// For draw case both heroes should be removed
if(finishingBattle->isDraw() && winnerHero)
{
RemoveObject ro(winnerHero->id, finishingBattle->loser);
gameHandler->sendAndApply(ro);
if(gameHandler->gameInfo().getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
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gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, winnerHero);
}
if (result.result == EBattleResult::SURRENDER)
{
gameHandler->statistics->accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, loserHero);
}
if (result.result == EBattleResult::ESCAPE)
{
gameHandler->statistics->accumulatedValues[finishingBattle->loser].numHeroEscaped++;
gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, loserHero);
}
finishingBattles.erase(battleID);
battleResults.erase(battleID);
}
void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide)
{
assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
battleResult->battleID = battle.getBattle()->getBattleID();
battleResult->result = resultType;
battleResult->winner = victoriusSide; //surrendering side loses
auto allStacks = battle.battleGetStacksIf([](const CStack * stack){
if (stack->summoned)//don't take into account temporary summoned stacks
return false;
if (stack->isTurret())
return false;
return true;
});
for(const auto & st : allStacks) //setting casualties
{
si32 killed = st->getKilled();
if(killed > 0)
battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
}
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}
bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
{
return battleResults.count(battle.getBattle()->getBattleID()) != 0;
}