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Refactoring.
Dividing CBattleCallback into smaller files with classes.
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359
lib/battle/CBattleInfoEssentials.cpp
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359
lib/battle/CBattleInfoEssentials.cpp
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/*
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* CBattleInfoEssentials.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CBattleInfoEssentials.h"
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#include "CStack.h"
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#include "BattleInfo.h"
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#include "NetPacks.h"
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#include "mapObjects/CGTownInstance.h"
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#define RETURN_IF_NOT_BATTLE(X) if(!duringBattle()) {logGlobal->errorStream() << __FUNCTION__ << " called when no battle!"; return X; }
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ETerrainType CBattleInfoEssentials::battleTerrainType() const
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{
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RETURN_IF_NOT_BATTLE(ETerrainType::WRONG);
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return getBattle()->terrainType;
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}
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BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const
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{
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RETURN_IF_NOT_BATTLE(BFieldType::NONE);
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return getBattle()->battlefieldType;
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}
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std::vector<std::shared_ptr<const CObstacleInstance> > CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective /*= boost::none*/) const
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{
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std::vector<std::shared_ptr<const CObstacleInstance> > ret;
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RETURN_IF_NOT_BATTLE(ret);
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if(!perspective)
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{
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//if no particular perspective request, use default one
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perspective = battleGetMySide();
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}
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else
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{
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if(!!player && *perspective != battleGetMySide())
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{
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logGlobal->errorStream() << "Unauthorized access attempt!";
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assert(0); //I want to notice if that happens
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//perspective = battleGetMySide();
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}
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}
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for(auto oi : getBattle()->obstacles)
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{
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if(getBattle()->battleIsObstacleVisibleForSide(*oi, *perspective))
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ret.push_back(oi);
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}
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return ret;
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}
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bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
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}
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bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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for(const CStack *s : battleGetAllStacks())
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{
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if(s->attackerOwned == !side && s->getCreature()->isItNativeTerrain(getBattle()->terrainType))
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return true;
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}
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return false;
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}
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TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets /*= false*/) const
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{
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return battleGetStacksIf([=](const CStack * s)
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{
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return !s->isGhost() && (includeTurrets || !s->isTurret());
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});
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}
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TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate) const
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{
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TStacks ret;
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RETURN_IF_NOT_BATTLE(ret);
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vstd::copy_if(getBattle()->stacks, std::back_inserter(ret), predicate);
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return ret;
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}
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TStacks CBattleInfoEssentials::battleAliveStacks() const
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{
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return battleGetStacksIf([](const CStack * s){
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return s->isValidTarget(false);
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});
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}
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TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const
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{
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return battleGetStacksIf([=](const CStack * s){
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return s->isValidTarget(false) && s->attackerOwned == !side;
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});
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}
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int CBattleInfoEssentials::battleGetMoatDmg() const
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{
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RETURN_IF_NOT_BATTLE(0);
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auto town = getBattle()->town;
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if(!town)
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return 0;
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return town->town->moatDamage;
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}
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const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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if(!getBattle() || getBattle()->town == nullptr)
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return nullptr;
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return getBattle()->town;
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}
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BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
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{
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RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
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if(!player || player.get().isSpectator())
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return BattlePerspective::ALL_KNOWING;
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if(*player == getBattle()->sides[0].color)
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return BattlePerspective::LEFT_SIDE;
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if(*player == getBattle()->sides[1].color)
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return BattlePerspective::RIGHT_SIDE;
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logGlobal->errorStream() << "Cannot find player " << *player << " in battle!";
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return BattlePerspective::INVALID;
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}
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const CStack * CBattleInfoEssentials::battleActiveStack() const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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return battleGetStackByID(getBattle()->activeStack);
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}
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const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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auto stacks = battleGetStacksIf([=](const CStack * s)
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{
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return s->ID == ID && (!onlyAlive || s->alive());
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});
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if(stacks.empty())
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return nullptr;
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else
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return stacks[0];
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}
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bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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auto p = battleGetMySide();
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return p == BattlePerspective::ALL_KNOWING || p == side;
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}
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si8 CBattleInfoEssentials::battleTacticDist() const
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{
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RETURN_IF_NOT_BATTLE(0);
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return getBattle()->tacticDistance;
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}
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si8 CBattleInfoEssentials::battleGetTacticsSide() const
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{
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RETURN_IF_NOT_BATTLE(-1);
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return getBattle()->tacticsSide;
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}
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const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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if(side > 1)
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{
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logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
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return nullptr;
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}
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if(!battleDoWeKnowAbout(side))
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{
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logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
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return nullptr;
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}
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return getBattle()->sides[side].hero;
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}
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const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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if(side > 1)
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{
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logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
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return nullptr;
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}
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if(!battleDoWeKnowAbout(side))
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{
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logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
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return nullptr;
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}
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return getBattle()->sides[side].armyObject;
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}
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InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo( ui8 side ) const
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{
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auto hero = getBattle()->sides[side].hero;
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if(!hero)
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{
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logGlobal->warnStream() << __FUNCTION__ << ": side " << (int)side << " does not have hero!";
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return InfoAboutHero();
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}
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InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC;
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return InfoAboutHero(hero, infoLevel);
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}
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int CBattleInfoEssentials::battleCastSpells(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(-1);
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return getBattle()->sides[side].castSpellsCount;
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}
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const IBonusBearer * CBattleInfoEssentials::getBattleNode() const
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{
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return getBattle();
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}
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bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
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{
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RETURN_IF_NOT_BATTLE(false);
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const si8 mySide = playerToSide(player);
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const CGHeroInstance *myHero = battleGetFightingHero(mySide);
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//current player have no hero
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if(!myHero)
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return false;
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//eg. one of heroes is wearing shakles of war
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if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
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return false;
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//we are besieged defender
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if(mySide == BattleSide::DEFENDER && battleGetSiegeLevel())
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{
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auto town = battleGetDefendedTown();
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if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
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return false;
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}
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return true;
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}
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si8 CBattleInfoEssentials::playerToSide(PlayerColor player) const
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{
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RETURN_IF_NOT_BATTLE(-1);
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int ret = vstd::find_pos_if(getBattle()->sides, [=](const SideInBattle &side){ return side.color == player; });
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if(ret < 0)
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logGlobal->warnStream() << "Cannot find side for player " << player;
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return ret;
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}
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bool CBattleInfoEssentials::playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const
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{
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RETURN_IF_NOT_BATTLE(false);
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const si8 playerSide = playerToSide(player);
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if (playerSide >= 0)
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{
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if (getBattle()->sides[!playerSide].hero == h)
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return true;
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}
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return false;
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}
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ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
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{
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RETURN_IF_NOT_BATTLE(0);
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return getBattle()->town ? getBattle()->town->fortLevel() : CGTownInstance::NONE;
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}
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bool CBattleInfoEssentials::battleCanSurrender(PlayerColor player) const
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{
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RETURN_IF_NOT_BATTLE(false);
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ui8 mySide = playerToSide(player);
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bool iAmSiegeDefender = ( mySide == BattleSide::DEFENDER && battleGetSiegeLevel() );
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//conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
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return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(!mySide);
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}
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bool CBattleInfoEssentials::battleHasHero(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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assert(side < 2);
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return getBattle()->sides[side].hero;
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}
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si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
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{
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RETURN_IF_NOT_BATTLE(0);
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if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)
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return EWallState::NONE;
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assert(partOfWall >= 0 && partOfWall < EWallPart::PARTS_COUNT);
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return getBattle()->si.wallState[partOfWall];
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}
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EGateState CBattleInfoEssentials::battleGetGateState() const
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{
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RETURN_IF_NOT_BATTLE(EGateState::NONE);
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if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)
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return EGateState::NONE;
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return getBattle()->si.gateState;
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}
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PlayerColor CBattleInfoEssentials::battleGetOwner(const CStack * stack) const
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{
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RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
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if(stack->hasBonusOfType(Bonus::HYPNOTIZED))
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return getBattle()->theOtherPlayer(stack->owner);
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else
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return stack->owner;
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}
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const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const CStack * stack) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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return getBattle()->sides.at(playerToSide(battleGetOwner(stack))).hero;
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}
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bool CBattleInfoEssentials::battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness /* = false*/) const
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{
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RETURN_IF_NOT_BATTLE(false);
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if(boost::logic::indeterminate(positivness))
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return true;
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else if(defender->owner != battleGetOwner(defender))
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return true;//mind controlled unit is attackable for both sides
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else
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return (battleGetOwner(attacker) == battleGetOwner(defender)) == positivness;
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}
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