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mirror of https://github.com/vcmi/vcmi.git synced 2025-10-08 23:22:25 +02:00

Merge pull request #6063 from Opuszek/fix_draw_in_battle

Fixes draw in a battle
This commit is contained in:
Ivan Savenko
2025-09-28 18:11:09 +03:00
committed by GitHub
5 changed files with 124 additions and 73 deletions

View File

@@ -522,7 +522,7 @@ void CGCreature::battleFinished(IGameEventCallback & gameEvents, const CGHeroIns
else if(result.winner == BattleSide::NONE) // draw
{
// guarded reward is lost forever on draw
gameEvents.removeObject(this, hero->getOwner());
gameEvents.removeObject(this, result.attacker);
}
else
{

View File

@@ -294,6 +294,18 @@ void CGEvent::init()
}
}
void CGEvent::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == BattleSide::ATTACKER)
{
CRewardableObject::onHeroVisit(gameEvents, hero);
}
if(result.winner == BattleSide::NONE && removeAfterVisit) //rewards are lost if therer is a draw and an event is not repeatable
{
gameEvents.removeObject(this, result.attacker);
}
}
void CGEvent::grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const
{
CRewardableObject::grantRewardWithMessage(gameEvents, contextHero, rewardIndex, markAsVisit);

View File

@@ -65,6 +65,7 @@ public:
}
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
protected:
void grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const override;

View File

@@ -121,7 +121,8 @@ struct DLL_LINKAGE BattleResult : public Query
{
BattleID battleID = BattleID::NONE;
EBattleResult result = EBattleResult::NORMAL;
BattleSide winner = BattleSide::NONE; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
BattleSide winner = BattleSide::NONE; //0 - attacker, 1 - defender, 2 - draw
PlayerColor attacker; //used in case of a draw
BattleSideArray<std::map<CreatureID, si32>> casualties; //first => casualties of attackers - map crid => number
BattleSideArray<TExpType> exp{0,0}; //exp for attacker and defender

View File

@@ -320,6 +320,9 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
cab1.updateArmy(gameHandler);
cab2.updateArmy(gameHandler); //take casualties after battle is deleted
const auto attackerHero = battle.battleGetFightingHero(BattleSide::ATTACKER);
const auto defenderHero = battle.battleGetFightingHero(BattleSide::DEFENDER);
const auto winnerHero = battle.battleGetFightingHero(finishingBattle->winnerSide);
const auto loserHero = battle.battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
@@ -358,8 +361,8 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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].heroID = attackerHero ? attackerHero->id : ObjectInstanceID::NONE;
raccepted.heroResult[BattleSide::DEFENDER].heroID = defenderHero ? defenderHero->id : ObjectInstanceID::NONE;
raccepted.heroResult[BattleSide::ATTACKER].armyID = battle.battleGetArmyObject(BattleSide::ATTACKER)->id;
raccepted.heroResult[BattleSide::DEFENDER].armyID = battle.battleGetArmyObject(BattleSide::DEFENDER)->id;
raccepted.heroResult[BattleSide::ATTACKER].exp = battleResult->exp[BattleSide::ATTACKER];
@@ -399,13 +402,42 @@ void BattleResultProcessor::battleFinalize(const BattleID & battleID, const Batt
});
assert(battle != gameHandler->gameState().currentBattles.end());
const auto winnerHero = (*battle)->battleGetFightingHero(finishingBattle->winnerSide);
const auto loserHero = (*battle)->battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
const CGHeroInstance * winnerHero = nullptr;
const CGHeroInstance * loserHero = nullptr;
const auto attackerHero = (*battle)->battleGetFightingHero(BattleSide::ATTACKER);
const auto defenderHero = (*battle)->battleGetFightingHero(BattleSide::DEFENDER);
const auto attackerSide = (*battle)->getSidePlayer(BattleSide::ATTACKER);
const auto defenderSide = (*battle)->getSidePlayer(BattleSide::DEFENDER);
bool winnerHasUnitsLeft = true;
if (!finishingBattle->isDraw())
{
winnerHero = (*battle)->battleGetFightingHero(finishingBattle->winnerSide);
loserHero = (*battle)->battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
winnerHasUnitsLeft = winnerHero ? winnerHero->stacksCount() > 0 : true;
}
BattleResultsApplied resultsApplied;
// Eagle Eye handling
if(!finishingBattle->isDraw() && winnerHero)
const auto addArtifactToDischarging = [&resultsApplied](const std::map<ArtifactPosition, ArtSlotInfo> & artMap,
const ObjectInstanceID & id, const std::optional<SlotID> & creature = std::nullopt)
{
for(const auto & [slot, slotInfo] : artMap)
{
auto artInst = slotInfo.getArt();
assert(artInst);
if(const auto condition = artInst->getType()->getDischargeCondition(); condition == DischargeArtifactCondition::BATTLE)
{
auto & discharging = resultsApplied.dischargingArtifacts.emplace_back(artInst->getId(), 1);
discharging.artLoc.emplace(id, creature, slot);
}
}
};
if(winnerHero && winnerHasUnitsLeft)
{
// Eagle Eye handling
if(auto eagleEyeLevel = winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
{
resultsApplied.learnedSpells.learn = 1;
@@ -422,10 +454,46 @@ void BattleResultProcessor::battleFinalize(const BattleID & battleID, const Batt
}
}
}
// Growing artifacts handling
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);
// Charged artifacts handling
addArtifactToDischarging(winnerHero->artifactsWorn, winnerHero->id);
if(const auto commander = winnerHero->getCommander())
addArtifactToDischarging(commander->artifactsWorn, winnerHero->id, winnerHero->findStack(winnerHero->getCommander()));
// Necromancy handling
// Give raised units to winner, if any were raised, units will be given after casualties are taken
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());
}
if(loserHero)
{
// Charged artifacts handling
addArtifactToDischarging(loserHero->artifactsWorn, loserHero->id);
if(const auto commander = loserHero->getCommander())
addArtifactToDischarging(commander->artifactsWorn, loserHero->id, loserHero->findStack(loserHero->getCommander()));
}
// Moving artifacts handling
if(result.result == EBattleResult::NORMAL && !finishingBattle->isDraw() && winnerHero)
if(result.result == EBattleResult::NORMAL && winnerHero && winnerHasUnitsLeft)
{
CArtifactFittingSet artFittingSet(*winnerHero);
const auto addArtifactToTransfer = [&artFittingSet](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
@@ -441,7 +509,7 @@ void BattleResultProcessor::battleFinalize(const BattleID & battleID, const Batt
}
};
if(loserHero)
if (loserHero)
{
BulkMoveArtifacts packHero(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
packHero.srcArtHolder = finishingBattle->loserId;
@@ -486,63 +554,6 @@ void BattleResultProcessor::battleFinalize(const BattleID & battleID, const Batt
}
}
// 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);
}
// Charged artifacts handling
const auto addArtifactToDischarging = [&resultsApplied](const std::map<ArtifactPosition, ArtSlotInfo> & artMap,
const ObjectInstanceID & id, const std::optional<SlotID> & creature = std::nullopt)
{
for(const auto & [slot, slotInfo] : artMap)
{
auto artInst = slotInfo.getArt();
assert(artInst);
if(const auto condition = artInst->getType()->getDischargeCondition(); condition == DischargeArtifactCondition::BATTLE)
{
auto & discharging = resultsApplied.dischargingArtifacts.emplace_back(artInst->getId(), 1);
discharging.artLoc.emplace(id, creature, slot);
}
}
};
if(winnerHero)
{
addArtifactToDischarging(winnerHero->artifactsWorn, winnerHero->id);
if(const auto commander = winnerHero->getCommander())
addArtifactToDischarging(commander->artifactsWorn, winnerHero->id, winnerHero->findStack(winnerHero->getCommander()));
}
if(loserHero)
{
addArtifactToDischarging(loserHero->artifactsWorn, loserHero->id);
if(const auto commander = loserHero->getCommander())
addArtifactToDischarging(commander->artifactsWorn, loserHero->id, loserHero->findStack(loserHero->getCommander()));
}
// Necromancy handling
// Give raised units to winner, if any were raised, units will be given after casualties are taken
if(winnerHero)
{
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;
resultsApplied.victor = finishingBattle->victor;
resultsApplied.loser = finishingBattle->loser;
@@ -554,17 +565,39 @@ void BattleResultProcessor::battleFinalize(const BattleID & battleID, const Batt
RemoveObject ro(loserHero->id, finishingBattle->victor);
gameHandler->sendAndApply(ro);
}
// For draw case both heroes should be removed
if(finishingBattle->isDraw() && winnerHero)
//retreat the victor if he/she has no pernament creatures left
if (winnerHero && !winnerHasUnitsLeft)
{
RemoveObject ro(winnerHero->id, finishingBattle->loser);
gameHandler->sendAndApply(ro);
if(gameHandler->gameInfo().getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, winnerHero);
gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, winnerHero);
}
//handle victory/loss of engaged players
gameHandler->checkVictoryLossConditions({finishingBattle->loser, finishingBattle->victor});
// For draw case both heroes should be removed
if(finishingBattle->isDraw())
{
if (attackerHero)
{
RemoveObject ro(attackerHero->id, defenderSide);
gameHandler->sendAndApply(ro);
}
if (defenderHero)
{
RemoveObject ro(defenderHero->id, attackerSide);
gameHandler->sendAndApply(ro);
}
if(gameHandler->gameInfo().getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
{
if (attackerHero)
gameHandler->heroPool->onHeroEscaped(attackerSide, attackerHero);
if (defenderHero)
gameHandler->heroPool->onHeroEscaped(defenderSide, defenderHero);
}
}
if (result.result == EBattleResult::SURRENDER)
{
@@ -578,6 +611,9 @@ void BattleResultProcessor::battleFinalize(const BattleID & battleID, const Batt
gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, loserHero);
}
//handle victory/loss of engaged players
gameHandler->checkVictoryLossConditions({finishingBattle->loser, finishingBattle->victor});
finishingBattles.erase(battleID);
battleResults.erase(battleID);
}
@@ -592,6 +628,7 @@ void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle,
battleResult->battleID = battle.getBattle()->getBattleID();
battleResult->result = resultType;
battleResult->winner = victoriusSide; //surrendering side loses
battleResult->attacker = battle.getBattle()->getSidePlayer(BattleSide::ATTACKER);
auto allStacks = battle.battleGetStacksIf([](const CStack * stack){