#include "StdInc.h" #include "BattleState.h" #include #include #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 hlp; battleGetStackQueue(hlp, 1, -1); if(hlp.size()) return hlp[0]; else return NULL; } BattleHex BattleInfo::getClosestTile(bool attackerOwned, BattleHex initialPos, std::set & possibilities) const { std::vector 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); }; vstd::erase_if(sortedTiles, notClosest); //only closest tiles are interesting auto compareHorizontal = [attackerOwned, initialPos](const BattleHex left, const BattleHex right) -> bool { if(left.getX() != right.getX()) { if (attackerOwned) return left.getX() > right.getX(); //find furthest right else return left.getX() < right.getX(); //find furthest left } else { //Prefer tiles in the same row. return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY()); } }; boost::sort (sortedTiles, compareHorizontal); return sortedTiles.front(); } int BattleInfo::getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos) const { bool twoHex = VLC->creh->creatures[creID]->isDoubleWide(); //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(); std::set 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, 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(), 0); } //making the Path std::vector path; BattleHex curElem = dest; while(curElem != start) { path.push_back(curElem); curElem = reachability.predecessors[curElem]; } return std::make_pair(path, reachability.distances[dest]); } 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(10, attacker->count); for (int g=0; g *casualties ) const { for(ui32 i=0; ialive() ? st->baseAmount - st->count : st->baseAmount); vstd::amax(killed, 0); if(killed) casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed; } } std::set BattleInfo::getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile) { std::set 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; itid == 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 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; itisNegative() && 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; } 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? ret->state.insert(EBattleStackState::ALIVE); //alive state indication 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; ret->state.insert(EBattleStackState::ALIVE); //alive state indication return ret; } 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; 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(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(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(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) { CStack * stack = NULL; for(ui32 g=0; gposition == pos || (stacks[g]->doubleWide() &&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos) || (!stacks[g]->attackerOwned && stacks[g]->position+1 == pos) ) ) ) { 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 } } 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); 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(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(s->type)); } s->postInit(); } namespace CGH { using namespace std; static void readBattlePositions(const JsonNode &node, vector< vector > & dest) { BOOST_FOREACH(const JsonNode &level, node.Vector()) { std::vector 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 _myRand) { myRand = _myRand; min = _min; remainingCount = _max - _min + 1; remaining.resize(remainingCount, true); } 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 goodNumberPred = 0) { int ret = -1; do { 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 remaining; boost::function 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 & stacks = (curB->stacks); curB->tile = tile; curB->battlefieldType = battlefieldType; curB->belligerents[0] = const_cast(armies[0]); curB->belligerents[1] = const_cast(armies[1]); curB->heroes[0] = const_cast(heroes[0]); curB->heroes[1] = const_cast(heroes[1]); curB->round = -2; curB->activeStack = -1; 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 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(); 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(); 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 > looseFormations[2], tightFormations[2], creBankFormations[2]; std::vector commanderField, commanderBank; const JsonNode config(ResourceID("config/battleStartpos.json")); const JsonVector &positions = config["battle_positions"].Vector(); CGH::readBattlePositions(positions[0]["levels"], looseFormations[0]); CGH::readBattlePositions(positions[1]["levels"], looseFormations[1]); CGH::readBattlePositions(positions[2]["levels"], tightFormations[0]); CGH::readBattlePositions(positions[3]["levels"], tightFormations[1]); CGH::readBattlePositions(positions[4]["levels"], creBankFormations[0]); CGH::readBattlePositions(positions[5]["levels"], creBankFormations[1]); 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()); } //adding war machines if(!creatureBank) { //Checks if hero has artifact and create appropriate stack auto handleWarMachine= [&](int side, int artslot, int cretype, int hex) { if(heroes[side] && heroes[side]->getArt(artslot)) stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cretype, 1), true, 255, hex)); }; handleWarMachine(0, 13, 146, 52); //ballista handleWarMachine(0, 14, 148, 18); //ammo cart handleWarMachine(0, 15, 147, 154);//first aid tent if(town && town->hasFort()) handleWarMachine(0, 16, 145, 120);//catapult if(!town) //defending hero shouldn't receive ballista (bug #551) handleWarMachine(1, 13, 146, 66); //ballista handleWarMachine(1, 14, 148, 32); //ammo cart handleWarMachine(1, 15, 147, 168); //first aid tent } //war machines added //battleStartpos read for(int side = 0; side < 2; side++) { int formationNo = armies[side]->stacksCount() - 1; vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1); int k = 0; //stack serial for(TSlots::const_iterator i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++) { std::vector *formationVector = nullptr; if(creatureBank) formationVector = &creBankFormations[side][formationNo]; else if(armies[side]->formation) formationVector = &tightFormations[side][formationNo]; else formationVector = &looseFormations[side][formationNo]; BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0); if(creatureBank && i->second->type->isDoubleWide()) pos += side ? BattleHex::LEFT : BattleHex::RIGHT; CStack * stack = curB->generateNewStack(*i->second, !side, i->first, pos); stacks.push_back(stack); } } //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(); 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(EAlignment::GOOD))); curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared(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(-1))); break; } case 20: //evil fog { curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared(EAlignment::GOOD))); curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared(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(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 { assert(sides[0] == player || sides[1] == player); if(heroes[0] && heroes[0]->getOwner() == player) return heroes[0]; return heroes[1]; } std::vector BattleInfo::calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set affectedCreatures, int casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const { std::vector 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 BattleInfo::getObstacleOnTile(BattleHex tile) const { BOOST_FOREACH(auto &obs, obstacles) if(vstd::contains(obs->getAffectedTiles(), tile)) return obs; return shared_ptr(); } int BattleInfo::battlefieldTypeToBI(int bfieldType) { static const std::map 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(battleGetStackByID(stackID, onlyAlive)); } CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive /*= true*/) { return const_cast(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); } 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; //bind effect check - doesn't influence stack initiative if (useBind && getEffect (Spells::BIND)) { return 0; } return speed; } 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)) { if (stack->owner == owner) { vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value } } magicResistance += auraBonus; vstd::amin (magicResistance, 100); } else magicResistance = type->magicResistance(); 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 & 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; 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; 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; 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 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 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 CStack::getHexes() const { return getHexes(position); } std::vector CStack::getHexes(BattleHex assumedPos) const { return getHexes(assumedPos, doubleWide(), attackerOwned); } std::vector CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned) { std::vector hexes; hexes.push_back(assumedPos); if (twoHex) { if (AttackerOwned) hexes.push_back(assumedPos - 1); else hexes.push_back(assumedPos + 1); } return hexes; } bool CStack::coversPos(BattleHex pos) const { return vstd::contains(getHexes(), pos); } std::vector CStack::getSurroundingHexes(BattleHex attackerPos) const { BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position std::vector 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 CStack::activeSpells() const { std::vector 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(base->armyObj); else //we are attached directly? BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes()) if(n->getNodeType() == HERO) return dynamic_cast(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(); if (bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage) { bsa.killedAmount = count; bsa.flags |= BattleStackAttacked::CLONE_KILLED; 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; 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) && !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 { 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; }