/* * BattleInfo.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 "BattleInfo.h" #include "BattleLayout.h" #include "CObstacleInstance.h" #include "bonuses/Limiters.h" #include "bonuses/Updaters.h" #include "../CStack.h" #include "../entities/building/TownFortifications.h" #include "../filesystem/Filesystem.h" #include "../mapObjects/CGTownInstance.h" #include "../texts/CGeneralTextHandler.h" #include "../BattleFieldHandler.h" #include "../ObstacleHandler.h" #include //TODO: remove #include "../IGameCallback.h" VCMI_LIB_NAMESPACE_BEGIN const SideInBattle & BattleInfo::getSide(BattleSide side) const { return sides.at(side); } SideInBattle & BattleInfo::getSide(BattleSide side) { return sides.at(side); } ///BattleInfo CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, BattleHex position) { PlayerColor owner = getSide(side).color; assert(!owner.isValidPlayer() || (base.armyObj && base.armyObj->tempOwner == owner)); auto * ret = new CStack(&base, owner, id, side, slot); ret->initialPosition = getAvailableHex(base.getCreatureID(), side, position); //TODO: what if no free tile on battlefield was found? stacks.push_back(ret); return ret; } CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, BattleHex position) { PlayerColor owner = getSide(side).color; auto * ret = new CStack(&base, owner, id, side, slot); ret->initialPosition = position; stacks.push_back(ret); return ret; } void BattleInfo::localInit() { for(BattleSide i : { BattleSide::ATTACKER, BattleSide::DEFENDER}) { auto * armyObj = battleGetArmyObject(i); armyObj->battle = this; armyObj->attachTo(*this); } for(CStack * s : stacks) s->localInit(this); exportBonuses(); } //RNG that works like H3 one struct RandGen { ui32 seed; void srand(ui32 s) { seed = s; } void srand(const int3 & pos) { srand(110291 * static_cast(pos.x) + 167801 * static_cast(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, std::function _myRand): min(_min), remainingCount(_max - _min + 1), remaining(remainingCount, true), myRand(std::move(_myRand)) { } int generateNumber() const { if(!remainingCount) throw ExhaustedPossibilities(); if(remainingCount == 1) return 0; return myRand() % remainingCount; } //get number fulfilling predicate. Never gives the same number twice. int getSuchNumber(const std::function & goodNumberPred = nullptr) { 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; int remainingCount; std::vector remaining; std::function myRand; }; BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, BattleSideArray armies, BattleSideArray heroes, const BattleLayout & layout, const CGTownInstance * town) { CMP_stack cmpst; auto * currentBattle = new BattleInfo(layout); for(auto i : { BattleSide::LEFT_SIDE, BattleSide::RIGHT_SIDE}) currentBattle->sides[i].init(heroes[i], armies[i]); std::vector & stacks = (currentBattle->stacks); currentBattle->tile = tile; currentBattle->terrainType = terrain; currentBattle->battlefieldType = battlefieldType; currentBattle->round = -2; currentBattle->activeStack = -1; currentBattle->replayAllowed = false; currentBattle->town = town; //setting up siege obstacles if (town && town->fortificationsLevel().wallsHealth != 0) { auto fortification = town->fortificationsLevel(); currentBattle->si.gateState = EGateState::CLOSED; currentBattle->si.wallState[EWallPart::GATE] = EWallState::INTACT; for(const auto wall : {EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL}) currentBattle->si.wallState[wall] = static_cast(fortification.wallsHealth); if (fortification.citadelHealth != 0) currentBattle->si.wallState[EWallPart::KEEP] = static_cast(fortification.citadelHealth); if (fortification.upperTowerHealth != 0) currentBattle->si.wallState[EWallPart::UPPER_TOWER] = static_cast(fortification.upperTowerHealth); if (fortification.lowerTowerHealth != 0) currentBattle->si.wallState[EWallPart::BOTTOM_TOWER] = static_cast(fortification.lowerTowerHealth); } //randomize obstacles if (layout.obstaclesAllowed && (!town || !town->hasFort())) { 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); std::vector blockedTiles; auto appropriateAbsoluteObstacle = [&](int id) { const auto * info = Obstacle(id).getInfo(); return info && info->isAbsoluteObstacle && info->isAppropriate(currentBattle->terrainType, battlefieldType); }; auto appropriateUsualObstacle = [&](int id) { const auto * info = Obstacle(id).getInfo(); return info && !info->isAbsoluteObstacle && info->isAppropriate(currentBattle->terrainType, battlefieldType); }; if(r.rand(1,100) <= 40) //put cliff-like obstacle { try { RangeGenerator obidgen(0, VLC->obstacleHandler->size() - 1, ourRand); auto obstPtr = std::make_shared(); obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE; obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle); obstPtr->uniqueID = static_cast(currentBattle->obstacles.size()); currentBattle->obstacles.push_back(obstPtr); for(BattleHex blocked : obstPtr->getBlockedTiles()) blockedTiles.push_back(blocked); tilesToBlock -= Obstacle(obstPtr->ID).getInfo()->blockedTiles.size() / 2; } catch(RangeGenerator::ExhaustedPossibilities &) { //silently ignore, if we can't place absolute obstacle, we'll go with the usual ones logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occurred - cannot place absolute obstacle"); } } try { while(tilesToBlock > 0) { RangeGenerator obidgen(0, VLC->obstacleHandler->size() - 1, ourRand); auto tileAccessibility = currentBattle->getAccessibility(); const int obid = obidgen.getSuchNumber(appropriateUsualObstacle); const ObstacleInfo &obi = *Obstacle(obid).getInfo(); 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; for(BattleHex blocked : obi.getBlocked(pos)) { if(tileAccessibility[blocked] == EAccessibility::UNAVAILABLE) //for ship-to-ship battlefield - exclude hardcoded unavailable tiles return false; 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 = std::make_shared(); obstPtr->ID = obid; obstPtr->pos = posgenerator.getSuchNumber(validPosition); obstPtr->uniqueID = static_cast(currentBattle->obstacles.size()); currentBattle->obstacles.push_back(obstPtr); for(BattleHex blocked : obstPtr->getBlockedTiles()) blockedTiles.push_back(blocked); tilesToBlock -= static_cast(obi.blockedTiles.size()); } } catch(RangeGenerator::ExhaustedPossibilities &) { logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occurred - cannot place usual obstacle"); } } //adding war machines //Checks if hero has artifact and create appropriate stack auto handleWarMachine = [&](BattleSide side, const ArtifactPosition & artslot, BattleHex hex) { const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot); if(nullptr != warMachineArt && hex.isValid()) { CreatureID cre = warMachineArt->getType()->getWarMachine(); if(cre != CreatureID::NONE) currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex); } }; if(heroes[BattleSide::ATTACKER]) { auto warMachineHexes = layout.warMachines.at(BattleSide::ATTACKER); handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH1, warMachineHexes.at(0)); handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH2, warMachineHexes.at(1)); handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH3, warMachineHexes.at(2)); if(town && town->fortificationsLevel().wallsHealth > 0) handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH4, warMachineHexes.at(3)); } if(heroes[BattleSide::DEFENDER]) { auto warMachineHexes = layout.warMachines.at(BattleSide::DEFENDER); if(!town) //defending hero shouldn't receive ballista (bug #551) handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH1, warMachineHexes.at(0)); handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH2, warMachineHexes.at(1)); handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH3, warMachineHexes.at(2)); } //war machines added //battleStartpos read for(BattleSide side : {BattleSide::ATTACKER, BattleSide::DEFENDER}) { int formationNo = armies[side]->stacksCount() - 1; vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1); int k = 0; //stack serial for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++) { const BattleHex & pos = layout.units.at(side).at(k); if (pos.isValid()) currentBattle->generateNewStack(currentBattle->nextUnitId(), *i->second, side, i->first, pos); } } //adding commanders for(BattleSide i : {BattleSide::ATTACKER, BattleSide::DEFENDER}) { if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive) { currentBattle->generateNewStack(currentBattle->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, layout.commanders.at(i)); } } if (currentBattle->town) { if (currentBattle->town->fortificationsLevel().citadelHealth != 0) currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_CENTRAL_TOWER); if (currentBattle->town->fortificationsLevel().upperTowerHealth != 0) currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_UPPER_TOWER); if (currentBattle->town->fortificationsLevel().lowerTowerHealth != 0) currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_BOTTOM_TOWER); //Moat generating is done on server } std::stable_sort(stacks.begin(),stacks.end(),cmpst); auto neutral = std::make_shared(EAlignment::NEUTRAL); auto good = std::make_shared(EAlignment::GOOD); auto evil = std::make_shared(EAlignment::EVIL); const auto * bgInfo = VLC->battlefields()->getById(battlefieldType); for(const std::shared_ptr & bonus : bgInfo->bonuses) { currentBattle->addNewBonus(bonus); } //native terrain bonuses auto nativeTerrain = std::make_shared(); currentBattle->addNewBonus(std::make_shared(BonusDuration::ONE_BATTLE, BonusType::STACKS_SPEED, BonusSource::TERRAIN_NATIVE, 1, BonusSourceID())->addLimiter(nativeTerrain)); currentBattle->addNewBonus(std::make_shared(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, BonusSourceID(), BonusSubtypeID(PrimarySkill::ATTACK))->addLimiter(nativeTerrain)); currentBattle->addNewBonus(std::make_shared(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE))->addLimiter(nativeTerrain)); ////////////////////////////////////////////////////////////////////////// //tactics BattleSideArray battleRepositionHex = {}; BattleSideArray battleRepositionHexBlock = {}; for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER}) { if(heroes[i]) { battleRepositionHex[i] += heroes[i]->valOfBonuses(Selector::type()(BonusType::BEFORE_BATTLE_REPOSITION)); battleRepositionHexBlock[i] += heroes[i]->valOfBonuses(Selector::type()(BonusType::BEFORE_BATTLE_REPOSITION_BLOCK)); } } int tacticsSkillDiffAttacker = battleRepositionHex[BattleSide::ATTACKER] - battleRepositionHexBlock[BattleSide::DEFENDER]; int tacticsSkillDiffDefender = battleRepositionHex[BattleSide::DEFENDER] - battleRepositionHexBlock[BattleSide::ATTACKER]; /* for current tactics, we need to choose one side, so, we will choose side when first - second > 0, and ignore sides when first - second <= 0. If there will be situations when both > 0, attacker will be chosen. Anyway, in OH3 this will not happen because tactics block opposite tactics on same value. TODO: For now, it is an error to use BEFORE_BATTLE_REPOSITION bonus without counterpart, but it can be changed if double tactics will be implemented. */ if(layout.tacticsAllowed) { if(tacticsSkillDiffAttacker > 0 && tacticsSkillDiffDefender > 0) logGlobal->warn("Double tactics is not implemented, only attacker will have tactics!"); if(tacticsSkillDiffAttacker > 0) { currentBattle->tacticsSide = BattleSide::ATTACKER; //bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics currentBattle->tacticDistance = 1 + tacticsSkillDiffAttacker; } else if(tacticsSkillDiffDefender > 0) { currentBattle->tacticsSide = BattleSide::DEFENDER; //bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics currentBattle->tacticDistance = 1 + tacticsSkillDiffDefender; } else currentBattle->tacticDistance = 0; } return currentBattle; } const CGHeroInstance * BattleInfo::getHero(const PlayerColor & player) const { for(const auto & side : sides) if(side.color == player) return side.hero; logGlobal->error("Player %s is not in battle!", player.toString()); return nullptr; } BattleSide BattleInfo::whatSide(const PlayerColor & player) const { for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER}) if(sides[i].color == player) return i; logGlobal->warn("BattleInfo::whatSide: Player %s is not in battle!", player.toString()); return BattleSide::NONE; } CStack * BattleInfo::getStack(int stackID, bool onlyAlive) { return const_cast(battleGetStackByID(stackID, onlyAlive)); } BattleInfo::BattleInfo(const BattleLayout & layout): BattleInfo() { *this->layout = layout; } BattleInfo::BattleInfo(): layout(std::make_unique()), round(-1), activeStack(-1), town(nullptr), tile(-1,-1,-1), battlefieldType(BattleField::NONE), tacticsSide(BattleSide::NONE), tacticDistance(0) { setNodeType(BATTLE); } BattleLayout BattleInfo::getLayout() const { return *layout; } BattleID BattleInfo::getBattleID() const { return battleID; } const IBattleInfo * BattleInfo::getBattle() const { return this; } std::optional BattleInfo::getPlayerID() const { return std::nullopt; } BattleInfo::~BattleInfo() { for (auto & elem : stacks) delete elem; for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER}) if(auto * _armyObj = battleGetArmyObject(i)) _armyObj->battle = nullptr; } int32_t BattleInfo::getActiveStackID() const { return activeStack; } TStacks BattleInfo::getStacksIf(const TStackFilter & predicate) const { TStacks ret; vstd::copy_if(stacks, std::back_inserter(ret), predicate); return ret; } battle::Units BattleInfo::getUnitsIf(const battle::UnitFilter & predicate) const { battle::Units ret; vstd::copy_if(stacks, std::back_inserter(ret), predicate); return ret; } BattleField BattleInfo::getBattlefieldType() const { return battlefieldType; } TerrainId BattleInfo::getTerrainType() const { return terrainType; } IBattleInfo::ObstacleCList BattleInfo::getAllObstacles() const { ObstacleCList ret; for(const auto & obstacle : obstacles) ret.push_back(obstacle); return ret; } PlayerColor BattleInfo::getSidePlayer(BattleSide side) const { return getSide(side).color; } const CArmedInstance * BattleInfo::getSideArmy(BattleSide side) const { return getSide(side).armyObject; } const CGHeroInstance * BattleInfo::getSideHero(BattleSide side) const { return getSide(side).hero; } uint8_t BattleInfo::getTacticDist() const { return tacticDistance; } BattleSide BattleInfo::getTacticsSide() const { return tacticsSide; } const CGTownInstance * BattleInfo::getDefendedTown() const { return town; } EWallState BattleInfo::getWallState(EWallPart partOfWall) const { return si.wallState.at(partOfWall); } EGateState BattleInfo::getGateState() const { return si.gateState; } uint32_t BattleInfo::getCastSpells(BattleSide side) const { return getSide(side).castSpellsCount; } int32_t BattleInfo::getEnchanterCounter(BattleSide side) const { return getSide(side).enchanterCounter; } const IBonusBearer * BattleInfo::getBonusBearer() const { return this; } int64_t BattleInfo::getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const { if(damage.min != damage.max) { int64_t sum = 0; auto howManyToAv = std::min(10, attackerCount); for(int32_t g = 0; g < howManyToAv; ++g) sum += rng.nextInt64(damage.min, damage.max); return sum / howManyToAv; } else { return damage.min; } } int3 BattleInfo::getLocation() const { return tile; } std::vector BattleInfo::getUsedSpells(BattleSide side) const { return getSide(side).usedSpellsHistory; } void BattleInfo::nextRound() { for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER}) { sides.at(i).castSpellsCount = 0; vstd::amax(--sides.at(i).enchanterCounter, 0); } round += 1; for(CStack * s : stacks) { // new turn effects s->reduceBonusDurations(Bonus::NTurns); s->afterNewRound(); } for(auto & obst : obstacles) obst->battleTurnPassed(); } void BattleInfo::nextTurn(uint32_t unitId) { activeStack = unitId; CStack * st = getStack(activeStack); //remove bonuses that last until when stack gets new turn st->removeBonusesRecursive(Bonus::UntilGetsTurn); st->afterGetsTurn(); } void BattleInfo::addUnit(uint32_t id, const JsonNode & data) { battle::UnitInfo info; info.load(id, data); CStackBasicDescriptor base(info.type, info.count); PlayerColor owner = getSidePlayer(info.side); auto * ret = new CStack(&base, owner, info.id, info.side, SlotID::SUMMONED_SLOT_PLACEHOLDER); ret->initialPosition = info.position; stacks.push_back(ret); ret->localInit(this); ret->summoned = info.summoned; } void BattleInfo::moveUnit(uint32_t id, BattleHex destination) { auto * sta = getStack(id); if(!sta) { logGlobal->error("Cannot find stack %d", id); return; } sta->position = destination; //Bonuses can be limited by unit placement, so, change tree version //to force updating a bonus. TODO: update version only when such bonuses are present CBonusSystemNode::treeHasChanged(); } void BattleInfo::setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) { CStack * changedStack = getStack(id, false); if(!changedStack) throw std::runtime_error("Invalid unit id in BattleInfo update"); if(!changedStack->alive() && healthDelta > 0) { //checking if we resurrect a stack that is under a living stack auto accessibility = getAccessibility(); if(!accessibility.accessible(changedStack->getPosition(), changedStack)) { logNetwork->error("Cannot resurrect %s because hex %d is occupied!", changedStack->nodeName(), changedStack->getPosition().hex); return; //position is already occupied } } bool killed = (-healthDelta) >= changedStack->getAvailableHealth();//todo: check using alive state once rebirth will be handled separately bool resurrected = !changedStack->alive() && healthDelta > 0; //applying changes changedStack->load(data); if(healthDelta < 0) { changedStack->removeBonusesRecursive(Bonus::UntilBeingAttacked); } resurrected = resurrected || (killed && changedStack->alive()); if(killed) { if(changedStack->cloneID >= 0) { //remove clone as well CStack * clone = getStack(changedStack->cloneID); if(clone) clone->makeGhost(); changedStack->cloneID = -1; } } if(resurrected || killed) { //removing all spells effects auto selector = [](const Bonus * b) { //Special case: DISRUPTING_RAY is absolutely permanent return b->source == BonusSource::SPELL_EFFECT && b->sid.as() != SpellID::DISRUPTING_RAY; }; changedStack->removeBonusesRecursive(selector); } if(!changedStack->alive() && changedStack->isClone()) { for(CStack * s : stacks) { if(s->cloneID == changedStack->unitId()) s->cloneID = -1; } } } void BattleInfo::removeUnit(uint32_t id) { std::set ids; ids.insert(id); while(!ids.empty()) { auto toRemoveId = *ids.begin(); auto * toRemove = getStack(toRemoveId, false); if(!toRemove) { logGlobal->error("Cannot find stack %d", toRemoveId); return; } if(!toRemove->ghost) { toRemove->onRemoved(); toRemove->detachFromAll(); //stack may be removed instantly (not being killed first) //handle clone remove also here if(toRemove->cloneID >= 0) { ids.insert(toRemove->cloneID); toRemove->cloneID = -1; } //cleanup remaining clone links if any for(auto * s : stacks) { if(s->cloneID == toRemoveId) s->cloneID = -1; } } ids.erase(toRemoveId); } } void BattleInfo::updateUnit(uint32_t id, const JsonNode & data) { //TODO } void BattleInfo::addUnitBonus(uint32_t id, const std::vector & bonus) { CStack * sta = getStack(id, false); if(!sta) { logGlobal->error("Cannot find stack %d", id); return; } for(const Bonus & b : bonus) addOrUpdateUnitBonus(sta, b, true); } void BattleInfo::updateUnitBonus(uint32_t id, const std::vector & bonus) { CStack * sta = getStack(id, false); if(!sta) { logGlobal->error("Cannot find stack %d", id); return; } for(const Bonus & b : bonus) addOrUpdateUnitBonus(sta, b, false); } void BattleInfo::removeUnitBonus(uint32_t id, const std::vector & bonus) { CStack * sta = getStack(id, false); if(!sta) { logGlobal->error("Cannot find stack %d", id); return; } for(const Bonus & one : bonus) { auto selector = [one](const Bonus * b) { //compare everything but turnsRemain, limiter and propagator return one.duration == b->duration && one.type == b->type && one.subtype == b->subtype && one.source == b->source && one.val == b->val && one.sid == b->sid && one.valType == b->valType && one.additionalInfo == b->additionalInfo && one.effectRange == b->effectRange; }; sta->removeBonusesRecursive(selector); } } uint32_t BattleInfo::nextUnitId() const { return static_cast(stacks.size()); } void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd) { if(forceAdd || !sta->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, value.sid).And(Selector::typeSubtypeValueType(value.type, value.subtype, value.valType)))) { //no such effect or cumulative - add new logBonus->trace("%s receives a new bonus: %s", sta->nodeName(), value.Description(nullptr)); sta->addNewBonus(std::make_shared(value)); } else { logBonus->trace("%s updated bonus: %s", sta->nodeName(), value.Description(nullptr)); for(const auto & stackBonus : sta->getExportedBonusList()) //TODO: optimize { if(stackBonus->source == value.source && stackBonus->sid == value.sid && stackBonus->type == value.type && stackBonus->subtype == value.subtype && stackBonus->valType == value.valType) { stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, value.turnsRemain); } } CBonusSystemNode::treeHasChanged(); } } void BattleInfo::setWallState(EWallPart partOfWall, EWallState state) { si.wallState[partOfWall] = state; } void BattleInfo::addObstacle(const ObstacleChanges & changes) { auto obstacle = std::make_shared(); obstacle->fromInfo(changes); obstacles.push_back(obstacle); } void BattleInfo::updateObstacle(const ObstacleChanges& changes) { auto changedObstacle = std::make_shared(); changedObstacle->fromInfo(changes); for(auto & obstacle : obstacles) { if(obstacle->uniqueID == changes.id) // update this obstacle { auto * spellObstacle = dynamic_cast(obstacle.get()); assert(spellObstacle); // Currently we only support to update the "revealed" property spellObstacle->revealed = changedObstacle->revealed; break; } } } void BattleInfo::removeObstacle(uint32_t id) { for(int i=0; i < obstacles.size(); ++i) { if(obstacles[i]->uniqueID == id) //remove this obstacle { obstacles.erase(obstacles.begin() + i); break; } } } CArmedInstance * BattleInfo::battleGetArmyObject(BattleSide side) const { return const_cast(CBattleInfoEssentials::battleGetArmyObject(side)); } CGHeroInstance * BattleInfo::battleGetFightingHero(BattleSide side) const { return const_cast(CBattleInfoEssentials::battleGetFightingHero(side)); } #if SCRIPTING_ENABLED scripting::Pool * BattleInfo::getContextPool() const { //this is real battle, use global scripting context pool //TODO: make this line not ugly return battleGetFightingHero(BattleSide::ATTACKER)->cb->getGlobalContextPool(); } #endif bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b) const { switch(phase) { case 0: //catapult moves after turrets return a->creatureIndex() > b->creatureIndex(); //catapult is 145 and turrets are 149 case 1: case 2: case 3: { int as = a->getInitiative(turn); int bs = b->getInitiative(turn); if(as != bs) return as > bs; if(a->unitSide() == b->unitSide()) return a->unitSlot() < b->unitSlot(); return (a->unitSide() == side || b->unitSide() == side) ? a->unitSide() != side : a->unitSide() < b->unitSide(); } default: assert(false); return false; } assert(false); return false; } CMP_stack::CMP_stack(int Phase, int Turn, BattleSide Side): phase(Phase), turn(Turn), side(Side) { } VCMI_LIB_NAMESPACE_END