/* * 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 "../CStack.h" #include "../CHeroHandler.h" #include "../NetPacks.h" #include "../filesystem/Filesystem.h" #include "../mapObjects/CGTownInstance.h" const CStack * BattleInfo::getNextStack() const { std::vector hlp; battleGetStackQueue(hlp, 1, -1); if(hlp.size()) return hlp[0]; else return nullptr; } int BattleInfo::getAvaliableHex(CreatureID creID, ui8 side, 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(side == BattleSide::ATTACKER) 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, side)) occupyable.insert(i); if (occupyable.empty()) { return BattleHex::INVALID; //all tiles are covered } return BattleHex::getClosestTile(side, 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, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand) { TDmgRange range = calculateDmgRange(attacker, defender, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg); if(range.first != range.second) { ui32 sum = 0; ui32 howManyToAv = std::min(10, attacker->count); for(int g=0; g * casualties) const { for(auto & elem : stacks)//setting casualties { const CStack * const st = elem; si32 killed = (st->alive() ? (st->baseAmount - st->count + st->resurrected) : st->baseAmount); vstd::amax(killed, 0); if(killed) casualties[st->side][st->getCreature()->idNumber] += killed; } } CStack * BattleInfo::generateNewStack(const CStackInstance & base, ui8 side, SlotID slot, BattleHex position) const { int stackID = getIdForNewStack(); PlayerColor owner = sides[side].color; assert((owner >= PlayerColor::PLAYER_LIMIT) || (base.armyObj && base.armyObj->tempOwner == owner)); auto ret = new CStack(&base, owner, stackID, side, slot); ret->position = getAvaliableHex(base.getCreatureID(), side, 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, ui8 side, SlotID slot, BattleHex position) const { int stackID = getIdForNewStack(); PlayerColor owner = sides[side].color; auto ret = new CStack(&base, owner, stackID, side, slot); ret->position = position; ret->state.insert(EBattleStackState::ALIVE); //alive state indication return ret; } void BattleInfo::localInit() { for(int i = 0; i < 2; i++) { auto armyObj = battleGetArmyObject(i); armyObj->battle = this; armyObj->attachTo(this); } for(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 = battleGetArmyObject(s->side); s->attachTo(army); assert(s->type); s->attachTo(const_cast(s->type)); } s->postInit(); } namespace CGH { static void readBattlePositions(const JsonNode &node, std::vector< std::vector > & dest) { for(const JsonNode &level : node.Vector()) { std::vector pom; for(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, std::function _myRand): min(_min), remainingCount(_max - _min + 1), remaining(remainingCount, true), myRand(_myRand) { } 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(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, remainingCount; std::vector remaining; std::function myRand; }; BattleInfo * BattleInfo::setupBattle(int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town) { CMP_stack cmpst; auto curB = new BattleInfo(); for(auto i = 0u; i < curB->sides.size(); i++) curB->sides[i].init(heroes[i], armies[i]); std::vector & stacks = (curB->stacks); curB->tile = tile; curB->battlefieldType = battlefieldType; curB->round = -2; curB->activeStack = -1; if(town) { curB->town = town; curB->terrainType = VLC->townh->factions[town->subID]->nativeTerrain; } else { curB->town = nullptr; curB->terrainType = terrain; } //setting up siege obstacles if (town && town->hasFort()) { curB->si.gateState = EGateState::CLOSED; for (int b = 0; b < curB->si.wallState.size(); ++b) { curB->si.wallState[b] = EWallState::INTACT; } if (!town->hasBuilt(BuildingID::CITADEL)) { curB->si.wallState[EWallPart::KEEP] = EWallState::NONE; } if (!town->hasBuilt(BuildingID::CASTLE)) { curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::NONE; curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::NONE; } } //randomize obstacles if (town == nullptr && !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 = std::make_shared(); obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE; obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle); obstPtr->uniqueID = curB->obstacles.size(); curB->obstacles.push_back(obstPtr); for(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; for(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 = std::make_shared(); obstPtr->ID = obid; obstPtr->pos = posgenerator.getSuchNumber(validPosition); obstPtr->uniqueID = curB->obstacles.size(); curB->obstacles.push_back(obstPtr); for(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]); for (auto position : config["commanderPositions"]["field"].Vector()) { commanderField.push_back (position.Float()); } for (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, ArtifactPosition artslot, BattleHex hex) { const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot); if(nullptr != warMachineArt) { CreatureID cre = warMachineArt->artType->warMachine; if(cre != CreatureID::NONE) stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex)); } }; if(heroes[0]) { handleWarMachine(0, ArtifactPosition::MACH1, 52); handleWarMachine(0, ArtifactPosition::MACH2, 18); handleWarMachine(0, ArtifactPosition::MACH3, 154); if(town && town->hasFort()) handleWarMachine(0, ArtifactPosition::MACH4, 120); } if(heroes[1]) { if(!town) //defending hero shouldn't receive ballista (bug #551) handleWarMachine(1, ArtifactPosition::MACH1, 66); handleWarMachine(1, ArtifactPosition::MACH2, 32); handleWarMachine(1, ArtifactPosition::MACH3, 168); } } //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(auto 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 && heroes[i]->commander->alive) { CStack * stack = curB->generateNewStack (*heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, creatureBank ? commanderBank[i] : commanderField[i]); stacks.push_back(stack); } } if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL) { // keep tower CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -2); stacks.push_back(stack); if (curB->town->fortLevel() >= CGTownInstance::CASTLE) { // lower tower + upper tower CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -4); stacks.push_back(stack); stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -3); stacks.push_back(stack); } //moat auto moat = std::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(std::make_shared(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER, 0, -1, -1, Bonus::INDEPENDENT_MAX)); auto neutral = std::make_shared(EAlignment::NEUTRAL); auto good = std::make_shared(EAlignment::GOOD); auto evil = std::make_shared(EAlignment::EVIL); //giving terrain overlay premies int bonusSubtype = -1; switch(battlefieldType) { case BFieldType::MAGIC_PLAINS: { bonusSubtype = 0; } case BFieldType::FIERY_FIELDS: { if(bonusSubtype == -1) bonusSubtype = 1; } case BFieldType::ROCKLANDS: { if(bonusSubtype == -1) bonusSubtype = 8; } case BFieldType::MAGIC_CLOUDS: { if(bonusSubtype == -1) bonusSubtype = 2; } case BFieldType::LUCID_POOLS: { if(bonusSubtype == -1) bonusSubtype = 4; } { //common part for cases 9, 14, 15, 16, 17 curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, battlefieldType, bonusSubtype)); break; } case BFieldType::HOLY_GROUND: { curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(good)); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(evil)); break; } case BFieldType::CLOVER_FIELD: { //+2 luck bonus for neutral creatures curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::LUCK, Bonus::TERRAIN_OVERLAY, +2, battlefieldType, 0)->addLimiter(neutral)); break; } case BFieldType::EVIL_FOG: { curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(good)); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(evil)); break; } case BFieldType::CURSED_GROUND: { curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::NO_MORALE, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0)); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::NO_LUCK, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0)); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::BLOCK_MAGIC_ABOVE, Bonus::TERRAIN_OVERLAY, 1, battlefieldType, 0, Bonus::INDEPENDENT_MIN)); break; } } //overlay premies given //native terrain bonuses auto nativeTerrain = std::make_shared(curB->terrainType); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::STACKS_SPEED, Bonus::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain)); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain)); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain)); ////////////////////////////////////////////////////////////////////////// //tactics bool isTacticsAllowed = !creatureBank; //no tactics in creature banks int tacticLvls[2] = {0}; for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++) { if(heroes[i]) tacticLvls[i] += heroes[i]->getSecSkillLevel(SecondarySkill::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 - DOES NOT WORK for(int i = 0; i < 2; i++) { TNodes nodes; curB->battleGetArmyObject(i)->getRedAncestors(nodes); for(CBonusSystemNode *n : nodes) { for(auto b : n->getExportedBonusList()) { if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/) { auto bCopy = std::make_shared(*b); bCopy->effectRange = Bonus::NO_LIMIT; bCopy->propagator.reset(); bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i].color)); curB->addNewBonus(bCopy); } } } } return curB; } const CGHeroInstance * BattleInfo::getHero(PlayerColor player) const { for(int i = 0; i < sides.size(); i++) if(sides[i].color == player) return sides[i].hero; logGlobal->errorStream() << "Player " << player << " is not in battle!"; return nullptr; } PlayerColor BattleInfo::theOtherPlayer(PlayerColor player) const { return sides[!whatSide(player)].color; } ui8 BattleInfo::whatSide(PlayerColor player) const { for(int i = 0; i < sides.size(); i++) if(sides[i].color == player) return i; logGlobal->warnStream() << "BattleInfo::whatSide: Player " << player << " is not in battle!"; 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; } std::shared_ptr BattleInfo::getObstacleOnTile(BattleHex tile) const { for(auto &obs : obstacles) if(vstd::contains(obs->getAffectedTiles(), tile)) return obs; return std::shared_ptr(); } BattlefieldBI::BattlefieldBI BattleInfo::battlefieldTypeToBI(BFieldType bfieldType) { static const std::map theMap = { {BFieldType::CLOVER_FIELD, BattlefieldBI::CLOVER_FIELD}, {BFieldType::CURSED_GROUND, BattlefieldBI::CURSED_GROUND}, {BFieldType::EVIL_FOG, BattlefieldBI::EVIL_FOG}, {BFieldType::FAVORABLE_WINDS, BattlefieldBI::NONE}, {BFieldType::FIERY_FIELDS, BattlefieldBI::FIERY_FIELDS}, {BFieldType::HOLY_GROUND, BattlefieldBI::HOLY_GROUND}, {BFieldType::LUCID_POOLS, BattlefieldBI::LUCID_POOLS}, {BFieldType::MAGIC_CLOUDS, BattlefieldBI::MAGIC_CLOUDS}, {BFieldType::MAGIC_PLAINS, BattlefieldBI::MAGIC_PLAINS}, {BFieldType::ROCKLANDS, BattlefieldBI::ROCKLANDS}, {BFieldType::SAND_SHORE, 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)); } BattleInfo::BattleInfo() : round(-1), activeStack(-1), selectedStack(-1), town(nullptr), tile(-1,-1,-1), battlefieldType(BFieldType::NONE), terrainType(ETerrainType::WRONG), tacticsSide(0), tacticDistance(0) { setBattle(this); setNodeType(BATTLE); } CArmedInstance * BattleInfo::battleGetArmyObject(ui8 side) const { return const_cast(CBattleInfoEssentials::battleGetArmyObject(side)); } CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const { return const_cast(CBattleInfoEssentials::battleGetFightingHero(side)); } 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; }