/* * 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" #include "../CGeneralTextHandler.h" ///BattleInfo 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]); } void BattleInfo::calculateCasualties(std::map * casualties) const { for(auto & elem : stacks)//setting casualties { const CStack * const st = elem; si32 killed = st->getKilled(); if(killed > 0) casualties[st->side][st->getCreature()->idNumber] += killed; } } CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, ui8 side, SlotID slot, BattleHex position) { PlayerColor owner = sides[side].color; assert((owner >= PlayerColor::PLAYER_LIMIT) || (base.armyObj && base.armyObj->tempOwner == owner)); auto ret = new CStack(&base, owner, id, side, slot); ret->initialPosition = getAvaliableHex(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, ui8 side, SlotID slot, BattleHex position) { PlayerColor owner = sides[side].color; auto ret = new CStack(&base, owner, id, side, slot); ret->initialPosition = position; stacks.push_back(ret); 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) s->localInit(this); exportBonuses(); } 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 { ui32 seed; void srand(ui32 s) { seed = s; } void srand(int3 pos) { srand(110291 * ui32(pos.x) + 167801 * ui32(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 logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place absolute obstacle"); } } RangeGenerator obidgen(0, USUAL_OBSTACLES_COUNT-1, ourRand); try { while(tilesToBlock > 0) { auto tileAccessibility = curB->getAccesibility(); 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(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 = curB->obstacles.size(); curB->obstacles.push_back(obstPtr); for(BattleHex blocked : obstPtr->getBlockedTiles()) blockedTiles.push_back(blocked); tilesToBlock -= obi.blockedTiles.size(); } } catch(RangeGenerator::ExhaustedPossibilities &) { logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place usual obstacle"); } } //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) curB->generateNewStack(curB->nextUnitId(), 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; curB->generateNewStack(curB->nextUnitId(), *i->second, side, i->first, pos); } } //adding commanders for (int i = 0; i < 2; ++i) { if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive) { curB->generateNewStack(curB->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, creatureBank ? commanderBank[i] : commanderField[i]); } } if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL) { // keep tower curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -2); if (curB->town->fortLevel() >= CGTownInstance::CASTLE) { // lower tower + upper tower curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -4); curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -3); } //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); 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; } FALLTHROUGH case BFieldType::FIERY_FIELDS: { if(bonusSubtype == -1) bonusSubtype = 1; } FALLTHROUGH case BFieldType::ROCKLANDS: { if(bonusSubtype == -1) bonusSubtype = 8; } FALLTHROUGH case BFieldType::MAGIC_CLOUDS: { if(bonusSubtype == -1) bonusSubtype = 2; } FALLTHROUGH 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: { std::string goodArmyDesc = VLC->generaltexth->arraytxt[123]; goodArmyDesc.erase(goodArmyDesc.size() - 2, 2); //omitting hardcoded +1 in description std::string evilArmyDesc = VLC->generaltexth->arraytxt[124]; evilArmyDesc.erase(evilArmyDesc.size() - 2, 2); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, goodArmyDesc, 0)->addLimiter(good)); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, evilArmyDesc, 0)->addLimiter(evil)); break; } case BFieldType::CLOVER_FIELD: { //+2 luck bonus for neutral creatures std::string desc = VLC->generaltexth->arraytxt[83]; desc.erase(desc.size() - 2, 2); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::LUCK, Bonus::TERRAIN_OVERLAY, +2, battlefieldType, desc, 0)->addLimiter(neutral)); break; } case BFieldType::EVIL_FOG: { std::string goodArmyDesc = VLC->generaltexth->arraytxt[126]; goodArmyDesc.erase(goodArmyDesc.size() - 2, 2); std::string evilArmyDesc = VLC->generaltexth->arraytxt[125]; evilArmyDesc.erase(evilArmyDesc.size() - 2, 2); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, goodArmyDesc, 0)->addLimiter(good)); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, evilArmyDesc, 0)->addLimiter(evil)); break; } case BFieldType::CURSED_GROUND: { curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::NO_MORALE, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, VLC->generaltexth->arraytxt[112], 0)); curB->addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::NO_LUCK, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, VLC->generaltexth->arraytxt[81], 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->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]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::TACTICS)); } int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1]; if(tacticsSkillDiff && isTacticsAllowed) { curB->tacticsSide = tacticsSkillDiff < 0; //bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics curB->tacticDistance = 1 + std::abs(tacticsSkillDiff); } 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->error("Player %s is not in battle!", player.getStr()); return nullptr; } ui8 BattleInfo::whatSide(PlayerColor player) const { for(int i = 0; i < sides.size(); i++) if(sides[i].color == player) return i; logGlobal->warn("BattleInfo::whatSide: Player %s is not in battle!", player.getStr()); return -1; } 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) { return const_cast(battleGetStackByID(stackID, onlyAlive)); } BattleInfo::BattleInfo() : round(-1), activeStack(-1), town(nullptr), tile(-1,-1,-1), battlefieldType(BFieldType::NONE), terrainType(ETerrainType::WRONG), tacticsSide(0), tacticDistance(0) { setBattle(this); setNodeType(BATTLE); } BattleInfo::~BattleInfo() = default; int32_t BattleInfo::getActiveStackID() const { return activeStack; } TStacks BattleInfo::getStacksIf(TStackFilter predicate) const { TStacks ret; vstd::copy_if(stacks, std::back_inserter(ret), predicate); return ret; } battle::Units BattleInfo::getUnitsIf(battle::UnitFilter predicate) const { battle::Units ret; vstd::copy_if(stacks, std::back_inserter(ret), predicate); return ret; } BFieldType BattleInfo::getBattlefieldType() const { return battlefieldType; } ETerrainType BattleInfo::getTerrainType() const { return terrainType; } IBattleInfo::ObstacleCList BattleInfo::getAllObstacles() const { ObstacleCList ret; for(auto iter = obstacles.cbegin(); iter != obstacles.cend(); iter++) ret.push_back(*iter); return ret; } PlayerColor BattleInfo::getSidePlayer(ui8 side) const { return sides.at(side).color; } const CArmedInstance * BattleInfo::getSideArmy(ui8 side) const { return sides.at(side).armyObject; } const CGHeroInstance * BattleInfo::getSideHero(ui8 side) const { return sides.at(side).hero; } ui8 BattleInfo::getTacticDist() const { return tacticDistance; } ui8 BattleInfo::getTacticsSide() const { return tacticsSide; } const CGTownInstance * BattleInfo::getDefendedTown() const { return town; } si8 BattleInfo::getWallState(int partOfWall) const { return si.wallState.at(partOfWall); } EGateState BattleInfo::getGateState() const { return si.gateState; } uint32_t BattleInfo::getCastSpells(ui8 side) const { return sides.at(side).castSpellsCount; } int32_t BattleInfo::getEnchanterCounter(ui8 side) const { return sides.at(side).enchanterCounter; } const IBonusBearer * BattleInfo::asBearer() const { return this; } int64_t BattleInfo::getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const { if(damage.first != damage.second) { int64_t sum = 0; auto howManyToAv = std::min(10, attackerCount); auto rangeGen = rng.getInt64Range(damage.first, damage.second); for(int32_t g = 0; g < howManyToAv; ++g) sum += rangeGen(); return sum / howManyToAv; } else { return damage.first; } } void BattleInfo::nextRound(int32_t roundNr) { for(int i = 0; i < 2; ++i) { sides.at(i).castSpellsCount = 0; vstd::amax(--sides.at(i).enchanterCounter, 0); } round = roundNr; 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; } for(auto & oi : obstacles) { if((oi->obstacleType == CObstacleInstance::SPELL_CREATED) && vstd::contains(oi->getAffectedTiles(), destination)) { SpellCreatedObstacle * obstacle = dynamic_cast(oi.get()); assert(obstacle); if(obstacle->casterSide != sta->unitSide() && obstacle->hidden) obstacle->revealed = true; } } sta->position = destination; } 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 = getAccesibility(); 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 == Bonus::SPELL_EFFECT && b->sid != 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::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 && one.description == b->description; }; sta->removeBonusesRecursive(selector); } } uint32_t BattleInfo::nextUnitId() const { return stacks.size(); } void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd) { if(forceAdd || !sta->hasBonus(Selector::source(Bonus::SPELL_EFFECT, value.sid).And(Selector::typeSubtype(value.type, value.subtype)))) { //no such effect or cumulative - add new logBonus->trace("%s receives a new bonus: %s", sta->nodeName(), value.Description()); sta->addNewBonus(std::make_shared(value)); } else { logBonus->trace("%s updated bonus: %s", sta->nodeName(), value.Description()); for(auto stackBonus : sta->getExportedBonusList()) //TODO: optimize { if(stackBonus->source == value.source && stackBonus->sid == value.sid && stackBonus->type == value.type && stackBonus->subtype == value.subtype) { stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, value.turnsRemain); } } CBonusSystemNode::treeHasChanged(); } } void BattleInfo::setWallState(int partOfWall, si8 state) { si.wallState.at(partOfWall) = state; } void BattleInfo::addObstacle(const ObstacleChanges & changes) { std::shared_ptr obstacle = std::make_shared(); obstacle->fromInfo(changes); obstacles.push_back(obstacle); } 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(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 battle::Unit * a, const battle::Unit * b) { switch(phase) { case 0: //catapult moves after turrets return a->creatureIndex() > b->creatureIndex(); //catapult is 145 and turrets are 149 case 1: //fastest first, upper slot first { int as = a->getInitiative(turn), bs = b->getInitiative(turn); if(as != bs) return as > bs; else return a->unitSlot() < b->unitSlot(); //FIXME: what about summoned stacks? } 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->getInitiative(turn), bs = b->getInitiative(turn); if(as != bs) return as < bs; else return a->unitSlot() < b->unitSlot(); } default: assert(0); return false; } } CMP_stack::CMP_stack(int Phase, int Turn) { phase = Phase; turn = Turn; }