/* * BattleFlowProcessor.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 "BattleFlowProcessor.h" #include "BattleProcessor.h" #include "../CGameHandler.h" #include "../../lib/CStack.h" #include "../../lib/GameSettings.h" #include "../../lib/battle/BattleInfo.h" #include "../../lib/gameState/CGameState.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/NetPacks.h" #include "../../lib/spells/BonusCaster.h" #include "../../lib/spells/ISpellMechanics.h" #include "../../lib/spells/ObstacleCasterProxy.h" BattleFlowProcessor::BattleFlowProcessor(BattleProcessor * owner) : owner(owner) , gameHandler(nullptr) { } void BattleFlowProcessor::setGameHandler(CGameHandler * newGameHandler) { gameHandler = newGameHandler; } void BattleFlowProcessor::summonGuardiansHelper(std::vector & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard { int x = targetPosition.getX(); int y = targetPosition.getY(); const bool targetIsAttacker = side == BattleSide::ATTACKER; if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3... BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output); else BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output); //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's if (targetIsAttacker && ((y % 2 == 0) || (x > 1))) { if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output); } else { //add back-side guardians for two-hex target, side guardians for one-hex BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output); if (!targetIsTwoHex && x > 2) //back guard for one-hex BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output); else if (targetIsTwoHex)//front-side guardians for two-hex target { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output); if (x > 3) //back guard for two-hex BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output); } } } else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2))) { if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output); } else { BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output); if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3) BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output); else if (targetIsTwoHex) { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output); if (x < GameConstants::BFIELD_WIDTH - 4) BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output); } } } else if (!targetIsAttacker && y % 2 == 0) { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output); } else if (targetIsAttacker && y % 2 == 1) { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output); } } void BattleFlowProcessor::tryPlaceMoats() { //Moat should be initialized here, because only here we can use spellcasting if (gameHandler->gameState()->curB->town && gameHandler->gameState()->curB->town->fortLevel() >= CGTownInstance::CITADEL) { const auto * h = gameHandler->gameState()->curB->battleGetFightingHero(BattleSide::DEFENDER); const auto * actualCaster = h ? static_cast(h) : nullptr; auto moatCaster = spells::SilentCaster(gameHandler->gameState()->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster); auto cast = spells::BattleCast(gameHandler->gameState()->curB, &moatCaster, spells::Mode::PASSIVE, gameHandler->gameState()->curB->town->town->moatAbility.toSpell()); auto target = spells::Target(); cast.cast(gameHandler->spellEnv, target); } } void BattleFlowProcessor::onBattleStarted() { gameHandler->setBattle(gameHandler->gameState()->curB); assert(gameHandler->gameState()->curB); tryPlaceMoats(); gameHandler->turnTimerHandler.onBattleStart(); if (gameHandler->gameState()->curB->tacticDistance == 0) onTacticsEnded(); } void BattleFlowProcessor::trySummonGuardians(const CStack * stack) { if (!stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS)) return; std::shared_ptr summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS)); auto accessibility = gameHandler->getAccesibility(); CreatureID creatureData = CreatureID(summonInfo->subtype); std::vector targetHexes; const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard const bool guardianIsBig = creatureData.toCreature()->isDoubleWide(); /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible. For one-hex targets there are four guardians - front, back and one per side (up + down). Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/ if (!guardianIsBig) targetHexes = stack->getSurroundingHexes(); else summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig); for(auto hex : targetHexes) { if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex { battle::UnitInfo info; info.id = gameHandler->gameState()->curB->battleNextUnitId(); info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val)); info.type = creatureData; info.side = stack->unitSide(); info.position = hex; info.summoned = true; BattleUnitsChanged pack; pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD); info.save(pack.changedStacks.back().data); gameHandler->sendAndApply(&pack); } } } void BattleFlowProcessor::castOpeningSpells() { for (int i = 0; i < 2; ++i) { auto h = gameHandler->gameState()->curB->battleGetFightingHero(i); if (!h) continue; TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL)); for (auto b : *bl) { spells::BonusCaster caster(h, b); const CSpell * spell = SpellID(b->subtype).toSpell(); spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell); parameters.setSpellLevel(3); parameters.setEffectDuration(b->val); parameters.massive = true; parameters.castIfPossible(gameHandler->spellEnv, spells::Target()); } } } void BattleFlowProcessor::onTacticsEnded() { //initial stacks appearance triggers, e.g. built-in bonus spells auto initialStacks = gameHandler->gameState()->curB->stacks; //use temporary variable to outclude summoned stacks added to gameHandler->gameState()->curB->stacks from processing for (CStack * stack : initialStacks) { trySummonGuardians(stack); stackEnchantedTrigger(stack); } castOpeningSpells(); // it is possible that due to opening spells one side was eliminated -> check for end of battle if (owner->checkBattleStateChanges()) return; startNextRound(true); activateNextStack(); } void BattleFlowProcessor::startNextRound(bool isFirstRound) { BattleNextRound bnr; bnr.round = gameHandler->gameState()->curB->round + 1; logGlobal->debug("Round %d", bnr.round); gameHandler->sendAndApply(&bnr); auto obstacles = gameHandler->gameState()->curB->obstacles; //we copy container, because we're going to modify it for (auto &obstPtr : obstacles) { if (const SpellCreatedObstacle *sco = dynamic_cast(obstPtr.get())) if (sco->turnsRemaining == 0) removeObstacle(*obstPtr); } const BattleInfo & curB = *gameHandler->gameState()->curB; for(auto stack : curB.stacks) { if(stack->alive() && !isFirstRound) stackEnchantedTrigger(stack); } } const CStack * BattleFlowProcessor::getNextStack() { std::vector q; gameHandler->gameState()->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1" if(q.empty()) return nullptr; if(q.front().empty()) return nullptr; auto next = q.front().front(); const auto stack = dynamic_cast(next); // regeneration takes place before everything else but only during first turn attempt in each round // also works under blind and similar effects if(stack && stack->alive() && !stack->waiting) { BattleTriggerEffect bte; bte.stackID = stack->unitId(); bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION); const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft(); if(stack->hasBonusOfType(BonusType::HP_REGENERATION)) bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION)); if(bte.val) // anything to heal gameHandler->sendAndApply(&bte); } if(!next->willMove()) return nullptr; return stack; } void BattleFlowProcessor::activateNextStack() { const auto & curB = *gameHandler->gameState()->curB; // Find next stack that requires manual control for (;;) { // battle has ended if (owner->checkBattleStateChanges()) return; const CStack * next = getNextStack(); if (!next) { // No stacks to move - start next round startNextRound(false); next = getNextStack(); if (!next) throw std::runtime_error("Failed to find valid stack to act!"); } BattleUnitsChanged removeGhosts; for(auto stack : curB.stacks) { if(stack->ghostPending) removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE); } if(!removeGhosts.changedStacks.empty()) gameHandler->sendAndApply(&removeGhosts); gameHandler->turnTimerHandler.onBattleNextStack(*next); if (!tryMakeAutomaticAction(next)) { setActiveStack(next); break; } } } bool BattleFlowProcessor::tryMakeAutomaticAction(const CStack * next) { const auto & curB = *gameHandler->gameState()->curB; // check for bad morale => freeze int nextStackMorale = next->moraleVal(); if(!next->hadMorale && !next->waited() && nextStackMorale < 0) { auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE); size_t diceIndex = std::min(diceSize.size()-1, -nextStackMorale); if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1) { //unit loses its turn - empty freeze action BattleAction ba; ba.actionType = EActionType::BAD_MORALE; ba.side = next->unitSide(); ba.stackNumber = next->unitId(); makeAutomaticAction(next, ba); return true; } } if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk { logGlobal->trace("Handle Berserk effect"); std::pair attackInfo = curB.getNearestStack(next); if (attackInfo.first != nullptr) { BattleAction attack; attack.actionType = EActionType::WALK_AND_ATTACK; attack.side = next->unitSide(); attack.stackNumber = next->unitId(); attack.aimToHex(attackInfo.second); attack.aimToUnit(attackInfo.first); makeAutomaticAction(next, attack); logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription()); } else { makeStackDoNothing(next); logGlobal->trace("No target found"); } return true; } const CGHeroInstance * curOwner = gameHandler->battleGetOwnerHero(next); const int stackCreatureId = next->unitType()->getId(); if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA) && (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId))) { BattleAction attack; attack.actionType = EActionType::SHOOT; attack.side = next->unitSide(); attack.stackNumber = next->unitId(); //TODO: select target by priority const battle::Unit * target = nullptr; for(auto & elem : gameHandler->gameState()->curB->stacks) { if(elem->unitType()->getId() != CreatureID::CATAPULT && elem->unitOwner() != next->unitOwner() && elem->isValidTarget() && gameHandler->gameState()->curB->battleCanShoot(next, elem->getPosition())) { target = elem; break; } } if(target == nullptr) { makeStackDoNothing(next); } else { attack.aimToUnit(target); makeAutomaticAction(next, attack); } return true; } if (next->unitType()->getId() == CreatureID::CATAPULT) { const auto & attackableBattleHexes = curB.getAttackableBattleHexes(); if (attackableBattleHexes.empty()) { makeStackDoNothing(next); return true; } if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT)) { BattleAction attack; attack.actionType = EActionType::CATAPULT; attack.side = next->unitSide(); attack.stackNumber = next->unitId(); makeAutomaticAction(next, attack); return true; } } if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT) { TStacks possibleStacks = gameHandler->battleGetStacksIf([=](const CStack * s) { return s->unitOwner() == next->unitOwner() && s->canBeHealed(); }); if (possibleStacks.empty()) { makeStackDoNothing(next); return true; } if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT)) { RandomGeneratorUtil::randomShuffle(possibleStacks, gameHandler->getRandomGenerator()); const CStack * toBeHealed = possibleStacks.front(); BattleAction heal; heal.actionType = EActionType::STACK_HEAL; heal.aimToUnit(toBeHealed); heal.side = next->unitSide(); heal.stackNumber = next->unitId(); makeAutomaticAction(next, heal); return true; } } stackTurnTrigger(next); //various effects if(next->fear) { makeStackDoNothing(next); //end immediately if stack was affected by fear return true; } return false; } bool BattleFlowProcessor::rollGoodMorale(const CStack * next) { //check for good morale auto nextStackMorale = next->moraleVal(); if( !next->hadMorale && !next->defending && !next->waited() && !next->fear && next->alive() && nextStackMorale > 0) { auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE); size_t diceIndex = std::min(diceSize.size()-1, nextStackMorale); if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1) { BattleTriggerEffect bte; bte.stackID = next->unitId(); bte.effect = vstd::to_underlying(BonusType::MORALE); bte.val = 1; bte.additionalInfo = 0; gameHandler->sendAndApply(&bte); //play animation return true; } } return false; } void BattleFlowProcessor::onActionMade(const BattleAction &ba) { const auto & battle = gameHandler->gameState()->curB; const CStack * actedStack = battle->battleGetStackByID(ba.stackNumber, false); const CStack * activeStack = battle->battleGetStackByID(battle->getActiveStackID(), false); //we're after action, all results applied // check whether action has ended the battle if(owner->checkBattleStateChanges()) return; // tactics - next stack will be selected by player if(battle->tacticDistance != 0) return; if (ba.isUnitAction()) { assert(activeStack != nullptr); assert(actedStack != nullptr); if (rollGoodMorale(actedStack)) { // Good morale - same stack makes 2nd turn setActiveStack(actedStack); return; } } else { if (activeStack && activeStack->alive()) { // this is action made by hero AND unit is alive (e.g. not killed by casted spell) // keep current active stack for next action setActiveStack(activeStack); return; } } activateNextStack(); } void BattleFlowProcessor::makeStackDoNothing(const CStack * next) { BattleAction doNothing; doNothing.actionType = EActionType::NO_ACTION; doNothing.side = next->unitSide(); doNothing.stackNumber = next->unitId(); makeAutomaticAction(next, doNothing); } bool BattleFlowProcessor::makeAutomaticAction(const CStack *stack, BattleAction &ba) { BattleSetActiveStack bsa; bsa.stack = stack->unitId(); bsa.askPlayerInterface = false; gameHandler->sendAndApply(&bsa); bool ret = owner->makeAutomaticBattleAction(ba); return ret; } void BattleFlowProcessor::stackEnchantedTrigger(const CStack * st) { auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED))); for(auto b : bl) { const CSpell * sp = SpellID(b->subtype).toSpell(); if(!sp) continue; const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype)); const int32_t level = ((val > 3) ? (val - 3) : val); spells::BattleCast battleCast(gameHandler->gameState()->curB, st, spells::Mode::PASSIVE, sp); //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle battleCast.setEffectDuration(50); battleCast.setSpellLevel(level); spells::Target target; if(val > 3) { for(auto s : gameHandler->gameState()->curB->battleGetAllStacks()) if(gameHandler->battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied target.emplace_back(s); } else { target.emplace_back(st); } battleCast.applyEffects(gameHandler->spellEnv, target, false, true); } } void BattleFlowProcessor::removeObstacle(const CObstacleInstance & obstacle) { BattleObstaclesChanged obsRem; obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE); gameHandler->sendAndApply(&obsRem); } void BattleFlowProcessor::stackTurnTrigger(const CStack *st) { BattleTriggerEffect bte; bte.stackID = st->unitId(); bte.effect = -1; bte.val = 0; bte.additionalInfo = 0; if (st->alive()) { //unbind if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT))) { bool unbind = true; BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT))); auto adjacent = gameHandler->gameState()->curB->battleAdjacentUnits(st); for (auto b : bl) { if(b->additionalInfo != CAddInfo::NONE) { const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent if(stack) { if(vstd::contains(adjacent, stack)) //binding stack is still present unbind = false; } } else { unbind = false; } } if (unbind) { BattleSetStackProperty ssp; ssp.which = BattleSetStackProperty::UNBIND; ssp.stackID = st->unitId(); gameHandler->sendAndApply(&ssp); } } if (st->hasBonusOfType(BonusType::POISON)) { std::shared_ptr b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH))); if (b) //TODO: what if not?... { bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON))); if (bte.val < b->val) //(negative) poison effect increases - update it { bte.effect = vstd::to_underlying(BonusType::POISON); gameHandler->sendAndApply(&bte); } } } if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana) { const PlayerColor opponent = gameHandler->gameState()->curB->otherPlayer(gameHandler->gameState()->curB->battleGetOwner(st)); const CGHeroInstance * opponentHero = gameHandler->gameState()->curB->getHero(opponent); if(opponentHero) { ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN); vstd::amin(manaDrained, opponentHero->mana); if(manaDrained) { bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN); bte.val = manaDrained; bte.additionalInfo = opponentHero->id.getNum(); //for sanity gameHandler->sendAndApply(&bte); } } } if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS)) { bool fearsomeCreature = false; for (CStack * stack : gameHandler->gameState()->curB->stacks) { if (gameHandler->battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR)) { fearsomeCreature = true; break; } } if (fearsomeCreature) { if (gameHandler->getRandomGenerator().nextInt(99) < 10) //fixed 10% { bte.effect = vstd::to_underlying(BonusType::FEAR); gameHandler->sendAndApply(&bte); } } } BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER))); int side = gameHandler->gameState()->curB->whatSide(st->unitOwner()); if(st->canCast() && gameHandler->gameState()->curB->battleGetEnchanterCounter(side) == 0) { bool cast = false; while(!bl.empty() && !cast) { auto bonus = *RandomGeneratorUtil::nextItem(bl, gameHandler->getRandomGenerator()); auto spellID = SpellID(bonus->subtype); const CSpell * spell = SpellID(spellID).toSpell(); bl.remove_if([&bonus](const Bonus * b) { return b == bonus.get(); }); spells::BattleCast parameters(gameHandler->gameState()->curB, st, spells::Mode::ENCHANTER, spell); parameters.setSpellLevel(bonus->val); parameters.massive = true; parameters.smart = true; //todo: recheck effect level if(parameters.castIfPossible(gameHandler->spellEnv, spells::Target(1, spells::Destination()))) { cast = true; int cooldown = bonus->additionalInfo[0]; BattleSetStackProperty ssp; ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER; ssp.absolute = false; ssp.val = cooldown; ssp.stackID = st->unitId(); gameHandler->sendAndApply(&ssp); } } } } } void BattleFlowProcessor::setActiveStack(const CStack * stack) { assert(stack); logGlobal->trace("Activating %s", stack->nodeName()); BattleSetActiveStack sas; sas.stack = stack->unitId(); gameHandler->sendAndApply(&sas); }