/* * BattleProcessor.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 "BattleProcessor.h" #include "BattleActionProcessor.h" #include "BattleFlowProcessor.h" #include "BattleResultProcessor.h" #include "../CGameHandler.h" #include "../CVCMIServer.h" #include "../processors/HeroPoolProcessor.h" #include "../queries/QueriesProcessor.h" #include "../queries/BattleQueries.h" #include "../../lib/ArtifactUtils.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/CStack.h" #include "../../lib/CondSh.h" #include "../../lib/GameSettings.h" #include "../../lib/ScopeGuard.h" #include "../../lib/TerrainHandler.h" #include "../../lib/UnlockGuard.h" #include "../../lib/battle/BattleInfo.h" #include "../../lib/battle/CUnitState.h" #include "../../lib/gameState/CGameState.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/mapping/CMap.h" #include "../../lib/modding/IdentifierStorage.h" #include "../../lib/serializer/Cast.h" #include "../../lib/spells/AbilityCaster.h" #include "../../lib/spells/BonusCaster.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/spells/ISpellMechanics.h" #include "../../lib/spells/ObstacleCasterProxy.h" #include "../../lib/spells/Problem.h" #define COMPLAIN_RET_IF(cond, txt) do {if (cond){gameHandler->complain(txt); return;}} while(0) #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){gameHandler->complain(txt); return false;}} while(0) #define COMPLAIN_RET(txt) {gameHandler->complain(txt); return false;} #define COMPLAIN_RETF(txt, FORMAT) {gameHandler->complain(boost::str(boost::format(txt) % FORMAT)); return false;} BattleProcessor::BattleProcessor(CGameHandler * gameHandler) : gameHandler(gameHandler) , flowProcessor(std::make_unique(this)) , actionsProcessor(std::make_unique(this)) , resultProcessor(std::make_unique(this)) { setGameHandler(gameHandler); } BattleProcessor::BattleProcessor(): BattleProcessor(nullptr) { } BattleProcessor::~BattleProcessor() = default; void BattleProcessor::engageIntoBattle(PlayerColor player) { //notify interfaces PlayerBlocked pb; pb.player = player; pb.reason = PlayerBlocked::UPCOMING_BATTLE; pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED; gameHandler->sendAndApply(&pb); } void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town) //use hero=nullptr for no hero { if(gameHandler->gameState()->curB) gameHandler->gameState()->curB.dellNull(); engageIntoBattle(army1->tempOwner); engageIntoBattle(army2->tempOwner); static const CArmedInstance *armies[2]; armies[0] = army1; armies[1] = army2; static const CGHeroInstance*heroes[2]; heroes[0] = hero1; heroes[1] = hero2; setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces auto lastBattleQuery = std::dynamic_pointer_cast(gameHandler->queries->topQuery(gameHandler->gameState()->curB->sides[0].color)); //existing battle query for retying auto-combat if(lastBattleQuery) { for(int i : {0, 1}) { if(heroes[i]) { SetMana restoreInitialMana; restoreInitialMana.val = lastBattleQuery->initialHeroMana[i]; restoreInitialMana.hid = heroes[i]->id; gameHandler->sendAndApply(&restoreInitialMana); } } lastBattleQuery->bi = gameHandler->gameState()->curB; lastBattleQuery->result = std::nullopt; lastBattleQuery->belligerents[0] = gameHandler->gameState()->curB->sides[0].armyObject; lastBattleQuery->belligerents[1] = gameHandler->gameState()->curB->sides[1].armyObject; } auto nextBattleQuery = std::make_shared(gameHandler, gameHandler->gameState()->curB); for(int i : {0, 1}) { if(heroes[i]) { nextBattleQuery->initialHeroMana[i] = heroes[i]->mana; } } gameHandler->queries->addQuery(nextBattleQuery); flowProcessor->onBattleStarted(); } void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank) { startBattlePrimary(army1, army2, tile, army1->ID == Obj::HERO ? static_cast(army1) : nullptr, army2->ID == Obj::HERO ? static_cast(army2) : nullptr, creatureBank); } void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank) { startBattleI(army1, army2, army2->visitablePos(), creatureBank); } void BattleProcessor::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town) { const auto & t = *gameHandler->getTile(tile); TerrainId terrain = t.terType->getId(); if (gameHandler->gameState()->map->isCoastalTile(tile)) //coastal tile is always ground terrain = ETerrainId::SAND; BattleField terType = gameHandler->gameState()->battleGetBattlefieldType(tile, gameHandler->getRandomGenerator()); if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat) terType = BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.ship_to_ship")); //send info about battles BattleStart bs; bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town); engageIntoBattle(bs.info->sides[0].color); engageIntoBattle(bs.info->sides[1].color); auto lastBattleQuery = std::dynamic_pointer_cast(gameHandler->queries->topQuery(bs.info->sides[0].color)); bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer(); gameHandler->sendAndApply(&bs); } bool BattleProcessor::checkBattleStateChanges() { //check if drawbridge state need to be changes if (gameHandler->battleGetSiegeLevel() > 0) updateGateState(); //check if battle ended if (auto result = gameHandler->battleIsFinished()) { setBattleResult(EBattleResult::NORMAL, *result); return true; } return false; } void BattleProcessor::updateGateState() { // GATE_BRIDGE - leftmost tile, located over moat // GATE_OUTER - central tile, mostly covered by gate image // GATE_INNER - rightmost tile, inside the walls // GATE_OUTER or GATE_INNER: // - if defender moves unit on these tiles, bridge will open // - if there is a creature (dead or alive) on these tiles, bridge will always remain open // - blocked to attacker if bridge is closed // GATE_BRIDGE // - if there is a unit or corpse here, bridge can't open (and can't close in fortress) // - if Force Field is cast here, bridge can't open (but can close, in any town) // - deals moat damage to attacker if bridge is closed (fortress only) bool hasForceFieldOnBridge = !gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty(); bool hasStackAtGateInner = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr; bool hasStackAtGateOuter = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr; bool hasStackAtGateBridge = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr; bool hasWideMoat = vstd::contains_if(gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr & obst) { return obst->obstacleType == CObstacleInstance::MOAT; }); BattleUpdateGateState db; db.state = gameHandler->gameState()->curB->si.gateState; if (gameHandler->gameState()->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED) { db.state = EGateState::DESTROYED; } else if (db.state == EGateState::OPENED) { bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat; bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge; if (gateCanClose) db.state = EGateState::CLOSED; else db.state = EGateState::OPENED; } else // CLOSED or BLOCKED { bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge; if (gateBlocked) db.state = EGateState::BLOCKED; else db.state = EGateState::CLOSED; } if (db.state != gameHandler->gameState()->curB->si.gateState) gameHandler->sendAndApply(&db); } bool BattleProcessor::makeBattleAction(PlayerColor player, BattleAction &ba) { const BattleInfo * b = gameHandler->gameState()->curB; if(!b && gameHandler->complain("Can not make action - there is no battle ongoing!")) return false; if (ba.side != 0 && ba.side != 1 && gameHandler->complain("Can not make action - invalid battle side!")) return false; if(b->tacticDistance) { if(ba.actionType != EActionType::WALK && ba.actionType != EActionType::END_TACTIC_PHASE && ba.actionType != EActionType::RETREAT && ba.actionType != EActionType::SURRENDER) { gameHandler->complain("Can not make actions while in tactics mode!"); return false; } if(player != b->sides[ba.side].color) { gameHandler->complain("Can not make actions in battles you are not part of!"); return false; } } else { auto active = b->battleActiveUnit(); if(!active && gameHandler->complain("No active unit in battle!")) return false; auto unitOwner = b->battleGetOwner(active); if(player != unitOwner && gameHandler->complain("Can not make actions in battles you are not part of!")) return false; } return makeBattleAction(ba); } void BattleProcessor::setBattleResult(EBattleResult resultType, int victoriusSide) { resultProcessor->setBattleResult(resultType, victoriusSide); resultProcessor->endBattle(gameHandler->gameState()->curB->tile, gameHandler->gameState()->curB->battleGetFightingHero(0), gameHandler->gameState()->curB->battleGetFightingHero(1)); } bool BattleProcessor::makeBattleAction(const BattleAction &ba) { bool result = actionsProcessor->makeBattleAction(ba); flowProcessor->onActionMade(ba); return result; } void BattleProcessor::endBattleConfirm(const BattleInfo * battleInfo) { resultProcessor->endBattleConfirm(battleInfo); } void BattleProcessor::battleAfterLevelUp(const BattleResult &result) { resultProcessor->battleAfterLevelUp(result); } void BattleProcessor::setGameHandler(CGameHandler * newGameHandler) { gameHandler = newGameHandler; actionsProcessor->setGameHandler(newGameHandler); flowProcessor->setGameHandler(newGameHandler); resultProcessor->setGameHandler(newGameHandler); }