/* * BattleResultProcessor.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 "BattleResultProcessor.h" #include "battle/BattleInfo.h" #include "../CGameHandler.h" #include "../TurnTimerHandler.h" #include "../processors/HeroPoolProcessor.h" #include "../queries/QueriesProcessor.h" #include "../queries/BattleQueries.h" #include "../../lib/CStack.h" #include "../../lib/CPlayerState.h" #include "../../lib/IGameSettings.h" #include "../../lib/battle/SideInBattle.h" #include "../../lib/entities/artifact/ArtifactUtils.h" #include "../../lib/entities/artifact/CArtifact.h" #include "../../lib/entities/artifact/CArtifactFittingSet.h" #include "../../lib/gameState/CGameState.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/networkPacks/PacksForClientBattle.h" #include "../../lib/spells/CSpellHandler.h" #include BattleResultProcessor::BattleResultProcessor(CGameHandler * gameHandler) : gameHandler(gameHandler) { } CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, BattleSide sideInBattle): army(battle.battleGetArmyObject(sideInBattle)) { heroWithDeadCommander = ObjectInstanceID(); PlayerColor color = battle.sideToPlayer(sideInBattle); auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){ if (stack->summoned)//don't take into account temporary summoned stacks return false; if(stack->unitOwner() != color) //remove only our stacks return false; if (stack->isTurret()) return false; return true; }); for(const CStack * stConst : allStacks) { // Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties // TODO: better solution auto * st = const_cast(stConst); logGlobal->debug("Calculating casualties for %s", st->nodeName()); st->health.takeResurrected(); if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT) { auto warMachine = st->unitType()->warMachine; if(warMachine == ArtifactID::NONE) { logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName()); } //catapult artifact remain even if "creature" killed in siege else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0) { logGlobal->debug("War machine has been destroyed"); auto hero = dynamic_cast (army); if (hero) removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true))); else logGlobal->error("War machine in army without hero"); } } else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER) { if(st->alive() && st->getCount() > 0) { logGlobal->debug("Permanently summoned %d units.", st->getCount()); const CreatureID summonedType = st->creatureId(); summoned[summonedType] += st->getCount(); } } else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER) { if (nullptr == st->base) { logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName()); } else { auto c = dynamic_cast (st->base); if(c) { auto h = dynamic_cast (army); if(h && h->getCommander() == c && (st->getCount() == 0 || !st->alive())) { logGlobal->debug("Commander is dead."); heroWithDeadCommander = army->id; //TODO: unify commander handling } } else logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName()); } } else if(st->base && !army->slotEmpty(st->unitSlot())) { logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot())); if(st->getCount() == 0 || !st->alive()) { logGlobal->debug("Stack has been destroyed."); StackLocation sl(army->id, st->unitSlot()); newStackCounts.push_back(TStackAndItsNewCount(sl, 0)); } else if(st->getCount() != army->getStackCount(st->unitSlot())) { logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount()); StackLocation sl(army->id, st->unitSlot()); newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount())); } } else { logGlobal->warn("Unable to process stack: %s", st->nodeName()); } } } void CasualtiesAfterBattle::updateArmy(CGameHandler *gh) { if (gh->gameInfo().getObjInstance(army->id) == nullptr) throw std::runtime_error("Object " + army->getObjectName() + " is not on the map!"); for (const auto & ncount : newStackCounts) { if (ncount.second > 0) gh->changeStackCount(ncount.first, ncount.second, ChangeValueMode::ABSOLUTE); else gh->eraseStack(ncount.first, true); } for (auto summoned_iter : summoned) { SlotID slot = army->getSlotFor(summoned_iter.first); if (slot.validSlot()) { StackLocation location(army->id, slot); gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second); } else { //even if it will be possible to summon anything permanently it should be checked for free slot //necromancy is handled separately gh->complain("No free slot to put summoned creature"); } } for (auto al : removedWarMachines) { gh->removeArtifact(al); } if (heroWithDeadCommander != ObjectInstanceID()) { SetCommanderProperty scp; scp.heroid = heroWithDeadCommander; scp.which = SetCommanderProperty::ALIVE; scp.amount = 0; gh->sendAndApply(scp); } } FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount) { const auto attackerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER); const auto defenderHero = info.getBattle()->getSideHero(BattleSide::DEFENDER); if (result.winner == BattleSide::ATTACKER) { winnerId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE; loserId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE; victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER); loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER); } else { winnerId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE; loserId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE; victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER); loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER); } winnerSide = result.winner; this->remainingBattleQueriesCount = remainingBattleQueriesCount; } void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle) { auto const & giveExp = [&battle](BattleResult &r) { if (r.winner == BattleSide::NONE) { // draw return; } r.exp[BattleSide::ATTACKER] = 0; r.exp[BattleSide::DEFENDER] = 0; for (auto i = r.casualties[battle.otherSide(r.winner)].begin(); i!=r.casualties[battle.otherSide(r.winner)].end(); i++) { r.exp[r.winner] += i->first.toCreature()->valOfBonuses(BonusType::STACK_HEALTH) * i->second; } }; LOG_TRACE(logGlobal); auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get(); const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER); const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER); //Fill BattleResult structure with exp info giveExp(*battleResult); if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped { if(heroAttacker) battleResult->exp[BattleSide::DEFENDER] += 500; if(heroDefender) battleResult->exp[BattleSide::ATTACKER] += 500; } // Give 500 exp to winner if a town was conquered during the battle const auto * defendedTown = battle.battleGetDefendedTown(); if (defendedTown && battleResult->winner == BattleSide::ATTACKER) battleResult->exp[BattleSide::ATTACKER] += 500; if(heroAttacker) battleResult->exp[BattleSide::ATTACKER] = heroAttacker->calculateXp(battleResult->exp[BattleSide::ATTACKER]);//scholar skill if(heroDefender) battleResult->exp[BattleSide::DEFENDER] = heroDefender->calculateXp(battleResult->exp[BattleSide::DEFENDER]); auto battleQuery = std::dynamic_pointer_cast(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER))); if(!battleQuery) battleQuery = std::dynamic_pointer_cast(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER))); if (!battleQuery) { logGlobal->error("Cannot find battle query!"); gameHandler->complain("Player " + boost::lexical_cast(battle.sideToPlayer(BattleSide::ATTACKER)) + " has no battle query at the top!"); return; } battleQuery->result = std::make_optional(*battleResult); //Check how many battle gameHandler->queries were created (number of players blocked by battle) const int queriedPlayers = battleQuery ? boost::count(gameHandler->queries->allQueries(), battleQuery) : 0; assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0); finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique(battle, *battleResult, queriedPlayers); // in battles against neutrals, 1st player can ask to replay battle manually const auto * attackerPlayer = gameHandler->gameInfo().getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER)); const auto * defenderPlayer = gameHandler->gameInfo().getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER)); bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman(); bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman(); bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman; // in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay if(onlyOnePlayerHuman) { auto battleDialogQuery = std::make_shared(gameHandler, battle.getBattle(), battleQuery->result); battleResult->queryID = battleDialogQuery->queryID; gameHandler->queries->addQuery(battleDialogQuery); } else battleResult->queryID = QueryID::NONE; //set same battle result for all gameHandler->queries for(auto q : gameHandler->queries->allQueries()) { auto otherBattleQuery = std::dynamic_pointer_cast(q); if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID()) otherBattleQuery->result = battleQuery->result; } gameHandler->turnTimerHandler->onBattleEnd(battle.getBattle()->getBattleID()); gameHandler->sendAndApply(*battleResult); if (battleResult->queryID == QueryID::NONE) endBattleConfirm(battle); } void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle) { auto battleQuery = std::dynamic_pointer_cast(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER))); if(!battleQuery) battleQuery = std::dynamic_pointer_cast(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER))); if(!battleQuery) { logGlobal->trace("No battle query, battle end was confirmed by another player"); return; } const auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get(); const auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get(); //calculate casualties before deleting battle CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER); CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER); cab1.updateArmy(gameHandler); cab2.updateArmy(gameHandler); //take casualties after battle is deleted const auto winnerHero = battle.battleGetFightingHero(finishingBattle->winnerSide); const auto loserHero = battle.battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide)); if(battleResult->winner == BattleSide::DEFENDER && winnerHero && winnerHero->getVisitedTown() && !winnerHero->isGarrisoned() && winnerHero->getVisitedTown()->getGarrisonHero() == winnerHero) { gameHandler->swapGarrisonOnSiege(winnerHero->getVisitedTown()->id); //return defending visitor from garrison to its rightful place } //give exp if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide]) { gameHandler->giveStackExperience(battle.battleGetArmyObject(finishingBattle->winnerSide), battleResult->exp[finishingBattle->winnerSide]); if (winnerHero) gameHandler->giveExperience(winnerHero, battleResult->exp[finishingBattle->winnerSide]); } // Add statistics if(loserHero && !finishingBattle->isDraw()) { const CGHeroInstance * strongestHero = nullptr; for(auto & hero : gameHandler->gameState().getPlayerState(finishingBattle->loser)->getHeroes()) if(!strongestHero || hero->exp > strongestHero->exp) strongestHero = hero; if(strongestHero->id == finishingBattle->loserId && strongestHero->level > 5) gameHandler->statistics->accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState().getDate(Date::DAY); } if(battle.sideToPlayer(BattleSide::ATTACKER) == PlayerColor::NEUTRAL || battle.sideToPlayer(BattleSide::DEFENDER) == PlayerColor::NEUTRAL) { gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++; gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++; if(!finishingBattle->isDraw()) gameHandler->statistics->accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++; } else { gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++; gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++; if(!finishingBattle->isDraw()) gameHandler->statistics->accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++; } BattleResultAccepted raccepted; raccepted.battleID = battle.getBattle()->getBattleID(); raccepted.heroResult[finishingBattle->winnerSide].heroID = winnerHero ? winnerHero->id : ObjectInstanceID::NONE; raccepted.heroResult[CBattleInfoEssentials::otherSide(finishingBattle->winnerSide)].heroID = loserHero ? loserHero->id : ObjectInstanceID::NONE; raccepted.heroResult[BattleSide::ATTACKER].armyID = battle.battleGetArmyObject(BattleSide::ATTACKER)->id; raccepted.heroResult[BattleSide::DEFENDER].armyID = battle.battleGetArmyObject(BattleSide::DEFENDER)->id; raccepted.heroResult[BattleSide::ATTACKER].exp = battleResult->exp[BattleSide::ATTACKER]; raccepted.heroResult[BattleSide::DEFENDER].exp = battleResult->exp[BattleSide::DEFENDER]; raccepted.winnerSide = finishingBattle->winnerSide; gameHandler->sendAndApply(raccepted); gameHandler->queries->popIfTop(battleQuery); // Workaround to remove battle query for AI case. TODO Think of a cleaner solution. //--> continuation (battleFinalize) occurs after level-up gameHandler->queries are handled or on removing query } void BattleResultProcessor::battleFinalize(const BattleID & battleID, const BattleResult & result) { LOG_TRACE(logGlobal); assert(finishingBattles.count(battleID) != 0); if(finishingBattles.count(battleID) == 0) return; auto & finishingBattle = finishingBattles[battleID]; finishingBattle->remainingBattleQueriesCount--; logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount); if (finishingBattle->remainingBattleQueriesCount > 0) //Battle results will be handled when all battle gameHandler->queries are closed return; //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible // but the battle consequences are applied after final player is unblocked. Hard to abuse... // Still, it looks like a hole. const auto battle = std::find_if(gameHandler->gameState().currentBattles.begin(), gameHandler->gameState().currentBattles.end(), [battleID](const auto & desiredBattle) { return desiredBattle->battleID == battleID; }); assert(battle != gameHandler->gameState().currentBattles.end()); const auto winnerHero = (*battle)->battleGetFightingHero(finishingBattle->winnerSide); const auto loserHero = (*battle)->battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide)); BattleResultsApplied resultsApplied; // Eagle Eye handling if(!finishingBattle->isDraw() && winnerHero) { if(auto eagleEyeLevel = winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT)) { resultsApplied.learnedSpells.learn = 1; resultsApplied.learnedSpells.hid = finishingBattle->winnerId; for(const auto & spellId : (*battle)->getUsedSpells(CBattleInfoEssentials::otherSide(result.winner))) { const auto spell = spellId.toEntity(LIBRARY->spells()); if(spell && spell->getLevel() <= eagleEyeLevel && !winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE)) { resultsApplied.learnedSpells.spells.insert(spell->getId()); } } } } // Moving artifacts handling if(result.result == EBattleResult::NORMAL && !finishingBattle->isDraw() && winnerHero) { CArtifactFittingSet artFittingSet(*winnerHero); const auto addArtifactToTransfer = [&artFittingSet](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art) { assert(art); const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId()); if(dstSlot != ArtifactPosition::PRE_FIRST) { pack.artsPack0.emplace_back(MoveArtifactInfo(srcSlot, dstSlot)); if(ArtifactUtils::isSlotEquipment(dstSlot)) pack.artsPack0.back().askAssemble = true; artFittingSet.putArtifact(dstSlot, const_cast(art)); } }; if(loserHero) { auto & packHero = resultsApplied.movingArtifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false); packHero.srcArtHolder = finishingBattle->loserId; for(const auto & slot : ArtifactUtils::commonWornSlots()) { if(const auto artSlot = loserHero->artifactsWorn.find(slot); artSlot != loserHero->artifactsWorn.end() && ArtifactUtils::isArtRemovable(*artSlot)) { addArtifactToTransfer(packHero, artSlot->first, artSlot->second.getArt()); } } for(const auto & artSlot : loserHero->artifactsInBackpack) { if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL) addArtifactToTransfer(packHero, loserHero->getArtPos(art), art); } if(loserHero->getCommander()) { auto & packCommander = resultsApplied.movingArtifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false); packCommander.srcCreature = loserHero->findStack(loserHero->getCommander()); for(const auto & artSlot : loserHero->getCommander()->artifactsWorn) addArtifactToTransfer(packCommander, artSlot.first, artSlot.second.getArt()); } auto armyObj = dynamic_cast(gameHandler->gameInfo().getObj(finishingBattle->loserId)); for(const auto & armySlot : armyObj->stacks) { auto & packsArmy = resultsApplied.movingArtifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false); packsArmy.srcArtHolder = armyObj->id; packsArmy.srcCreature = armySlot.first; for(const auto & artSlot : armySlot.second->artifactsWorn) addArtifactToTransfer(packsArmy, artSlot.first, armySlot.second->getArt(artSlot.first)); } } } // Growing artifacts handling if(!finishingBattle->isDraw() && winnerHero) { const auto addArtifactToGrowing = [&resultsApplied](const std::map & artMap) { for(const auto & [slot, slotInfo] : artMap) { const auto artInst = slotInfo.getArt(); assert(artInst); if(artInst->getType()->isGrowing()) resultsApplied.growingArtifacts.emplace_back(artInst->getId()); } }; if(const auto commander = winnerHero->getCommander(); commander && commander->alive) addArtifactToGrowing(commander->artifactsWorn); addArtifactToGrowing(winnerHero->artifactsWorn); } // Charged artifacts handling const auto addArtifactToDischarging = [&resultsApplied](const std::map & artMap, const ObjectInstanceID & id, const std::optional & creature = std::nullopt) { for(const auto & [slot, slotInfo] : artMap) { auto artInst = slotInfo.getArt(); assert(artInst); if(const auto condition = artInst->getType()->getDischargeCondition(); condition == DischargeArtifactCondition::BATTLE) { auto & discharging = resultsApplied.dischargingArtifacts.emplace_back(artInst->getId(), 1); discharging.artLoc.emplace(id, creature, slot); } } }; if(winnerHero) { addArtifactToDischarging(winnerHero->artifactsWorn, winnerHero->id); if(const auto commander = winnerHero->getCommander()) addArtifactToDischarging(commander->artifactsWorn, winnerHero->id, winnerHero->findStack(winnerHero->getCommander())); } if(loserHero) { addArtifactToDischarging(loserHero->artifactsWorn, loserHero->id); if(const auto commander = loserHero->getCommander()) addArtifactToDischarging(commander->artifactsWorn, loserHero->id, loserHero->findStack(loserHero->getCommander())); } // Necromancy handling // Give raised units to winner, if any were raised, units will be given after casualties are taken if(winnerHero) { resultsApplied.raisedStack = winnerHero->calculateNecromancy(result); const SlotID necroSlot = resultsApplied.raisedStack.getCreature() ? winnerHero->getSlotFor(resultsApplied.raisedStack.getCreature()) : SlotID(); if(necroSlot != SlotID() && !finishingBattle->isDraw()) gameHandler->addToSlot(StackLocation(finishingBattle->winnerId, necroSlot), resultsApplied.raisedStack.getCreature(), resultsApplied.raisedStack.getCount()); } resultsApplied.battleID = battleID; resultsApplied.victor = finishingBattle->victor; resultsApplied.loser = finishingBattle->loser; gameHandler->sendAndApply(resultsApplied); //handle victory/loss of engaged players gameHandler->checkVictoryLossConditions({finishingBattle->loser, finishingBattle->victor}); // Remove beaten hero if(loserHero) { RemoveObject ro(loserHero->id, finishingBattle->victor); gameHandler->sendAndApply(ro); } // For draw case both heroes should be removed if(finishingBattle->isDraw() && winnerHero) { RemoveObject ro(winnerHero->id, finishingBattle->loser); gameHandler->sendAndApply(ro); if(gameHandler->gameInfo().getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS)) gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, winnerHero); } if (result.result == EBattleResult::SURRENDER) { gameHandler->statistics->accumulatedValues[finishingBattle->loser].numHeroSurrendered++; gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, loserHero); } if (result.result == EBattleResult::ESCAPE) { gameHandler->statistics->accumulatedValues[finishingBattle->loser].numHeroEscaped++; gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, loserHero); } finishingBattles.erase(battleID); battleResults.erase(battleID); } void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide) { assert(battleResults.count(battle.getBattle()->getBattleID()) == 0); battleResults[battle.getBattle()->getBattleID()] = std::make_unique(); auto & battleResult = battleResults[battle.getBattle()->getBattleID()]; battleResult->battleID = battle.getBattle()->getBattleID(); battleResult->result = resultType; battleResult->winner = victoriusSide; //surrendering side loses auto allStacks = battle.battleGetStacksIf([](const CStack * stack){ if (stack->summoned)//don't take into account temporary summoned stacks return false; if (stack->isTurret()) return false; return true; }); for(const auto & st : allStacks) //setting casualties { si32 killed = st->getKilled(); if(killed > 0) battleResult->casualties[st->unitSide()][st->creatureId()] += killed; } } bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const { return battleResults.count(battle.getBattle()->getBattleID()) != 0; }