/* * BattleState.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 "BattleState.h" #include #include "VCMI_Lib.h" #include "mapObjects/CObjectHandler.h" #include "CHeroHandler.h" #include "CCreatureHandler.h" #include "spells/CSpellHandler.h" #include "CTownHandler.h" #include "NetPacks.h" #include "JsonNode.h" #include "filesystem/Filesystem.h" #include "CRandomGenerator.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, bool attackerOwned, 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 (attackerOwned) 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, attackerOwned)) occupyable.insert(i); if (occupyable.empty()) { return BattleHex::INVALID; //all tiles are covered } return BattleHex::getClosestTile(attackerOwned, 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, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, 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) { int valuesToAverage[10]; int 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->attackerOwned][st->getCreature()->idNumber] += killed; } } CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const { int stackID = getIdForNewStack(); PlayerColor owner = sides[attackerOwned ? 0 : 1].color; assert((owner >= PlayerColor::PLAYER_LIMIT) || (base.armyObj && base.armyObj->tempOwner == owner)); auto ret = new CStack(&base, owner, stackID, attackerOwned, slot); ret->position = getAvaliableHex (base.getCreatureID(), attackerOwned, 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, bool attackerOwned, SlotID slot, BattleHex position) const { int stackID = getIdForNewStack(); PlayerColor owner = sides[attackerOwned ? 0 : 1].color; auto ret = new CStack(&base, owner, stackID, attackerOwned, slot); ret->position = position; ret->state.insert(EBattleStackState::ALIVE); //alive state indication return ret; } const CStack * BattleInfo::battleGetStack(BattleHex pos, bool onlyAlive) { CStack * stack = nullptr; for(auto & elem : stacks) { if(elem->position == pos || (elem->doubleWide() &&( (elem->attackerOwned && elem->position-1 == pos) || (!elem->attackerOwned && elem->position+1 == pos) ) ) ) { if (elem->alive()) return elem; //we prefer living stacks - there can be only one stack on the tile, so return it immediately else if (!onlyAlive) stack = elem; //dead stacks are only accessible when there's no alive stack on this tile } } return stack; } const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const { return sides[!stack->attackerOwned].hero; } 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->attackerOwned); s->attachTo(army); assert(s->type); s->attachTo(const_cast(s->type)); } s->postInit(); } namespace CGH { using namespace std; static void readBattlePositions(const JsonNode &node, vector< 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()) { 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 = 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 = 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, CreatureID cretype, BattleHex hex) { if(heroes[side] && heroes[side]->getArt(artslot)) stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cretype, 1), !side, SlotID(255), hex)); }; handleWarMachine(0, ArtifactPosition::MACH1, CreatureID::BALLISTA, 52); handleWarMachine(0, ArtifactPosition::MACH2, CreatureID::AMMO_CART, 18); handleWarMachine(0, ArtifactPosition::MACH3, CreatureID::FIRST_AID_TENT, 154); if(town && town->hasFort()) handleWarMachine(0, ArtifactPosition::MACH4, CreatureID::CATAPULT, 120); if(!town) //defending hero shouldn't receive ballista (bug #551) handleWarMachine(1, ArtifactPosition::MACH1, CreatureID::BALLISTA, 66); handleWarMachine(1, ArtifactPosition::MACH2, CreatureID::AMMO_CART, 32); handleWarMachine(1, ArtifactPosition::MACH3, CreatureID::FIRST_AID_TENT, 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) { 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), false, SlotID(255), -2); stacks.push_back(stack); if (curB->town->fortLevel() >= CGTownInstance::CASTLE) { // lower tower + upper tower CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID(255), -4); stacks.push_back(stack); stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID(255), -3); stacks.push_back(stack); } //moat auto moat = 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(new Bonus(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER, 0, -1, -1, Bonus::INDEPENDENT_MAX)); //giving terrain overalay 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(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype)); break; } case BFieldType::HOLY_GROUND: { curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared(EAlignment::GOOD))); curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared(EAlignment::EVIL))); break; } case BFieldType::CLOVER_FIELD: { //+2 luck bonus for neutral creatures curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared(EAlignment::NEUTRAL))); break; } case BFieldType::EVIL_FOG: { curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared(EAlignment::GOOD))); curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared(EAlignment::EVIL))); break; } case BFieldType::CURSED_GROUND: { curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY)); curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY)); Bonus * b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, GameConstants::SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY); b->valType = Bonus::INDEPENDENT_MAX; curB->addNewBonus(b); break; } } //overlay premies given //native terrain bonuses auto nativeTerrain = make_shared(curB->terrainType); curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain)); curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain)); curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->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(Bonus *b : n->getExportedBonusList()) { if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/) { auto bCopy = new Bonus(*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; } shared_ptr BattleInfo::getObstacleOnTile(BattleHex tile) const { for(auto &obs : obstacles) if(vstd::contains(obs->getAffectedTiles(), tile)) return obs; return 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::FAVOURABLE_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)); } CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive /*= true*/) { return const_cast(battleGetStackByPos(tileID, onlyAlive)); } BattleInfo::BattleInfo() { 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)); } CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, bool AO, SlotID S) : base(Base), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1) { assert(base); type = base->type; count = baseAmount = base->count; setNodeType(STACK_BATTLE); } CStack::CStack() { init(); setNodeType(STACK_BATTLE); } CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S) : base(nullptr), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacksPerformed(0), cloneID(-1) { type = stack->type; count = baseAmount = stack->count; setNodeType(STACK_BATTLE); } void CStack::init() { base = nullptr; type = nullptr; ID = -1; count = baseAmount = -1; firstHPleft = -1; owner = PlayerColor::NEUTRAL; slot = SlotID(255); attackerOwned = false; position = BattleHex(); counterAttacksPerformed = 0; counterAttacksTotalCache = 0; cloneID = -1; } void CStack::postInit() { assert(type); assert(getParentNodes().size()); firstHPleft = MaxHealth(); shots = getCreature()->valOfBonuses(Bonus::SHOTS); counterAttacksPerformed = 0; counterAttacksTotalCache = 0; casts = valOfBonuses(Bonus::CASTS); resurrected = 0; cloneID = -1; } ui32 CStack::level() const { if (base) return base->getLevel(); //creatture or commander else return std::max(1, (int)getCreature()->level); //war machine, clone etc } si32 CStack::magicResistance() const { si32 magicResistance; if (base) //TODO: make war machines receive aura of magic resistance { magicResistance = base->magicResistance(); int auraBonus = 0; for (const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this)) { if (stack->owner == owner) { vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value } } magicResistance += auraBonus; vstd::amin (magicResistance, 100); } else magicResistance = type->magicResistance(); return magicResistance; } void CStack::stackEffectToFeature(std::vector & sf, const Bonus & sse) { const CSpell * sp = SpellID(sse.sid).toSpell(); std::vector tmp; sp->getEffects(tmp, sse.val); for(Bonus& b : tmp) { if(b.turnsRemain == 0) b.turnsRemain = sse.turnsRemain; sf.push_back(b); } } bool CStack::willMove(int turn /*= 0*/) const { return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) ) && !moved(turn) && canMove(turn); } bool CStack::canMove( int turn /*= 0*/ ) const { return alive() && !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature } bool CStack::moved( int turn /*= 0*/ ) const { if(!turn) return vstd::contains(state, EBattleStackState::MOVED); else return false; } bool CStack::waited(int turn /*= 0*/) const { if(!turn) return vstd::contains(state, EBattleStackState::WAITING); else return false; } bool CStack::doubleWide() const { return getCreature()->doubleWide; } BattleHex CStack::occupiedHex() const { return occupiedHex(position); } BattleHex CStack::occupiedHex(BattleHex assumedPos) const { if (doubleWide()) { if (attackerOwned) return assumedPos - 1; else return assumedPos + 1; } else { return BattleHex::INVALID; } } std::vector CStack::getHexes() const { return getHexes(position); } std::vector CStack::getHexes(BattleHex assumedPos) const { return getHexes(assumedPos, doubleWide(), attackerOwned); } std::vector CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned) { std::vector hexes; hexes.push_back(assumedPos); if (twoHex) { if (AttackerOwned) hexes.push_back(assumedPos - 1); else hexes.push_back(assumedPos + 1); } return hexes; } bool CStack::coversPos(BattleHex pos) const { return vstd::contains(getHexes(), pos); } std::vector CStack::getSurroundingHexes(BattleHex attackerPos) const { BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position std::vector hexes; if (doubleWide()) { const int WN = GameConstants::BFIELD_WIDTH; if(attackerOwned) { //position is equal to front hex BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes); BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes); BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes); BattleHex::checkAndPush(hex - 2, hexes); BattleHex::checkAndPush(hex + 1, hexes); BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes); BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes); BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes); } else { BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes); BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes); BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes); BattleHex::checkAndPush(hex + 2, hexes); BattleHex::checkAndPush(hex - 1, hexes); BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes); BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes); BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes); } return hexes; } else { return hex.neighbouringTiles(); } } std::vector CStack::activeSpells() const { std::vector ret; TBonusListPtr spellEffects = getSpellBonuses(); for(const Bonus *it : *spellEffects) { if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects ret.push_back(it->sid); } return ret; } CStack::~CStack() { detachFromAll(); } const CGHeroInstance * CStack::getMyHero() const { if(base) return dynamic_cast(base->armyObj); else //we are attached directly? for(const CBonusSystemNode *n : getParentNodes()) if(n->getNodeType() == HERO) return dynamic_cast(n); return nullptr; } std::string CStack::nodeName() const { std::ostringstream oss; oss << "Battle stack [" << ID << "]: " << count << " creatures of "; if(type) oss << type->namePl; else oss << "[UNDEFINED TYPE]"; oss << " from slot " << slot; if(base && base->armyObj) oss << " of armyobj=" << base->armyObj->id.getNum(); return oss.str(); } std::pair CStack::countKilledByAttack(int damageReceived) const { int killedCount = 0; int newRemainingHP = 0; killedCount = damageReceived / MaxHealth(); unsigned damageFirst = damageReceived % MaxHealth(); if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage) { killedCount = count; } else { if( firstHPleft <= damageFirst ) { killedCount++; newRemainingHP = firstHPleft + MaxHealth() - damageFirst; } else { newRemainingHP = firstHPleft - damageFirst; } } return std::make_pair(killedCount, newRemainingHP); } void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional customCount /*= boost::none*/) const { auto afterAttack = countKilledByAttack(bsa.damageAmount); bsa.killedAmount = afterAttack.first; bsa.newHP = afterAttack.second; if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage) { bsa.flags |= BattleStackAttacked::CLONE_KILLED; return; // no rebirth I believe } const int countToUse = customCount ? *customCount : count; if(countToUse <= bsa.killedAmount) //stack killed { bsa.newAmount = 0; bsa.flags |= BattleStackAttacked::KILLED; bsa.killedAmount = countToUse; //we cannot kill more creatures than we have int resurrectFactor = valOfBonuses(Bonus::REBIRTH); if(resurrectFactor > 0 && casts) //there must be casts left { int resurrectedStackCount = base->count * resurrectFactor / 100; // last stack has proportional chance to rebirth auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount; if (diff > rand.nextDouble(0, 0.99)) { resurrectedStackCount += 1; } if(hasBonusOfType(Bonus::REBIRTH, 1)) { // resurrect at least one Sacred Phoenix vstd::amax(resurrectedStackCount, 1); } if(resurrectedStackCount > 0) { bsa.flags |= BattleStackAttacked::REBIRTH; bsa.newAmount = resurrectedStackCount; //risky? bsa.newHP = MaxHealth(); //resore full health } } } else { bsa.newAmount = countToUse - bsa.killedAmount; } } bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/) { if (!attackerPos.isValid()) { attackerPos = attacker->position; } if (!defenderPos.isValid()) { defenderPos = defender->position; } return (BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front || (attacker->doubleWide() //back <=> front && BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0) || (defender->doubleWide() //front <=> back && BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0) || (defender->doubleWide() && attacker->doubleWide()//back <=> back && BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0); } bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed { return alive() && (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS)) && !hasBonusOfType(Bonus::SIEGE_WEAPON) && !hasBonusOfType(Bonus::HYPNOTIZED) && !hasBonusOfType(Bonus::NO_RETALIATION); } ui8 CStack::counterAttacksTotal() const { //after dispell bonus should remain during current round ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION); vstd::amax(counterAttacksTotalCache, val); return counterAttacksTotalCache; } si8 CStack::counterAttacksRemaining() const { return counterAttacksTotal() - counterAttacksPerformed; } std::string CStack::getName() const { return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base } bool CStack::isValidTarget(bool allowDead/* = false*/) const /*alive non-turret stacks (can be attacked or be object of magic effect) */ { return (alive() || allowDead) && position.isValid(); } bool CStack::canBeHealed() const { return firstHPleft < MaxHealth() && isValidTarget() && !hasBonusOfType(Bonus::SIEGE_WEAPON); } ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const { int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id)); vstd::abetween(skill, 0, 3); return skill; } ui32 CStack::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const { //stacks does not have spellpower etc. (yet?) return base; } 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; } SideInBattle::SideInBattle() { hero = nullptr; armyObject = nullptr; castSpellsCount = 0; enchanterCounter = 0; } void SideInBattle::init(const CGHeroInstance *Hero, const CArmedInstance *Army) { hero = Hero; armyObject = Army; color = armyObject->getOwner(); if(color == PlayerColor::UNFLAGGABLE) color = PlayerColor::NEUTRAL; }