/* * 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 "../queries/QueriesProcessor.h" #include "../queries/BattleQueries.h" #include "../../lib/TerrainHandler.h" #include "../../lib/battle/CBattleInfoCallback.h" #include "../../lib/battle/CObstacleInstance.h" #include "../../lib/battle/BattleInfo.h" #include "../../lib/gameState/CGameState.h" #include "../../lib/mapping/CMap.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/modding/IdentifierStorage.h" #include "../../lib/networkPacks/PacksForClient.h" #include "../../lib/networkPacks/PacksForClientBattle.h" #include "../../lib/CPlayerState.h" 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::restartBattlePrimary(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town) { auto battle = gameHandler->gameState()->getBattle(battleID); auto lastBattleQuery = std::dynamic_pointer_cast(gameHandler->queries->topQuery(battle->sides[0].color)); assert(lastBattleQuery); //existing battle query for retying auto-combat if(lastBattleQuery) { const CGHeroInstance*heroes[2]; heroes[0] = hero1; heroes[1] = hero2; for(int i : {0, 1}) { if(heroes[i]) { SetMana restoreInitialMana; restoreInitialMana.val = lastBattleQuery->initialHeroMana[i]; restoreInitialMana.hid = heroes[i]->id; gameHandler->sendAndApply(&restoreInitialMana); } } lastBattleQuery->result = std::nullopt; assert(lastBattleQuery->belligerents[0] == battle->sides[0].armyObject); assert(lastBattleQuery->belligerents[1] == battle->sides[1].armyObject); } BattleCancelled bc; bc.battleID = battleID; gameHandler->sendAndApply(&bc); startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town); } void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town) { assert(gameHandler->gameState()->getBattle(army1->getOwner()) == nullptr); assert(gameHandler->gameState()->getBattle(army2->getOwner()) == nullptr); const CArmedInstance *armies[2]; armies[0] = army1; armies[1] = army2; const CGHeroInstance*heroes[2]; heroes[0] = hero1; heroes[1] = hero2; auto battleID = setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces const auto * battle = gameHandler->gameState()->getBattle(battleID); assert(battle); //add battle bonuses based from player state only when attacks neutral creatures const auto * attackerInfo = gameHandler->getPlayerState(army1->getOwner(), false); if(attackerInfo && !army2->getOwner().isValidPlayer()) { for(auto bonus : attackerInfo->battleBonuses) { GiveBonus giveBonus(GiveBonus::ETarget::OBJECT); giveBonus.id = hero1->id; giveBonus.bonus = bonus; gameHandler->sendAndApply(&giveBonus); } } auto lastBattleQuery = std::dynamic_pointer_cast(gameHandler->queries->topQuery(battle->sides[0].color)); if (lastBattleQuery) { lastBattleQuery->battleID = battleID; } else { auto newBattleQuery = std::make_shared(gameHandler, battle); // store initial mana to reset if battle has been restarted for(int i : {0, 1}) if(heroes[i]) newBattleQuery->initialHeroMana[i] = heroes[i]->mana; gameHandler->queries->addQuery(newBattleQuery); } flowProcessor->onBattleStarted(*battle); } 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); } BattleID 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); bs.battleID = gameHandler->gameState()->nextBattleID; 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); return bs.battleID; } bool BattleProcessor::checkBattleStateChanges(const CBattleInfoCallback & battle) { //check if drawbridge state need to be changes if (battle.battleGetSiegeLevel() > 0) updateGateState(battle); if (resultProcessor->battleIsEnding(battle)) return true; //check if battle ended if (auto result = battle.battleIsFinished()) { setBattleResult(battle, EBattleResult::NORMAL, *result); return true; } return false; } void BattleProcessor::updateGateState(const CBattleInfoCallback & battle) { // 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 = !battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), true).empty(); bool hasStackAtGateInner = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_INNER), false) != nullptr; bool hasStackAtGateOuter = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_OUTER), false) != nullptr; bool hasStackAtGateBridge = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_BRIDGE), false) != nullptr; bool hasWideMoat = vstd::contains_if(battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), false), [](const std::shared_ptr & obst) { return obst->obstacleType == CObstacleInstance::MOAT; }); BattleUpdateGateState db; db.state = battle.battleGetGateState(); db.battleID = battle.getBattle()->getBattleID(); if (battle.battleGetWallState(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 != battle.battleGetGateState()) gameHandler->sendAndApply(&db); } bool BattleProcessor::makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction &ba) { const auto * battle = gameHandler->gameState()->getBattle(battleID); if (!battle) return false; bool result = actionsProcessor->makePlayerBattleAction(*battle, player, ba); if (gameHandler->gameState()->getBattle(battleID) != nullptr && !resultProcessor->battleIsEnding(*battle)) flowProcessor->onActionMade(*battle, ba); return result; } void BattleProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, int victoriusSide) { resultProcessor->setBattleResult(battle, resultType, victoriusSide); resultProcessor->endBattle(battle); } bool BattleProcessor::makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction &ba) { return actionsProcessor->makeAutomaticBattleAction(battle, ba); } void BattleProcessor::endBattleConfirm(const BattleID & battleID) { auto battle = gameHandler->gameState()->getBattle(battleID); assert(battle); if (!battle) return; resultProcessor->endBattleConfirm(*battle); } void BattleProcessor::battleAfterLevelUp(const BattleID & battleID, const BattleResult &result) { resultProcessor->battleAfterLevelUp(battleID, result); } void BattleProcessor::setGameHandler(CGameHandler * newGameHandler) { gameHandler = newGameHandler; actionsProcessor->setGameHandler(newGameHandler); flowProcessor->setGameHandler(newGameHandler); resultProcessor->setGameHandler(newGameHandler); }