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			1271 lines
		
	
	
		
			38 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1271 lines
		
	
	
		
			38 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "StdInc.h"
 | |
| #include "BattleState.h"
 | |
| 
 | |
| #include <numeric>
 | |
| #include <boost/random/linear_congruential.hpp>
 | |
| #include "VCMI_Lib.h"
 | |
| #include "CObjectHandler.h"
 | |
| #include "CHeroHandler.h"
 | |
| #include "CCreatureHandler.h"
 | |
| #include "CSpellHandler.h"
 | |
| #include "CTownHandler.h"
 | |
| #include "NetPacks.h"
 | |
| #include "JsonNode.h"
 | |
| #include "Filesystem/CResourceLoader.h"
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| 
 | |
| 
 | |
| /*
 | |
|  * BattleState.h, part of VCMI engine
 | |
|  *
 | |
|  * Authors: listed in file AUTHORS in main folder
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|  *
 | |
|  * License: GNU General Public License v2.0 or later
 | |
|  * Full text of license available in license.txt file, in main folder
 | |
|  *
 | |
|  */
 | |
| extern boost::rand48 ran;
 | |
| 
 | |
| const CStack * BattleInfo::getNextStack() const
 | |
| {
 | |
| 	std::vector<const CStack *> hlp;
 | |
| 	battleGetStackQueue(hlp, 1, -1);
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| 
 | |
| 	if(hlp.size())
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| 		return hlp[0];
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| 	else
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| 		return NULL;
 | |
| }
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| 
 | |
| int BattleInfo::getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos) const
 | |
| {
 | |
| 	bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
 | |
| 	//bool flying = VLC->creh->creatures[creID]->isFlying();
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| 
 | |
| 	int pos;
 | |
| 	if (initialPos > -1)
 | |
| 		pos = initialPos;
 | |
| 	else //summon elementals depending on player side
 | |
| 	{
 | |
|  		if (attackerOwned)
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| 	 		pos = 0; //top left
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|  		else
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|  			pos = GameConstants::BFIELD_WIDTH - 1; //top right
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|  	}
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| 
 | |
| 	auto accessibility = getAccesibility();
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| 
 | |
| 	std::set<BattleHex> occupyable;
 | |
| 	for(int i = 0; i < accessibility.size(); i++)
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| 		if(accessibility.accessible(i, twoHex, attackerOwned))
 | |
| 			occupyable.insert(i);
 | |
| 
 | |
| 	if (!occupyable.size())
 | |
| 	{
 | |
| 		return BattleHex::INVALID; //all tiles are covered
 | |
| 	}
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| 
 | |
| 	return BattleHex::getClosestTile(attackerOwned, pos, occupyable);
 | |
| }
 | |
| 
 | |
| std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, const CStack *stack)
 | |
| {
 | |
| 	auto reachability = getReachability(stack);
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| 
 | |
| 	if(reachability.predecessors[dest] == -1) //cannot reach destination
 | |
| 	{
 | |
| 		return std::make_pair(std::vector<BattleHex>(), 0);
 | |
| 	}
 | |
| 
 | |
| 	//making the Path
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| 	std::vector<BattleHex> path;
 | |
| 	BattleHex curElem = dest;
 | |
| 	while(curElem != start)
 | |
| 	{
 | |
| 		path.push_back(curElem);
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| 		curElem = reachability.predecessors[curElem];
 | |
| 	}
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| 
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| 	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 deathBlow, bool ballistaDoubleDmg )
 | |
| {
 | |
| 	TDmgRange range = calculateDmgRange(attacker, defender, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
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| 
 | |
| 	if(range.first != range.second)
 | |
| 	{
 | |
| 		int valuesToAverage[10];
 | |
| 		int howManyToAv = std::min<ui32>(10, attacker->count);
 | |
| 		for (int g=0; g<howManyToAv; ++g)
 | |
| 		{
 | |
| 			valuesToAverage[g] = range.first  +  rand() % (range.second - range.first + 1);
 | |
| 		}
 | |
| 
 | |
| 		return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
 | |
| 	}
 | |
| 	else
 | |
| 		return range.first;
 | |
| }
 | |
| 
 | |
| void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
 | |
| {
 | |
| 	for(ui32 i=0; i<stacks.size();i++)//setting casualties
 | |
| 	{
 | |
| 		const CStack * const st = stacks[i];
 | |
| 		si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
 | |
| 		vstd::amax(killed, 0);
 | |
| 		if(killed)
 | |
| 			casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower)
 | |
| {
 | |
| 	if(!caster)
 | |
| 	{
 | |
| 		if (!usedSpellPower)
 | |
| 			return 3; //default duration of all creature spells
 | |
| 		else
 | |
| 			return usedSpellPower; //use creature spell power
 | |
| 	}
 | |
| 	switch(spell->id)
 | |
| 	{
 | |
| 	case SpellID::FRENZY:
 | |
| 		return 1;
 | |
| 	default: //other spells
 | |
| 		return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const
 | |
| {
 | |
| 	int stackID = getIdForNewStack();
 | |
| 	PlayerColor owner = attackerOwned ? sides[0] : sides[1];
 | |
| 	assert((owner >= PlayerColor::PLAYER_LIMIT)  ||
 | |
| 		   (base.armyObj && base.armyObj->tempOwner == owner));
 | |
| 
 | |
| 	CStack * 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 = attackerOwned ? sides[0] : sides[1];
 | |
| 	CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
 | |
| 	ret->position = position;
 | |
| 	ret->state.insert(EBattleStackState::ALIVE);  //alive state indication
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| //All spells casted by hero 9resurrection, cure, sacrifice)
 | |
| ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack) const
 | |
| {
 | |
| 	bool resurrect = resurrects(spell->id);
 | |
| 	int healedHealth;
 | |
| 	if (spell->id == SpellID::SACRIFICE && sacrificedStack)
 | |
| 		healedHealth = (caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + sacrificedStack->MaxHealth() + spell->powers[caster->getSpellSchoolLevel(spell)]) * sacrificedStack->count;
 | |
| 	else
 | |
| 		healedHealth = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];
 | |
| 	healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
 | |
| 	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
 | |
| }
 | |
| //Archangel
 | |
| ui32 BattleInfo::calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const
 | |
| {
 | |
| 	bool resurrect = resurrects(spell->id);
 | |
| 	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
 | |
| }
 | |
| //Casted by stack, no hero bonus applied
 | |
| ui32 BattleInfo::calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const
 | |
| {
 | |
| 	bool resurrect = resurrects(spell->id);
 | |
| 	int healedHealth = usedSpellPower * spell->power + spell->powers[spellSchoolLevel];
 | |
| 	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
 | |
| }
 | |
| bool BattleInfo::resurrects(SpellID spellid) const
 | |
| {
 | |
| 	return spellid.toSpell()->isRisingSpell();
 | |
| }
 | |
| 
 | |
| const CStack * BattleInfo::battleGetStack(BattleHex pos, bool onlyAlive)
 | |
| {
 | |
| 	CStack * stack = NULL;
 | |
| 	for(ui32 g=0; g<stacks.size(); ++g)
 | |
| 	{
 | |
| 		if(stacks[g]->position == pos
 | |
| 			|| (stacks[g]->doubleWide()
 | |
| 			&&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos)
 | |
| 			||	(!stacks[g]->attackerOwned && stacks[g]->position+1 == pos)	)
 | |
| 			) )
 | |
| 		{
 | |
| 			if (stacks[g]->alive())
 | |
| 				return stacks[g]; //we prefer living stacks - there cna be only one stack on te tile, so return it imediately
 | |
| 			else if (!onlyAlive)
 | |
| 				stack = stacks[g]; //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 heroes[!stack->attackerOwned];
 | |
| }
 | |
| 
 | |
| void BattleInfo::localInit()
 | |
| {
 | |
| 	belligerents[0]->battle = belligerents[1]->battle = this;
 | |
| 
 | |
| 	BOOST_FOREACH(CArmedInstance *b, belligerents)
 | |
| 		b->attachTo(this);
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| 
 | |
| 	BOOST_FOREACH(CStack *s, stacks)
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| 		localInitStack(s);
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| 
 | |
| 	exportBonuses();
 | |
| }
 | |
| 
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| void BattleInfo::localInitStack(CStack * s)
 | |
| {
 | |
| 	s->exportBonuses();
 | |
| 	if(s->base) //stack originating from "real" stack in garrison -> attach to it
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| 	{
 | |
| 		s->attachTo(const_cast<CStackInstance*>(s->base));
 | |
| 	}
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| 	else //attach directly to obj to which stack belongs and creature type
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| 	{
 | |
| 		CArmedInstance *army = belligerents[!s->attackerOwned];
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| 		s->attachTo(army);
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| 		assert(s->type);
 | |
| 		s->attachTo(const_cast<CCreature*>(s->type));
 | |
| 	}
 | |
| 	s->postInit();
 | |
| }
 | |
| 
 | |
| namespace CGH
 | |
| {
 | |
| 	using namespace std;
 | |
| 
 | |
| 	static void readBattlePositions(const JsonNode &node, vector< vector<int> > & dest)
 | |
| 	{
 | |
| 		BOOST_FOREACH(const JsonNode &level, node.Vector())
 | |
| 		{
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| 			std::vector<int> pom;
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| 			BOOST_FOREACH(const JsonNode &value, level.Vector())
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| 			{
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| 				pom.push_back(value.Float());
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| 			}
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| 
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| 			dest.push_back(pom);
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| 		}
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| 	}
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| }
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| 
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| //RNG that works like H3 one
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| struct RandGen
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| {
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| 	int seed;
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| 
 | |
| 	void srand(int s)
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| 	{
 | |
| 		seed = s;
 | |
| 	}
 | |
| 	void srand(int3 pos)
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| 	{
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| 		srand(110291 * pos.x + 167801 * pos.y + 81569);
 | |
| 	}
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| 	int rand()
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| 	{
 | |
| 		seed = 214013 * seed + 2531011;
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| 		return (seed >> 16) & 0x7FFF;
 | |
| 	}
 | |
| 	int rand(int min, int max)
 | |
| 	{
 | |
| 		if(min == max)
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| 			return min;
 | |
| 		if(min > max)
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| 			return min;
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| 		return min + rand() % (max - min + 1);
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct RangeGenerator
 | |
| {
 | |
| 	class ExhaustedPossibilities : public std::exception
 | |
| 	{
 | |
| 	};
 | |
| 
 | |
| 	RangeGenerator(int _min, int _max, boost::function<int()> _myRand)
 | |
| 	{
 | |
| 		myRand = _myRand;
 | |
| 		min = _min;
 | |
| 		remainingCount = _max - _min + 1;
 | |
| 		remaining.resize(remainingCount, true);
 | |
| 	}
 | |
| 
 | |
| 	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(boost::function<bool(int)> goodNumberPred = 0)
 | |
| 	{
 | |
| 		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<bool> remaining;
 | |
| 	boost::function<int()> 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;
 | |
| 	BattleInfo *curB = new BattleInfo;
 | |
| 	curB->castSpells[0] = curB->castSpells[1] = 0;
 | |
| 	curB->sides[0] = armies[0]->tempOwner;
 | |
| 	curB->sides[1] = armies[1]->tempOwner;
 | |
| 	if(curB->sides[1] == PlayerColor::UNFLAGGABLE)
 | |
| 		curB->sides[1] = PlayerColor::NEUTRAL;
 | |
| 
 | |
| 	std::vector<CStack*> & stacks = (curB->stacks);
 | |
| 
 | |
| 	curB->tile = tile;
 | |
| 	curB->battlefieldType = battlefieldType;
 | |
| 	curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
 | |
| 	curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
 | |
| 	curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
 | |
| 	curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
 | |
| 	curB->round = -2;
 | |
| 	curB->activeStack = -1;
 | |
| 	curB->enchanterCounter[0] = curB->enchanterCounter[1] = 0; //ready to cast
 | |
| 
 | |
| 	if(town)
 | |
| 	{
 | |
| 		curB->town = town;
 | |
| 		curB->siege = town->fortLevel();
 | |
| 		curB->terrainType = VLC->townh->factions[town->town->typeID].nativeTerrain;
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		curB->town = NULL;
 | |
| 		curB->siege = CGTownInstance::NONE;
 | |
| 		curB->terrainType = terrain;
 | |
| 	}
 | |
| 
 | |
| 	//setting up siege obstacles
 | |
| 	if (town && town->hasFort())
 | |
| 	{
 | |
| 		for (int b = 0; b < ARRAY_COUNT (curB->si.wallState); ++b)
 | |
| 		{
 | |
| 			curB->si.wallState[b] = 1;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	//randomize obstacles
 | |
|  	if (town == NULL && !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<BattleHex> 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<CObstacleInstance>();
 | |
| 				obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
 | |
| 				obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
 | |
| 				obstPtr->uniqueID = curB->obstacles.size();
 | |
| 				curB->obstacles.push_back(obstPtr);
 | |
| 
 | |
| 				BOOST_FOREACH(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;
 | |
| 
 | |
| 					BOOST_FOREACH(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<CObstacleInstance>();
 | |
| 				obstPtr->ID = obid;
 | |
| 				obstPtr->pos = posgenerator.getSuchNumber(validPosition);
 | |
| 				obstPtr->uniqueID = curB->obstacles.size();
 | |
| 				curB->obstacles.push_back(obstPtr);
 | |
| 
 | |
| 				BOOST_FOREACH(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<int> > looseFormations[2], tightFormations[2], creBankFormations[2];
 | |
| 	std::vector <int> 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]);
 | |
| 
 | |
| 	BOOST_FOREACH (auto position, config["commanderPositions"]["field"].Vector())
 | |
| 	{
 | |
| 		commanderField.push_back (position.Float());
 | |
| 	}
 | |
| 	BOOST_FOREACH (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(TSlots::const_iterator i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
 | |
| 		{
 | |
| 			std::vector<int> *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->siege == CGTownInstance::CITADEL || curB->siege == CGTownInstance::CASTLE)
 | |
| 	{
 | |
| 		// keep tower
 | |
| 		CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID(255), -2);
 | |
| 		stacks.push_back(stack);
 | |
| 
 | |
| 		if (curB->siege == 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<MoatObstacle>();
 | |
| 		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<CreatureAlignmentLimiter>(EAlignment::GOOD)));
 | |
| 			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(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<CreatureFactionLimiter>(-1)));
 | |
| 			break;
 | |
| 		}
 | |
| 	case BFieldType::EVIL_FOG:
 | |
| 		{
 | |
| 			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
 | |
| 			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(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<CreatureNativeTerrainLimiter>(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 crebanks
 | |
| 
 | |
| 	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
 | |
| 	for(int i = 0; i < 2; i++)
 | |
| 	{
 | |
| 		TNodes nodes;
 | |
| 		curB->belligerents[i]->getRedAncestors(nodes);
 | |
| 		BOOST_FOREACH(CBonusSystemNode *n, nodes)
 | |
| 		{
 | |
| 			BOOST_FOREACH(Bonus *b, n->getExportedBonusList())
 | |
| 			{
 | |
| 				if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
 | |
| 				{
 | |
| 					Bonus *bCopy = new Bonus(*b);
 | |
| 					bCopy->effectRange = Bonus::NO_LIMIT;
 | |
| 					bCopy->propagator.reset();
 | |
| 					bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i]));
 | |
| 					curB->addNewBonus(bCopy);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return curB;
 | |
| }
 | |
| 
 | |
| const CGHeroInstance * BattleInfo::getHero( PlayerColor player ) const
 | |
| {
 | |
| 	assert(sides[0] == player || sides[1] == player);
 | |
| 	if(heroes[0] && heroes[0]->getOwner() == player)
 | |
| 		return heroes[0];
 | |
| 
 | |
| 	return heroes[1];
 | |
| }
 | |
| 
 | |
| std::vector<ui32> BattleInfo::calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<const CStack*> affectedCreatures, PlayerColor casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const
 | |
| {
 | |
| 	std::vector<ui32> ret;
 | |
| 	for(auto it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
 | |
| 	{
 | |
| 		if(battleIsImmune(caster, sp, mode, (*it)->position) != ESpellCastProblem::OK) //FIXME: immune stacks should not display resisted animation
 | |
| 		{
 | |
| 			ret.push_back((*it)->ID);
 | |
| 			continue;
 | |
| 		}
 | |
| 
 | |
| 		//non-negative spells should always succeed, unless immune
 | |
| 		if(!sp->isNegative())// && (*it)->owner == casterSideOwner)
 | |
| 			continue;
 | |
| 
 | |
| 		/*
 | |
| 		const CGHeroInstance * bonusHero; //hero we should take bonuses from
 | |
| 		if((*it)->owner == casterSideOwner)
 | |
| 			bonusHero = caster;
 | |
| 		else
 | |
| 			bonusHero = hero2;*/
 | |
| 
 | |
| 		int prob = (*it)->magicResistance(); //probability of resistance in %
 | |
| 
 | |
| 		if(prob > 100) prob = 100;
 | |
| 
 | |
| 		if(rand()%100 < prob) //immunity from resistance
 | |
| 			ret.push_back((*it)->ID);
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	if(sp->id == SpellID::HYPNOTIZE) //hypnotize
 | |
| 	{
 | |
| 		for(auto it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
 | |
| 		{
 | |
| 			if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
 | |
| 				|| ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
 | |
| 		>
 | |
| 		calculateSpellBonus (usedSpellPower * 25 + sp->powers[spellLevel], sp, caster, *it) //apply 'damage' bonus for hypnotize, including hero specialty
 | |
| 			)
 | |
| 			{
 | |
| 				ret.push_back((*it)->ID);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| PlayerColor BattleInfo::theOtherPlayer(PlayerColor player) const
 | |
| {
 | |
| 	return sides[!whatSide(player)];
 | |
| }
 | |
| 
 | |
| ui8 BattleInfo::whatSide(PlayerColor player) const
 | |
| {
 | |
| 	for(int i = 0; i < ARRAY_COUNT(sides); i++)
 | |
| 		if(sides[i] == player)
 | |
| 			return i;
 | |
| 
 | |
| 	tlog1 << "BattleInfo::whatSide: Player " << player << " is not in battle!\n";
 | |
| 	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<CObstacleInstance> BattleInfo::getObstacleOnTile(BattleHex tile) const
 | |
| {
 | |
| 	BOOST_FOREACH(auto &obs, obstacles)
 | |
| 		if(vstd::contains(obs->getAffectedTiles(), tile))
 | |
| 			return obs;
 | |
| 
 | |
| 	return shared_ptr<CObstacleInstance>();
 | |
| }
 | |
| 
 | |
| BattlefieldBI::BattlefieldBI BattleInfo::battlefieldTypeToBI(BFieldType bfieldType)
 | |
| {
 | |
| 	static const std::map<BFieldType, BattlefieldBI::BattlefieldBI> theMap = boost::assign::map_list_of
 | |
| 		(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<CStack *>(battleGetStackByID(stackID, onlyAlive));
 | |
| }
 | |
| 
 | |
| CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive /*= true*/)
 | |
| {
 | |
| 	return const_cast<CStack *>(battleGetStackByPos(tileID, onlyAlive));
 | |
| }
 | |
| 
 | |
| BattleInfo::BattleInfo()
 | |
| {
 | |
| 	setBattle(this);
 | |
| 	setNodeType(BATTLE);
 | |
| }
 | |
| 
 | |
| CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, bool AO, SlotID S)
 | |
| 	: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
 | |
| 	counterAttacks(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(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1)
 | |
| {
 | |
| 	type = stack->type;
 | |
| 	count = baseAmount = stack->count;
 | |
| 	setNodeType(STACK_BATTLE);
 | |
| }
 | |
| 
 | |
| void CStack::init()
 | |
| {
 | |
| 	base = NULL;
 | |
| 	type = NULL;
 | |
| 	ID = -1;
 | |
| 	count = baseAmount = -1;
 | |
| 	firstHPleft = -1;
 | |
| 	owner = PlayerColor::NEUTRAL;
 | |
| 	slot = SlotID(255);
 | |
| 	attackerOwned = false;
 | |
| 	position = BattleHex();
 | |
| 	counterAttacks = -1;
 | |
| }
 | |
| 
 | |
| void CStack::postInit()
 | |
| {
 | |
| 	assert(type);
 | |
| 	assert(getParentNodes().size());
 | |
| 
 | |
| 	//FIXME: the following should take into account ONLY_ENEMY_ARMY bonus range
 | |
| 
 | |
| 	firstHPleft = MaxHealth();
 | |
| 	shots = getCreature()->valOfBonuses(Bonus::SHOTS);
 | |
| 	counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
 | |
| 	casts = valOfBonuses(Bonus::CASTS);
 | |
| }
 | |
| 
 | |
| ui32 CStack::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
 | |
| {
 | |
| 	if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
 | |
| 		return 0;
 | |
| 
 | |
| 	int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
 | |
| 
 | |
| 	int percentBonus = 0;
 | |
| 	BOOST_FOREACH(const Bonus *b, getBonusList())
 | |
| 	{
 | |
| 		if(b->type == Bonus::STACKS_SPEED)
 | |
| 		{
 | |
| 			percentBonus += b->additionalInfo;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	speed = ((100 + percentBonus) * speed)/100;
 | |
| 
 | |
| 	//bind effect check - doesn't influence stack initiative
 | |
| 	if (useBind && getEffect (SpellID::BIND))
 | |
| 	{
 | |
| 		return 0;
 | |
| 	}
 | |
| 
 | |
| 	return speed;
 | |
| }
 | |
| 
 | |
| 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;
 | |
| 		BOOST_FOREACH (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<Bonus> & sf, const Bonus & sse)
 | |
| {
 | |
| 	const CSpell * sp = SpellID(sse.sid).toSpell();
 | |
| 
 | |
| 	std::vector<Bonus> tmp;
 | |
| 	sp->getEffects(tmp, sse.val);
 | |
| 
 | |
| 	BOOST_FOREACH(Bonus& b, tmp)
 | |
| 	{
 | |
| 		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) && 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<BattleHex> CStack::getHexes() const
 | |
| {
 | |
| 	return getHexes(position);
 | |
| }
 | |
| 
 | |
| std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
 | |
| {
 | |
| 	return getHexes(assumedPos, doubleWide(), attackerOwned);
 | |
| }
 | |
| 
 | |
| std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned)
 | |
| {
 | |
| 	std::vector<BattleHex> 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<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
 | |
| {
 | |
| 	BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
 | |
| 	std::vector<BattleHex> 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<si32> CStack::activeSpells() const
 | |
| {
 | |
| 	std::vector<si32> ret;
 | |
| 
 | |
| 	TBonusListPtr spellEffects = getSpellBonuses();
 | |
| 	BOOST_FOREACH(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<const CGHeroInstance *>(base->armyObj);
 | |
| 	else //we are attached directly?
 | |
| 		BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())
 | |
| 			if(n->getNodeType() == HERO)
 | |
| 				return dynamic_cast<const CGHeroInstance *>(n);
 | |
| 
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| 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();
 | |
| }
 | |
| 
 | |
| void CStack::prepareAttacked(BattleStackAttacked &bsa) const
 | |
| {
 | |
| 	bsa.killedAmount = bsa.damageAmount / MaxHealth();
 | |
| 	unsigned damageFirst = bsa.damageAmount % MaxHealth();
 | |
| 
 | |
| 	if (bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
 | |
| 	{
 | |
| 		bsa.killedAmount = count;
 | |
| 		bsa.flags |= BattleStackAttacked::CLONE_KILLED;
 | |
| 		return; // no rebirth I believe
 | |
| 	}
 | |
| 
 | |
| 	if( firstHPleft <= damageFirst )
 | |
| 	{
 | |
| 		bsa.killedAmount++;
 | |
| 		bsa.newHP = firstHPleft + MaxHealth() - damageFirst;
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		bsa.newHP = firstHPleft - damageFirst;
 | |
| 	}
 | |
| 
 | |
| 	if(count <= bsa.killedAmount) //stack killed
 | |
| 	{
 | |
| 		bsa.newAmount = 0;
 | |
| 		bsa.flags |= BattleStackAttacked::KILLED;
 | |
| 		bsa.killedAmount = count; //we cannot kill more creatures than we have
 | |
| 
 | |
| 		int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
 | |
| 		if (resurrectFactor > 0 && casts) //there must be casts left
 | |
| 		{
 | |
| 			int resurrectedCount = base->count * resurrectFactor / 100;
 | |
| 			if (resurrectedCount)
 | |
| 				resurrectedCount += ((base->count * resurrectFactor / 100.0 - resurrectedCount) > ran()%100 / 100.0) ? 1 : 0; //last stack has proportional chance to rebirth
 | |
| 			else //only one unit
 | |
| 				resurrectedCount += ((base->count * resurrectFactor / 100.0) > ran()%100 / 100.0) ? 1 : 0;
 | |
| 			if (hasBonusOfType(Bonus::REBIRTH, 1))
 | |
| 				vstd::amax (resurrectedCount, 1); //resurrect at least one Sacred Phoenix
 | |
| 			if (resurrectedCount)
 | |
| 			{
 | |
| 				bsa.flags |= BattleStackAttacked::REBIRTH;
 | |
| 				bsa.newAmount = resurrectedCount; //risky?
 | |
| 				bsa.newHP = MaxHealth(); //resore full health
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		bsa.newAmount = count - 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
 | |
| {
 | |
| 	return alive()
 | |
| 		&& (counterAttacks > 0 || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
 | |
| 		&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
 | |
| 		&& !hasBonusOfType(Bonus::HYPNOTIZED)
 | |
| 		&& !hasBonusOfType(Bonus::NO_RETALIATION);
 | |
| }
 | |
| 
 | |
| 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);
 | |
| }
 | |
| 
 | |
| 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;
 | |
| }
 | |
| 
 |