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a31c28ec33
* it is possible to define new war machines * added warMachine field to artifact configuration
780 lines
23 KiB
C++
780 lines
23 KiB
C++
/*
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* BattleInfo.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleInfo.h"
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#include "CStack.h"
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#include "CHeroHandler.h"
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#include "NetPacks.h"
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#include "filesystem/Filesystem.h"
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#include "mapObjects/CGTownInstance.h"
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const CStack * BattleInfo::getNextStack() const
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{
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std::vector<const CStack *> hlp;
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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 nullptr;
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}
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int BattleInfo::getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos) const
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{
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bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
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//bool flying = VLC->creh->creatures[creID]->isFlying();
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int pos;
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if (initialPos > -1)
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pos = initialPos;
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else //summon elementals depending on player side
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{
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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;
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for(int i = 0; i < accessibility.size(); i++)
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if(accessibility.accessible(i, twoHex, attackerOwned))
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occupyable.insert(i);
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if (occupyable.empty())
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{
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return BattleHex::INVALID; //all tiles are covered
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}
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return BattleHex::getClosestTile(attackerOwned, pos, occupyable);
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}
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std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, const CStack *stack)
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{
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auto reachability = getReachability(stack);
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if(reachability.predecessors[dest] == -1) //cannot reach destination
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{
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return std::make_pair(std::vector<BattleHex>(), 0);
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}
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//making the Path
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std::vector<BattleHex> path;
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BattleHex curElem = dest;
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while(curElem != start)
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{
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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]);
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}
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ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender,
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bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand )
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{
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TDmgRange range = calculateDmgRange(attacker, defender, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);
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if(range.first != range.second)
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{
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ui32 sum = 0;
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ui32 howManyToAv = std::min<ui32>(10, attacker->count);
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for(int g=0; g<howManyToAv; ++g)
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sum += (ui32)rand.nextInt(range.first, range.second);
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return sum / howManyToAv;
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}
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else
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return range.first;
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}
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void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
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{
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for(auto & elem : stacks)//setting casualties
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{
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const CStack * const st = elem;
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si32 killed = (st->alive() ? (st->baseAmount - st->count + st->resurrected) : st->baseAmount);
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vstd::amax(killed, 0);
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if(killed)
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casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
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}
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}
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CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const
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{
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int stackID = getIdForNewStack();
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PlayerColor owner = sides[attackerOwned ? 0 : 1].color;
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assert((owner >= PlayerColor::PLAYER_LIMIT) ||
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(base.armyObj && base.armyObj->tempOwner == owner));
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auto ret = new CStack(&base, owner, stackID, attackerOwned, slot);
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ret->position = getAvaliableHex (base.getCreatureID(), attackerOwned, position); //TODO: what if no free tile on battlefield was found?
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ret->state.insert(EBattleStackState::ALIVE); //alive state indication
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return ret;
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}
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CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, SlotID slot, BattleHex position) const
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{
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int stackID = getIdForNewStack();
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PlayerColor owner = sides[attackerOwned ? 0 : 1].color;
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auto ret = new CStack(&base, owner, stackID, attackerOwned, slot);
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ret->position = position;
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ret->state.insert(EBattleStackState::ALIVE); //alive state indication
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return ret;
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}
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void BattleInfo::localInit()
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{
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for(int i = 0; i < 2; i++)
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{
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auto armyObj = battleGetArmyObject(i);
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armyObj->battle = this;
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armyObj->attachTo(this);
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}
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for(CStack *s : stacks)
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localInitStack(s);
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exportBonuses();
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}
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void BattleInfo::localInitStack(CStack * s)
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{
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s->exportBonuses();
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if(s->base) //stack originating from "real" stack in garrison -> attach to it
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{
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s->attachTo(const_cast<CStackInstance*>(s->base));
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}
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else //attach directly to obj to which stack belongs and creature type
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{
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CArmedInstance *army = battleGetArmyObject(!s->attackerOwned);
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s->attachTo(army);
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assert(s->type);
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s->attachTo(const_cast<CCreature*>(s->type));
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}
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s->postInit();
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}
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namespace CGH
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{
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static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)
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{
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for(const JsonNode &level : node.Vector())
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{
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std::vector<int> pom;
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for(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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dest.push_back(pom);
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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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{
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seed = s;
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}
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void srand(int3 pos)
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{
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srand(110291 * pos.x + 167801 * pos.y + 81569);
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}
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int rand()
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{
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seed = 214013 * seed + 2531011;
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return (seed >> 16) & 0x7FFF;
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}
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int rand(int min, int max)
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{
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if(min == max)
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return min;
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if(min > max)
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return min;
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return min + rand() % (max - min + 1);
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}
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};
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struct RangeGenerator
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{
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class ExhaustedPossibilities : public std::exception
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{
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};
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RangeGenerator(int _min, int _max, std::function<int()> _myRand):
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min(_min),
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remainingCount(_max - _min + 1),
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remaining(remainingCount, true),
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myRand(_myRand)
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{
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}
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int generateNumber()
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{
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if(!remainingCount)
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throw ExhaustedPossibilities();
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if(remainingCount == 1)
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return 0;
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return myRand() % remainingCount;
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}
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//get number fulfilling predicate. Never gives the same number twice.
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int getSuchNumber(std::function<bool(int)> goodNumberPred = nullptr)
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{
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int ret = -1;
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do
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{
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int n = generateNumber();
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int i = 0;
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for(;;i++)
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{
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assert(i < (int)remaining.size());
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if(!remaining[i])
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continue;
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if(!n)
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break;
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n--;
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}
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remainingCount--;
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remaining[i] = false;
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ret = i + min;
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} while(goodNumberPred && !goodNumberPred(ret));
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return ret;
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}
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int min, remainingCount;
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std::vector<bool> remaining;
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std::function<int()> myRand;
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};
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BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
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{
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CMP_stack cmpst;
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auto curB = new BattleInfo();
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for(auto i = 0u; i < curB->sides.size(); i++)
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curB->sides[i].init(heroes[i], armies[i]);
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std::vector<CStack*> & stacks = (curB->stacks);
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curB->tile = tile;
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curB->battlefieldType = battlefieldType;
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curB->round = -2;
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curB->activeStack = -1;
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if(town)
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{
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curB->town = town;
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curB->terrainType = VLC->townh->factions[town->subID]->nativeTerrain;
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}
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else
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{
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curB->town = nullptr;
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curB->terrainType = terrain;
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}
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//setting up siege obstacles
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if (town && town->hasFort())
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{
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curB->si.gateState = EGateState::CLOSED;
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for (int b = 0; b < curB->si.wallState.size(); ++b)
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{
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curB->si.wallState[b] = EWallState::INTACT;
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}
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if (!town->hasBuilt(BuildingID::CITADEL))
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{
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curB->si.wallState[EWallPart::KEEP] = EWallState::NONE;
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}
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if (!town->hasBuilt(BuildingID::CASTLE))
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{
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curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::NONE;
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curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::NONE;
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}
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}
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//randomize obstacles
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if (town == nullptr && !creatureBank) //do it only when it's not siege and not creature bank
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{
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const int ABSOLUTE_OBSTACLES_COUNT = 34, USUAL_OBSTACLES_COUNT = 91; //shouldn't be changes if we want H3-like obstacle placement
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RandGen r;
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auto ourRand = [&]{ return r.rand(); };
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r.srand(tile);
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r.rand(1,8); //battle sound ID to play... can't do anything with it here
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int tilesToBlock = r.rand(5,12);
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const int specialBattlefield = battlefieldTypeToBI(battlefieldType);
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std::vector<BattleHex> blockedTiles;
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auto appropriateAbsoluteObstacle = [&](int id)
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{
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return VLC->heroh->absoluteObstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
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};
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auto appropriateUsualObstacle = [&](int id) -> bool
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{
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return VLC->heroh->obstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
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};
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if(r.rand(1,100) <= 40) //put cliff-like obstacle
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{
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RangeGenerator obidgen(0, ABSOLUTE_OBSTACLES_COUNT-1, ourRand);
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try
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{
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auto obstPtr = std::make_shared<CObstacleInstance>();
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obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
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obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
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obstPtr->uniqueID = curB->obstacles.size();
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curB->obstacles.push_back(obstPtr);
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for(BattleHex blocked : obstPtr->getBlockedTiles())
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blockedTiles.push_back(blocked);
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tilesToBlock -= VLC->heroh->absoluteObstacles[obstPtr->ID].blockedTiles.size() / 2;
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}
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catch(RangeGenerator::ExhaustedPossibilities &)
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{
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//silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
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}
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}
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RangeGenerator obidgen(0, USUAL_OBSTACLES_COUNT-1, ourRand);
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try
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{
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while(tilesToBlock > 0)
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{
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const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
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const CObstacleInfo &obi = VLC->heroh->obstacles[obid];
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auto validPosition = [&](BattleHex pos) -> bool
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{
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if(obi.height >= pos.getY())
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return false;
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if(pos.getX() == 0)
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return false;
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if(pos.getX() + obi.width > 15)
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return false;
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if(vstd::contains(blockedTiles, pos))
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return false;
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for(BattleHex blocked : obi.getBlocked(pos))
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{
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if(vstd::contains(blockedTiles, blocked))
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return false;
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int x = blocked.getX();
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if(x <= 2 || x >= 14)
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return false;
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}
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return true;
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};
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RangeGenerator posgenerator(18, 168, ourRand);
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auto obstPtr = std::make_shared<CObstacleInstance>();
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obstPtr->ID = obid;
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obstPtr->pos = posgenerator.getSuchNumber(validPosition);
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obstPtr->uniqueID = curB->obstacles.size();
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curB->obstacles.push_back(obstPtr);
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for(BattleHex blocked : obstPtr->getBlockedTiles())
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blockedTiles.push_back(blocked);
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tilesToBlock -= obi.blockedTiles.size();
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}
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}
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catch(RangeGenerator::ExhaustedPossibilities &)
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{
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}
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}
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//reading battleStartpos - add creatures AFTER random obstacles are generated
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//TODO: parse once to some structure
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std::vector< std::vector<int> > looseFormations[2], tightFormations[2], creBankFormations[2];
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std::vector <int> commanderField, commanderBank;
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const JsonNode config(ResourceID("config/battleStartpos.json"));
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const JsonVector &positions = config["battle_positions"].Vector();
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CGH::readBattlePositions(positions[0]["levels"], looseFormations[0]);
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CGH::readBattlePositions(positions[1]["levels"], looseFormations[1]);
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CGH::readBattlePositions(positions[2]["levels"], tightFormations[0]);
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CGH::readBattlePositions(positions[3]["levels"], tightFormations[1]);
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CGH::readBattlePositions(positions[4]["levels"], creBankFormations[0]);
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CGH::readBattlePositions(positions[5]["levels"], creBankFormations[1]);
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for (auto position : config["commanderPositions"]["field"].Vector())
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{
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commanderField.push_back (position.Float());
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}
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for (auto position : config["commanderPositions"]["creBank"].Vector())
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{
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commanderBank.push_back (position.Float());
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}
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//adding war machines
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if(!creatureBank)
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{
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//Checks if hero has artifact and create appropriate stack
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auto handleWarMachine= [&](int side, ArtifactPosition artslot, BattleHex hex)
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{
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const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
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if(nullptr != warMachineArt)
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{
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CreatureID cre = warMachineArt->artType->warMachine;
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if(cre != CreatureID::NONE)
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stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cre, 1), !side, SlotID::WAR_MACHINES_SLOT, hex));
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}
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};
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if(heroes[0])
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{
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handleWarMachine(0, ArtifactPosition::MACH1, 52);
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handleWarMachine(0, ArtifactPosition::MACH2, 18);
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handleWarMachine(0, ArtifactPosition::MACH3, 154);
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if(town && town->hasFort())
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handleWarMachine(0, ArtifactPosition::MACH4, 120);
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}
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if(heroes[1])
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{
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if(!town) //defending hero shouldn't receive ballista (bug #551)
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handleWarMachine(1, ArtifactPosition::MACH1, 66);
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handleWarMachine(1, ArtifactPosition::MACH2, 32);
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handleWarMachine(1, ArtifactPosition::MACH3, 168);
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}
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}
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//war machines added
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//battleStartpos read
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for(int side = 0; side < 2; side++)
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{
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int formationNo = armies[side]->stacksCount() - 1;
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vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);
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int k = 0; //stack serial
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for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
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{
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std::vector<int> *formationVector = nullptr;
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if(creatureBank)
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formationVector = &creBankFormations[side][formationNo];
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else if(armies[side]->formation)
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formationVector = &tightFormations[side][formationNo];
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else
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formationVector = &looseFormations[side][formationNo];
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BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);
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if(creatureBank && i->second->type->isDoubleWide())
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pos += side ? BattleHex::LEFT : BattleHex::RIGHT;
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CStack * stack = curB->generateNewStack(*i->second, !side, i->first, pos);
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stacks.push_back(stack);
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}
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}
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//adding commanders
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for (int i = 0; i < 2; ++i)
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{
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if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
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{
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CStack * stack = curB->generateNewStack (*heroes[i]->commander, !i, SlotID::COMMANDER_SLOT_PLACEHOLDER,
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creatureBank ? commanderBank[i] : commanderField[i]);
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stacks.push_back(stack);
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}
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}
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if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
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{
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// keep tower
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CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -2);
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stacks.push_back(stack);
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if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
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|
{
|
|
// lower tower + upper tower
|
|
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -4);
|
|
stacks.push_back(stack);
|
|
stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -3);
|
|
stacks.push_back(stack);
|
|
}
|
|
|
|
//moat
|
|
auto moat = std::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(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
|
|
0, -1, -1, Bonus::INDEPENDENT_MAX));
|
|
|
|
auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);
|
|
auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);
|
|
auto evil = std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL);
|
|
|
|
//giving terrain overlay 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(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, battlefieldType, bonusSubtype));
|
|
break;
|
|
}
|
|
case BFieldType::HOLY_GROUND:
|
|
{
|
|
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(good));
|
|
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(evil));
|
|
break;
|
|
}
|
|
case BFieldType::CLOVER_FIELD:
|
|
{ //+2 luck bonus for neutral creatures
|
|
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LUCK, Bonus::TERRAIN_OVERLAY, +2, battlefieldType, 0)->addLimiter(neutral));
|
|
break;
|
|
}
|
|
case BFieldType::EVIL_FOG:
|
|
{
|
|
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(good));
|
|
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(evil));
|
|
break;
|
|
}
|
|
case BFieldType::CURSED_GROUND:
|
|
{
|
|
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_MORALE, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0));
|
|
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_LUCK, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0));
|
|
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::BLOCK_MAGIC_ABOVE, Bonus::TERRAIN_OVERLAY, 1, battlefieldType, 0, Bonus::INDEPENDENT_MIN));
|
|
break;
|
|
}
|
|
}
|
|
//overlay premies given
|
|
|
|
//native terrain bonuses
|
|
auto nativeTerrain = std::make_shared<CreatureNativeTerrainLimiter>(curB->terrainType);
|
|
|
|
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::STACKS_SPEED, Bonus::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));
|
|
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));
|
|
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->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(auto b : n->getExportedBonusList())
|
|
{
|
|
if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
|
|
{
|
|
auto bCopy = std::make_shared<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;
|
|
}
|
|
|
|
std::shared_ptr<CObstacleInstance> BattleInfo::getObstacleOnTile(BattleHex tile) const
|
|
{
|
|
for(auto &obs : obstacles)
|
|
if(vstd::contains(obs->getAffectedTiles(), tile))
|
|
return obs;
|
|
|
|
return std::shared_ptr<CObstacleInstance>();
|
|
}
|
|
|
|
BattlefieldBI::BattlefieldBI BattleInfo::battlefieldTypeToBI(BFieldType bfieldType)
|
|
{
|
|
static const std::map<BFieldType, BattlefieldBI::BattlefieldBI> theMap =
|
|
{
|
|
{BFieldType::CLOVER_FIELD, BattlefieldBI::CLOVER_FIELD},
|
|
{BFieldType::CURSED_GROUND, BattlefieldBI::CURSED_GROUND},
|
|
{BFieldType::EVIL_FOG, BattlefieldBI::EVIL_FOG},
|
|
{BFieldType::FAVORABLE_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));
|
|
}
|
|
|
|
BattleInfo::BattleInfo()
|
|
: round(-1), activeStack(-1), selectedStack(-1), town(nullptr), tile(-1,-1,-1),
|
|
battlefieldType(BFieldType::NONE), terrainType(ETerrainType::WRONG),
|
|
tacticsSide(0), tacticDistance(0)
|
|
{
|
|
setBattle(this);
|
|
setNodeType(BATTLE);
|
|
}
|
|
|
|
CArmedInstance * BattleInfo::battleGetArmyObject(ui8 side) const
|
|
{
|
|
return const_cast<CArmedInstance*>(CBattleInfoEssentials::battleGetArmyObject(side));
|
|
}
|
|
|
|
CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const
|
|
{
|
|
return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
|
|
}
|
|
|
|
|
|
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;
|
|
}
|