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18161d3688
If running with --spectate/-s CPlayerInterface will appear even without human players. Following command-line options also available: --spectate-ignore-hero --spectate-hero-speed=N --spectate-battle-speed=N --spectate-skip-battle --spectate-skip-battle-result Boolean options can also be changed in runtime via client console: set spectate-ignore-hero on / off Spectator mode also: - Work with --onlyAI option when starting game or loading saves. - Allow to use any cheat codes. - Give recon on towns and heroes.
2138 lines
62 KiB
C++
2138 lines
62 KiB
C++
#include "StdInc.h"
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#include "CBattleCallback.h"
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#include "CStack.h"
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#include "BattleInfo.h"
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#include "CGameState.h"
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#include "NetPacks.h"
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#include "spells/CSpellHandler.h"
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#include "VCMI_Lib.h"
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#include "CTownHandler.h"
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#include "mapObjects/CGTownInstance.h"
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/*
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* CBattleCallback.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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#define RETURN_IF_NOT_BATTLE(X) if(!duringBattle()) {logGlobal->errorStream() << __FUNCTION__ << " called when no battle!"; return X; }
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namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
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{
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static void retreiveTurretDamageRange(const CGTownInstance * town, const CStack *turret, double &outMinDmg, double &outMaxDmg)
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{
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assert(turret->getCreature()->idNumber == CreatureID::ARROW_TOWERS);
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assert(town);
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assert(turret->position >= -4 && turret->position <= -2);
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float multiplier = (turret->position == -2) ? 1 : 0.5;
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int baseMin = 6;
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int baseMax = 10;
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outMinDmg = multiplier * (baseMin + town->getTownLevel() * 2);
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outMaxDmg = multiplier * (baseMax + town->getTownLevel() * 3);
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}
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static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
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{
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static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
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return lineToHex[line];
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}
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static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
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{
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const int wallInStackLine = lineToWallHex(pos1.getY());
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const int wallInDestLine = lineToWallHex(pos2.getY());
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const bool stackLeft = pos1 < wallInStackLine;
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const bool destLeft = pos2 < wallInDestLine;
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return stackLeft == destLeft;
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}
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// parts of wall
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static const std::pair<int, EWallPart::EWallPart> wallParts[] =
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{
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std::make_pair(50, EWallPart::KEEP),
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std::make_pair(183, EWallPart::BOTTOM_TOWER),
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std::make_pair(182, EWallPart::BOTTOM_WALL),
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std::make_pair(130, EWallPart::BELOW_GATE),
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std::make_pair(78, EWallPart::OVER_GATE),
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std::make_pair(29, EWallPart::UPPER_WALL),
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std::make_pair(12, EWallPart::UPPER_TOWER),
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std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
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std::make_pair(96, EWallPart::GATE),
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std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
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};
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static EWallPart::EWallPart hexToWallPart(BattleHex hex)
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{
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for(auto & elem : wallParts)
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{
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if(elem.first == hex)
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return elem.second;
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}
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return EWallPart::INVALID; //not found!
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}
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static BattleHex WallPartToHex(EWallPart::EWallPart part)
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{
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for(auto & elem : wallParts)
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{
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if(elem.second == part)
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return elem.first;
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}
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return BattleHex::INVALID; //not found!
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}
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}
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using namespace SiegeStuffThatShouldBeMovedToHandlers;
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boost::shared_mutex& CCallbackBase::getGsMutex()
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{
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return *gs->mx;
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}
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bool CCallbackBase::duringBattle() const
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{
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return getBattle() != nullptr;
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}
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void CCallbackBase::setBattle(const BattleInfo *B)
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{
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battle = B;
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}
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boost::optional<PlayerColor> CCallbackBase::getPlayerID() const
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{
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return player;
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}
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ETerrainType CBattleInfoEssentials::battleTerrainType() const
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{
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RETURN_IF_NOT_BATTLE(ETerrainType::WRONG);
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return getBattle()->terrainType;
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}
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BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const
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{
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RETURN_IF_NOT_BATTLE(BFieldType::NONE);
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return getBattle()->battlefieldType;
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}
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std::vector<std::shared_ptr<const CObstacleInstance> > CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective /*= boost::none*/) const
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{
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std::vector<std::shared_ptr<const CObstacleInstance> > ret;
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RETURN_IF_NOT_BATTLE(ret);
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if(!perspective)
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{
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//if no particular perspective request, use default one
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perspective = battleGetMySide();
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}
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else
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{
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if(!!player && *perspective != battleGetMySide())
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{
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logGlobal->errorStream() << "Unauthorized access attempt!";
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assert(0); //I want to notice if that happens
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//perspective = battleGetMySide();
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}
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}
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for(auto oi : getBattle()->obstacles)
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{
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if(getBattle()->battleIsObstacleVisibleForSide(*oi, *perspective))
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ret.push_back(oi);
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}
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return ret;
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}
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bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
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}
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bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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for(const CStack *s : battleGetAllStacks())
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{
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if(s->attackerOwned == !side && s->getCreature()->isItNativeTerrain(getBattle()->terrainType))
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return true;
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}
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return false;
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}
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TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets /*= false*/) const
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{
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return battleGetStacksIf([=](const CStack * s)
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{
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return !s->isGhost() && (includeTurrets || !s->isTurret());
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});
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}
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TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate) const
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{
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TStacks ret;
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RETURN_IF_NOT_BATTLE(ret);
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vstd::copy_if(getBattle()->stacks, std::back_inserter(ret), predicate);
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return ret;
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}
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TStacks CBattleInfoEssentials::battleAliveStacks() const
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{
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return battleGetStacksIf([](const CStack * s){
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return s->isValidTarget(false);
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});
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}
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TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const
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{
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return battleGetStacksIf([=](const CStack * s){
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return s->isValidTarget(false) && s->attackerOwned == !side;
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});
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}
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int CBattleInfoEssentials::battleGetMoatDmg() const
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{
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RETURN_IF_NOT_BATTLE(0);
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auto town = getBattle()->town;
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if(!town)
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return 0;
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return town->town->moatDamage;
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}
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const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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if(!getBattle() || getBattle()->town == nullptr)
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return nullptr;
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return getBattle()->town;
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}
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BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
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{
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RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
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if(!player || player.get().isSpectator())
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return BattlePerspective::ALL_KNOWING;
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if(*player == getBattle()->sides[0].color)
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return BattlePerspective::LEFT_SIDE;
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if(*player == getBattle()->sides[1].color)
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return BattlePerspective::RIGHT_SIDE;
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logGlobal->errorStream() << "Cannot find player " << *player << " in battle!";
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return BattlePerspective::INVALID;
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}
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const CStack * CBattleInfoEssentials::battleActiveStack() const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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return battleGetStackByID(getBattle()->activeStack);
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}
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const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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auto stacks = battleGetStacksIf([=](const CStack * s)
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{
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return s->ID == ID && (!onlyAlive || s->alive());
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});
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if(stacks.empty())
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return nullptr;
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else
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return stacks[0];
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}
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bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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auto p = battleGetMySide();
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return p == BattlePerspective::ALL_KNOWING || p == side;
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}
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si8 CBattleInfoEssentials::battleTacticDist() const
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{
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RETURN_IF_NOT_BATTLE(0);
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return getBattle()->tacticDistance;
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}
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si8 CBattleInfoEssentials::battleGetTacticsSide() const
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{
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RETURN_IF_NOT_BATTLE(-1);
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return getBattle()->tacticsSide;
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}
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const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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if(side > 1)
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{
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logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
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return nullptr;
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}
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if(!battleDoWeKnowAbout(side))
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{
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logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
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return nullptr;
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}
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return getBattle()->sides[side].hero;
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}
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const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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if(side > 1)
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{
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logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
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return nullptr;
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}
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if(!battleDoWeKnowAbout(side))
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{
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logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
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return nullptr;
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}
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return getBattle()->sides[side].armyObject;
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}
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InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo( ui8 side ) const
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{
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auto hero = getBattle()->sides[side].hero;
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if(!hero)
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{
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logGlobal->warnStream() << __FUNCTION__ << ": side " << (int)side << " does not have hero!";
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return InfoAboutHero();
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}
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InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC;
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return InfoAboutHero(hero, infoLevel);
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}
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int CBattleInfoEssentials::battleCastSpells(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(-1);
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return getBattle()->sides[side].castSpellsCount;
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}
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const IBonusBearer * CBattleInfoEssentials::getBattleNode() const
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{
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return getBattle();
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}
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ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const ISpellCaster * caster, ECastingMode::ECastingMode mode) const
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{
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RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
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if(caster == nullptr)
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{
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logGlobal->errorStream() << "CBattleInfoCallback::battleCanCastSpell: no spellcaster.";
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return ESpellCastProblem::INVALID;
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}
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const PlayerColor player = caster->getOwner();
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const si8 side = playerToSide(player);
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if(side < 0)
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return ESpellCastProblem::INVALID;
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if(!battleDoWeKnowAbout(side))
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{
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logGlobal->warnStream() << "You can't check if enemy can cast given spell!";
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return ESpellCastProblem::INVALID;
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}
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if(battleTacticDist())
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return ESpellCastProblem::ONGOING_TACTIC_PHASE;
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switch (mode)
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{
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case ECastingMode::HERO_CASTING:
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{
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if(battleCastSpells(side) > 0)
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return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
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auto hero = dynamic_cast<const CGHeroInstance *>(caster);
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if(!hero)
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return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
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if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
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return ESpellCastProblem::MAGIC_IS_BLOCKED;
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}
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break;
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default:
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break;
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}
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return ESpellCastProblem::OK;
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}
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bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
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{
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RETURN_IF_NOT_BATTLE(false);
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const si8 mySide = playerToSide(player);
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const CGHeroInstance *myHero = battleGetFightingHero(mySide);
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//current player have no hero
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if(!myHero)
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return false;
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//eg. one of heroes is wearing shakles of war
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if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
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return false;
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//we are besieged defender
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if(mySide == BattleSide::DEFENDER && battleGetSiegeLevel())
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{
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auto town = battleGetDefendedTown();
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if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
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return false;
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}
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return true;
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}
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si8 CBattleInfoEssentials::playerToSide(PlayerColor player) const
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{
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RETURN_IF_NOT_BATTLE(-1);
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int ret = vstd::find_pos_if(getBattle()->sides, [=](const SideInBattle &side){ return side.color == player; });
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if(ret < 0)
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logGlobal->warnStream() << "Cannot find side for player " << player;
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return ret;
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}
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bool CBattleInfoEssentials::playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const
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{
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RETURN_IF_NOT_BATTLE(false);
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const si8 playerSide = playerToSide(player);
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if (playerSide >= 0)
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{
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if (getBattle()->sides[!playerSide].hero == h)
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return true;
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}
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return false;
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}
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ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
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{
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RETURN_IF_NOT_BATTLE(0);
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return getBattle()->town ? getBattle()->town->fortLevel() : CGTownInstance::NONE;
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}
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bool CBattleInfoEssentials::battleCanSurrender(PlayerColor player) const
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{
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RETURN_IF_NOT_BATTLE(false);
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ui8 mySide = playerToSide(player);
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bool iAmSiegeDefender = ( mySide == BattleSide::DEFENDER && battleGetSiegeLevel() );
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//conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
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return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(!mySide);
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}
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bool CBattleInfoEssentials::battleHasHero(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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assert(side < 2);
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return getBattle()->sides[side].hero;
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}
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si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
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{
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RETURN_IF_NOT_BATTLE(0);
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if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)
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return EWallState::NONE;
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assert(partOfWall >= 0 && partOfWall < EWallPart::PARTS_COUNT);
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return getBattle()->si.wallState[partOfWall];
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}
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EGateState CBattleInfoEssentials::battleGetGateState() const
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{
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RETURN_IF_NOT_BATTLE(EGateState::NONE);
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if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)
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return EGateState::NONE;
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return getBattle()->si.gateState;
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}
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PlayerColor CBattleInfoEssentials::battleGetOwner(const CStack * stack) const
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{
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RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
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if(stack->hasBonusOfType(Bonus::HYPNOTIZED))
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return getBattle()->theOtherPlayer(stack->owner);
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else
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return stack->owner;
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}
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const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const CStack * stack) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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return getBattle()->sides.at(playerToSide(battleGetOwner(stack))).hero;
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}
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bool CBattleInfoEssentials::battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness /* = false*/) const
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{
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RETURN_IF_NOT_BATTLE(false);
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if(boost::logic::indeterminate(positivness))
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return true;
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else if(defender->owner != battleGetOwner(defender))
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return true;//mind controlled unit is attackable for both sides
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else
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return (battleGetOwner(attacker) == battleGetOwner(defender)) == positivness;
|
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}
|
|
|
|
si8 CBattleInfoCallback::battleHasWallPenalty( const CStack * stack, BattleHex destHex ) const
|
|
{
|
|
return battleHasWallPenalty(stack, stack->position, destHex);
|
|
}
|
|
|
|
si8 CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
if (!battleGetSiegeLevel() || bonusBearer->hasBonusOfType(Bonus::NO_WALL_PENALTY))
|
|
return false;
|
|
|
|
const int wallInStackLine = lineToWallHex(shooterPosition.getY());
|
|
const int wallInDestLine = lineToWallHex(destHex.getY());
|
|
|
|
const bool stackLeft = shooterPosition < wallInStackLine;
|
|
const bool destRight = destHex > wallInDestLine;
|
|
|
|
if (stackLeft && destRight) //shooting from outside to inside
|
|
{
|
|
int row = (shooterPosition + destHex) / (2 * GameConstants::BFIELD_WIDTH);
|
|
if (shooterPosition > destHex && ((destHex % GameConstants::BFIELD_WIDTH - shooterPosition % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
|
|
row -= 2;
|
|
const int wallPos = lineToWallHex(row);
|
|
if (!isWallPartPotentiallyAttackable(battleHexToWallPart(wallPos))) return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
si8 CBattleInfoCallback::battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
if (!getAccesibility(stack).accessible(destHex, stack))
|
|
return false;
|
|
|
|
const ui8 siegeLevel = battleGetSiegeLevel();
|
|
|
|
//check for wall
|
|
//advanced teleport can pass wall of fort|citadel, expert - of castle
|
|
if ((siegeLevel > CGTownInstance::NONE && telportLevel < 2) || (siegeLevel >= CGTownInstance::CASTLE && telportLevel < 3))
|
|
return sameSideOfWall(stack->position, destHex);
|
|
|
|
return true;
|
|
}
|
|
|
|
std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
|
|
{
|
|
std::set<BattleHex> attackedHexes;
|
|
RETURN_IF_NOT_BATTLE(attackedHexes);
|
|
|
|
AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
|
|
|
|
for (BattleHex tile : at.hostileCreaturePositions)
|
|
{
|
|
const CStack * st = battleGetStackByPos(tile, true);
|
|
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
|
|
{
|
|
attackedHexes.insert(tile);
|
|
}
|
|
}
|
|
for (BattleHex tile : at.friendlyCreaturePositions)
|
|
{
|
|
if(battleGetStackByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
|
|
{
|
|
attackedHexes.insert(tile);
|
|
}
|
|
}
|
|
return attackedHexes;
|
|
}
|
|
|
|
SpellID CBattleInfoCallback::battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const
|
|
{
|
|
switch (mode)
|
|
{
|
|
case RANDOM_GENIE:
|
|
return getRandomBeneficialSpell(rand, stack); //target
|
|
break;
|
|
case RANDOM_AIMED:
|
|
return getRandomCastedSpell(rand, stack); //caster
|
|
break;
|
|
default:
|
|
logGlobal->errorStream() << "Incorrect mode of battleGetRandomSpell (" << mode <<")";
|
|
return SpellID::NONE;
|
|
}
|
|
}
|
|
|
|
const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(nullptr);
|
|
for(auto s : battleGetAllStacks(true))
|
|
if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
|
|
return s;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn /*= 0*/, int lastMoved /*= -1*/) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE();
|
|
|
|
//let's define a huge lambda
|
|
auto takeStack = [&](std::vector<const CStack *> &st) -> const CStack*
|
|
{
|
|
const CStack *ret = nullptr;
|
|
unsigned i, //fastest stack
|
|
j=0; //fastest stack of the other side
|
|
for(i = 0; i < st.size(); i++)
|
|
if(st[i])
|
|
break;
|
|
|
|
//no stacks left
|
|
if(i == st.size())
|
|
return nullptr;
|
|
|
|
const CStack *fastest = st[i], *other = nullptr;
|
|
int bestSpeed = fastest->Speed(turn);
|
|
|
|
//FIXME: comparison between bool and integer. Logic does not makes sense either
|
|
if(fastest->attackerOwned != lastMoved)
|
|
{
|
|
ret = fastest;
|
|
}
|
|
else
|
|
{
|
|
for(j = i + 1; j < st.size(); j++)
|
|
{
|
|
if(!st[j]) continue;
|
|
if(st[j]->attackerOwned != lastMoved || st[j]->Speed(turn) != bestSpeed)
|
|
break;
|
|
}
|
|
|
|
if(j >= st.size())
|
|
{
|
|
ret = fastest;
|
|
}
|
|
else
|
|
{
|
|
other = st[j];
|
|
if(other->Speed(turn) != bestSpeed)
|
|
ret = fastest;
|
|
else
|
|
ret = other;
|
|
}
|
|
}
|
|
|
|
assert(ret);
|
|
if(ret == fastest)
|
|
st[i] = nullptr;
|
|
else
|
|
st[j] = nullptr;
|
|
|
|
lastMoved = ret->attackerOwned;
|
|
return ret;
|
|
};
|
|
|
|
//We'll split creatures with remaining movement to 4 buckets
|
|
// [0] - turrets/catapult,
|
|
// [1] - normal (unmoved) creatures, other war machines,
|
|
// [2] - waited cres that had morale,
|
|
// [3] - rest of waited cres
|
|
std::vector<const CStack *> phase[4];
|
|
int toMove = 0; //how many stacks still has move
|
|
const CStack *active = battleActiveStack();
|
|
|
|
//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
|
|
if(!turn && active && active->willMove() && !active->waited())
|
|
{
|
|
out.push_back(active);
|
|
if(out.size() == howMany)
|
|
return;
|
|
}
|
|
|
|
auto allStacks = battleGetAllStacks(true);
|
|
if(!vstd::contains_if(allStacks, [](const CStack *stack) { return stack->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
|
|
{
|
|
//No stack will be able to move, battle is over.
|
|
out.clear();
|
|
return;
|
|
}
|
|
|
|
for(auto s : battleGetAllStacks(true))
|
|
{
|
|
if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move
|
|
|| (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds
|
|
|| (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int p = -1; //in which phase this tack will move?
|
|
if(turn <= 0 && s->waited()) //consider waiting state only for ongoing round
|
|
{
|
|
if(vstd::contains(s->state, EBattleStackState::HAD_MORALE))
|
|
p = 2;
|
|
else
|
|
p = 3;
|
|
}
|
|
else if(s->getCreature()->idNumber == CreatureID::CATAPULT || s->getCreature()->idNumber == CreatureID::ARROW_TOWERS) //catapult and turrets are first
|
|
{
|
|
p = 0;
|
|
}
|
|
else
|
|
{
|
|
p = 1;
|
|
}
|
|
|
|
phase[p].push_back(s);
|
|
toMove++;
|
|
}
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
boost::sort(phase[i], CMP_stack(i, turn > 0 ? turn : 0));
|
|
|
|
for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
|
|
out.push_back(phase[0][i]);
|
|
|
|
if(out.size() == howMany)
|
|
return;
|
|
|
|
if(lastMoved == -1)
|
|
{
|
|
if(active)
|
|
{
|
|
//FIXME: both branches contain same code!!!
|
|
if(out.size() && out.front() == active)
|
|
lastMoved = active->attackerOwned;
|
|
else
|
|
lastMoved = active->attackerOwned;
|
|
}
|
|
else
|
|
{
|
|
lastMoved = 0;
|
|
}
|
|
}
|
|
|
|
int pi = 1;
|
|
while(out.size() < howMany)
|
|
{
|
|
const CStack *hlp = takeStack(phase[pi]);
|
|
if(!hlp)
|
|
{
|
|
pi++;
|
|
if(pi > 3)
|
|
{
|
|
//if(turn != 2)
|
|
battleGetStackQueue(out, howMany, turn + 1, lastMoved);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
out.push_back(hlp);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBattleInfoCallback::battleGetStackCountOutsideHexes(bool *ac) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE();
|
|
auto accessibility = getAccesibility();
|
|
|
|
for(int i = 0; i < accessibility.size(); i++)
|
|
ac[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
|
|
}
|
|
|
|
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable) const
|
|
{
|
|
std::vector<BattleHex> ret;
|
|
|
|
RETURN_IF_NOT_BATTLE(ret);
|
|
if(!stack->position.isValid()) //turrets
|
|
return ret;
|
|
|
|
auto reachability = getReachability(stack);
|
|
|
|
for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
|
|
{
|
|
// If obstacles or other stacks makes movement impossible, it can't be helped.
|
|
if(!reachability.isReachable(i))
|
|
continue;
|
|
|
|
if(battleTacticDist() && battleGetTacticsSide() == !stack->attackerOwned)
|
|
{
|
|
//Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
|
|
if(!isInTacticRange(i))
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
//Not tactics phase -> destination must be reachable and within stack range.
|
|
if(reachability.distances[i] > stack->Speed(0, true))
|
|
continue;
|
|
}
|
|
|
|
ret.push_back(i);
|
|
|
|
if(addOccupiable && stack->doubleWide())
|
|
{
|
|
//If two-hex stack can stand on hex i then obviously it can occupy its second hex from that position
|
|
ret.push_back(stack->occupiedHex(i));
|
|
}
|
|
}
|
|
|
|
|
|
if(attackable)
|
|
{
|
|
auto meleeAttackable = [&](BattleHex hex) -> bool
|
|
{
|
|
// Return true if given hex has at least one available neighbour.
|
|
// Available hexes are already present in ret vector.
|
|
auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
|
|
{ return BattleHex::mutualPosition(hex, availableHex) >= 0; });
|
|
|
|
return availableNeighbor != ret.end();
|
|
};
|
|
|
|
for(const CStack * otherSt : battleAliveStacks(stack->attackerOwned))
|
|
{
|
|
if(!otherSt->isValidTarget(false))
|
|
continue;
|
|
|
|
std::vector<BattleHex> occupied = otherSt->getHexes();
|
|
|
|
if(battleCanShoot(stack, otherSt->position))
|
|
{
|
|
attackable->insert(attackable->end(), occupied.begin(), occupied.end());
|
|
continue;
|
|
}
|
|
|
|
for(BattleHex he : occupied)
|
|
{
|
|
if(meleeAttackable(he))
|
|
attackable->push_back(he);
|
|
}
|
|
}
|
|
}
|
|
|
|
//adding occupiable likely adds duplicates to ret -> clean it up
|
|
boost::sort(ret);
|
|
ret.erase(boost::unique(ret).end(), ret.end());
|
|
return ret;
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
if(battleTacticDist())
|
|
return false;
|
|
|
|
if (!stack || !target)
|
|
return false;
|
|
|
|
if(!battleMatchOwner(stack, target))
|
|
return false;
|
|
|
|
auto &id = stack->getCreature()->idNumber;
|
|
if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
|
|
return false;
|
|
|
|
if (!target->alive())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleCanShoot(const CStack * stack, BattleHex dest) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
if(battleTacticDist()) //no shooting during tactics
|
|
return false;
|
|
|
|
const CStack *dst = battleGetStackByPos(dest);
|
|
|
|
if(!stack || !dst)
|
|
return false;
|
|
|
|
//forgetfulness
|
|
TBonusListPtr forgetfulList = stack->getBonuses(Selector::type(Bonus::FORGETFULL),"");
|
|
if(!forgetfulList->empty())
|
|
{
|
|
int forgetful = forgetfulList->valOfBonuses(Selector::type(Bonus::FORGETFULL));
|
|
|
|
//advanced+ level
|
|
if(forgetful > 1)
|
|
return false;
|
|
}
|
|
|
|
if(stack->getCreature()->idNumber == CreatureID::CATAPULT && dst) //catapult cannot attack creatures
|
|
return false;
|
|
|
|
if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
|
|
&& battleMatchOwner(stack, dst)
|
|
&& dst->alive()
|
|
&& (!battleIsStackBlocked(stack) || stack->hasBonusOfType(Bonus::FREE_SHOOTING))
|
|
&& stack->shots
|
|
)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
TDmgRange CBattleInfoCallback::calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting,
|
|
ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const
|
|
{
|
|
return calculateDmgRange(attacker, defender, attacker->count, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);
|
|
}
|
|
|
|
TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) const
|
|
{
|
|
auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
|
|
{
|
|
auto noLimit = Selector::effectRange(Bonus::NO_LIMIT);
|
|
auto limitMatches = info.shooting
|
|
? Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)
|
|
: Selector::effectRange(Bonus::ONLY_MELEE_FIGHT);
|
|
|
|
//any regular bonuses or just ones for melee/ranged
|
|
return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
|
|
};
|
|
|
|
double additiveBonus = 1.0, multBonus = 1.0,
|
|
minDmg = info.attackerBonuses->getMinDamage() * info.attackerCount,//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
|
|
maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerCount;
|
|
|
|
const CCreature *attackerType = info.attacker->getCreature(),
|
|
*defenderType = info.defender->getCreature();
|
|
|
|
if(attackerType->idNumber == CreatureID::ARROW_TOWERS)
|
|
{
|
|
SiegeStuffThatShouldBeMovedToHandlers::retreiveTurretDamageRange(battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
|
|
}
|
|
|
|
if(info.attackerBonuses->hasBonusOfType(Bonus::SIEGE_WEAPON) && attackerType->idNumber != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
|
|
{ //minDmg and maxDmg are multiplied by hero attack + 1
|
|
auto retreiveHeroPrimSkill = [&](int skill) -> int
|
|
{
|
|
const std::shared_ptr<Bonus> b = info.attackerBonuses->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
|
|
return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
|
|
};
|
|
|
|
|
|
minDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
|
|
maxDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
|
|
}
|
|
|
|
int attackDefenceDifference = 0;
|
|
|
|
double multAttackReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::GENERAL_ATTACK_REDUCTION))) / 100.0;
|
|
attackDefenceDifference += battleBonusValue (info.attackerBonuses, Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK)) * multAttackReduction;
|
|
|
|
double multDefenceReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::ENEMY_DEFENCE_REDUCTION))) / 100.0;
|
|
attackDefenceDifference -= info.defenderBonuses->Defense() * multDefenceReduction;
|
|
|
|
if(const std::shared_ptr<Bonus> slayerEffect = info.attackerBonuses->getBonus(Selector::type(Bonus::SLAYER))) //slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
|
|
{
|
|
std::vector<int> affectedIds;
|
|
int spLevel = slayerEffect->val;
|
|
|
|
//FIXME: do not check all creatures
|
|
for(int g = 0; g < VLC->creh->creatures.size(); ++g)
|
|
{
|
|
for(const std::shared_ptr<Bonus> b : VLC->creh->creatures[g]->getBonusList())
|
|
{
|
|
if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
|
|
(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
|
|
(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
|
|
{
|
|
affectedIds.push_back(g);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for(auto & affectedId : affectedIds)
|
|
{
|
|
if(defenderType->idNumber == affectedId)
|
|
{
|
|
attackDefenceDifference += SpellID(SpellID::SLAYER).toSpell()->getPower(spLevel);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//bonus from attack/defense skills
|
|
if(attackDefenceDifference < 0) //decreasing dmg
|
|
{
|
|
const double dec = std::min(0.025 * (-attackDefenceDifference), 0.7);
|
|
multBonus *= 1.0 - dec;
|
|
}
|
|
else //increasing dmg
|
|
{
|
|
const double inc = std::min(0.05 * attackDefenceDifference, 4.0);
|
|
additiveBonus += inc;
|
|
}
|
|
|
|
|
|
//applying jousting bonus
|
|
if( info.attackerBonuses->hasBonusOfType(Bonus::JOUSTING) && !info.defenderBonuses->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
|
|
additiveBonus += info.chargedFields * 0.05;
|
|
|
|
|
|
//handling secondary abilities and artifacts giving premies to them
|
|
if(info.shooting)
|
|
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY) / 100.0;
|
|
else
|
|
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE) / 100.0;
|
|
|
|
if(info.defenderBonuses)
|
|
multBonus *= (std::max(0, 100 - info.defenderBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER))) / 100.0;
|
|
|
|
//handling hate effect
|
|
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::HATE, defenderType->idNumber.toEnum()) / 100.;
|
|
|
|
//luck bonus
|
|
if (info.luckyHit)
|
|
{
|
|
additiveBonus += 1.0;
|
|
}
|
|
//unlucky hit, used only if negative luck is enabled
|
|
if (info.unluckyHit)
|
|
{
|
|
additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
|
|
}
|
|
|
|
//ballista double dmg
|
|
if(info.ballistaDoubleDamage)
|
|
{
|
|
additiveBonus += 1.0;
|
|
}
|
|
|
|
if (info.deathBlow) //Dread Knight and many WoGified creatures
|
|
{
|
|
additiveBonus += 1.0;
|
|
}
|
|
|
|
//handling spell effects
|
|
if(!info.shooting) //eg. shield
|
|
{
|
|
multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0;
|
|
}
|
|
else if(info.shooting) //eg. air shield
|
|
{
|
|
multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0;
|
|
}
|
|
|
|
if(info.shooting)
|
|
{
|
|
//todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
|
|
|
|
//get list first, total value of 0 also counts
|
|
TBonusListPtr forgetfulList = info.attackerBonuses->getBonuses(Selector::type(Bonus::FORGETFULL),"");
|
|
|
|
if(!forgetfulList->empty())
|
|
{
|
|
int forgetful = forgetfulList->valOfBonuses(Selector::type(Bonus::FORGETFULL));
|
|
|
|
//none of basic level
|
|
if(forgetful == 0 || forgetful == 1)
|
|
multBonus *= 0.5;
|
|
else
|
|
logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
|
|
}
|
|
}
|
|
|
|
TBonusListPtr curseEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE));
|
|
TBonusListPtr blessEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE));
|
|
int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
|
|
double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo<std::shared_ptr<Bonus>>))->additionalInfo : 0;
|
|
|
|
if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
|
|
{
|
|
multBonus *= 1.0 - curseMultiplicativePenalty/100;
|
|
}
|
|
|
|
auto isAdvancedAirShield = [](const Bonus* bonus)
|
|
{
|
|
return bonus->source == Bonus::SPELL_EFFECT
|
|
&& bonus->sid == SpellID::AIR_SHIELD
|
|
&& bonus->val >= SecSkillLevel::ADVANCED;
|
|
};
|
|
|
|
//wall / distance penalty + advanced air shield
|
|
const bool distPenalty = !info.attackerBonuses->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY) && battleHasDistancePenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
|
|
const bool obstaclePenalty = battleHasWallPenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
|
|
|
|
if(info.shooting)
|
|
{
|
|
if (distPenalty || info.defenderBonuses->hasBonus(isAdvancedAirShield))
|
|
{
|
|
multBonus *= 0.5;
|
|
}
|
|
if (obstaclePenalty)
|
|
{
|
|
multBonus *= 0.5; //cumulative
|
|
}
|
|
}
|
|
if(!info.shooting && info.attackerBonuses->hasBonusOfType(Bonus::SHOOTER) && !info.attackerBonuses->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
|
|
{
|
|
multBonus *= 0.5;
|
|
}
|
|
|
|
// psychic elementals versus mind immune units 50%
|
|
if(attackerType->idNumber == CreatureID::PSYCHIC_ELEMENTAL
|
|
&& info.defenderBonuses->hasBonusOfType(Bonus::MIND_IMMUNITY))
|
|
{
|
|
multBonus *= 0.5;
|
|
}
|
|
|
|
// TODO attack on petrified unit 50%
|
|
// blinded unit retaliates
|
|
|
|
minDmg *= additiveBonus * multBonus;
|
|
maxDmg *= additiveBonus * multBonus;
|
|
|
|
TDmgRange returnedVal;
|
|
|
|
if(curseEffects->size()) //curse handling (rest)
|
|
{
|
|
minDmg += curseBlessAdditiveModifier;
|
|
returnedVal = std::make_pair(int(minDmg), int(minDmg));
|
|
}
|
|
else if(blessEffects->size()) //bless handling
|
|
{
|
|
maxDmg += curseBlessAdditiveModifier;
|
|
returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
|
|
}
|
|
else
|
|
{
|
|
returnedVal = std::make_pair(int(minDmg), int(maxDmg));
|
|
}
|
|
|
|
//damage cannot be less than 1
|
|
vstd::amax(returnedVal.first, 1);
|
|
vstd::amax(returnedVal.second, 1);
|
|
|
|
return returnedVal;
|
|
}
|
|
|
|
TDmgRange CBattleInfoCallback::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount,
|
|
bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg ) const
|
|
{
|
|
BattleAttackInfo bai(attacker, defender, shooting);
|
|
bai.attackerCount = attackerCount;
|
|
bai.chargedFields = charge;
|
|
bai.luckyHit = lucky;
|
|
bai.unluckyHit = unlucky;
|
|
bai.deathBlow = deathBlow;
|
|
bai.ballistaDoubleDamage = ballistaDoubleDmg;
|
|
return calculateDmgRange(bai);
|
|
}
|
|
|
|
TDmgRange CBattleInfoCallback::battleEstimateDamage(CRandomGenerator & rand, const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
|
|
const bool shooting = battleCanShoot(attacker, defender->position);
|
|
const BattleAttackInfo bai(attacker, defender, shooting);
|
|
return battleEstimateDamage(rand, bai, retaliationDmg);
|
|
}
|
|
|
|
std::pair<ui32, ui32> CBattleInfoCallback::battleEstimateDamage(CRandomGenerator & rand, const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg /*= nullptr*/) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
|
|
|
|
//const bool shooting = battleCanShoot(bai.attacker, bai.defenderPosition); //TODO handle bonus bearer
|
|
//const ui8 mySide = !attacker->attackerOwned;
|
|
|
|
TDmgRange ret = calculateDmgRange(bai);
|
|
|
|
if(retaliationDmg)
|
|
{
|
|
if(bai.shooting)
|
|
{
|
|
retaliationDmg->first = retaliationDmg->second = 0;
|
|
}
|
|
else
|
|
{
|
|
ui32 TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
|
|
for (int i=0; i<2; ++i)
|
|
{
|
|
BattleStackAttacked bsa;
|
|
bsa.damageAmount = ret.*pairElems[i];
|
|
bai.defender->prepareAttacked(bsa, rand, bai.defenderCount);
|
|
|
|
auto retaliationAttack = bai.reverse();
|
|
retaliationAttack.attackerCount = bsa.newAmount;
|
|
retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
std::shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking /*= true*/) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(std::shared_ptr<const CObstacleInstance>());
|
|
|
|
for(auto &obs : battleGetAllObstacles())
|
|
{
|
|
if(vstd::contains(obs->getBlockedTiles(), tile)
|
|
|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
|
|
{
|
|
return obs;
|
|
}
|
|
}
|
|
|
|
return std::shared_ptr<const CObstacleInstance>();
|
|
}
|
|
|
|
AccessibilityInfo CBattleInfoCallback::getAccesibility() const
|
|
{
|
|
AccessibilityInfo ret;
|
|
ret.fill(EAccessibility::ACCESSIBLE);
|
|
|
|
//removing accessibility for side columns of hexes
|
|
for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
|
|
{
|
|
ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
|
|
ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
|
|
}
|
|
|
|
//gate -> should be before stacks
|
|
if(battleGetSiegeLevel() > 0)
|
|
{
|
|
EAccessibility::EAccessibility accessability = EAccessibility::ACCESSIBLE;
|
|
switch(battleGetGateState())
|
|
{
|
|
case EGateState::CLOSED:
|
|
accessability = EAccessibility::GATE;
|
|
break;
|
|
|
|
case EGateState::BLOCKED:
|
|
accessability = EAccessibility::UNAVAILABLE;
|
|
break;
|
|
}
|
|
ret[ESiegeHex::GATE_OUTER] = ret[ESiegeHex::GATE_INNER] = accessability;
|
|
}
|
|
|
|
//tiles occupied by standing stacks
|
|
for(auto stack : battleAliveStacks())
|
|
{
|
|
for(auto hex : stack->getHexes())
|
|
if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
|
|
ret[hex] = EAccessibility::ALIVE_STACK;
|
|
}
|
|
|
|
//obstacles
|
|
for(const auto &obst : battleGetAllObstacles())
|
|
{
|
|
for(auto hex : obst->getBlockedTiles())
|
|
ret[hex] = EAccessibility::OBSTACLE;
|
|
}
|
|
|
|
//walls
|
|
if(battleGetSiegeLevel() > 0)
|
|
{
|
|
static const int permanentlyLocked[] = {12, 45, 62, 112, 147, 165};
|
|
for(auto hex : permanentlyLocked)
|
|
ret[hex] = EAccessibility::UNAVAILABLE;
|
|
|
|
//TODO likely duplicated logic
|
|
static const std::pair<int, BattleHex> lockedIfNotDestroyed[] =
|
|
{
|
|
//which part of wall, which hex is blocked if this part of wall is not destroyed
|
|
std::make_pair(2, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
|
|
std::make_pair(3, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
|
|
std::make_pair(4, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
|
|
std::make_pair(5, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
|
|
};
|
|
|
|
for(auto & elem : lockedIfNotDestroyed)
|
|
{
|
|
if(battleGetWallState(elem.first) != EWallState::DESTROYED)
|
|
ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
AccessibilityInfo CBattleInfoCallback::getAccesibility(const CStack *stack) const
|
|
{
|
|
return getAccesibility(stack->getHexes());
|
|
}
|
|
|
|
AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> &accessibleHexes) const
|
|
{
|
|
auto ret = getAccesibility();
|
|
for(auto hex : accessibleHexes)
|
|
if(hex.isValid())
|
|
ret[hex] = EAccessibility::ACCESSIBLE;
|
|
|
|
return ret;
|
|
}
|
|
|
|
ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters ¶ms) const
|
|
{
|
|
ReachabilityInfo ret;
|
|
ret.accessibility = accessibility;
|
|
ret.params = params;
|
|
|
|
ret.predecessors.fill(BattleHex::INVALID);
|
|
ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
|
|
|
|
if(!params.startPosition.isValid()) //if got call for arrow turrets
|
|
return ret;
|
|
|
|
const std::set<BattleHex> quicksands = getStoppers(params.perspective);
|
|
//const bool twoHexCreature = params.doubleWide;
|
|
|
|
|
|
std::queue<BattleHex> hexq; //bfs queue
|
|
|
|
//first element
|
|
hexq.push(params.startPosition);
|
|
ret.distances[params.startPosition] = 0;
|
|
|
|
while(!hexq.empty()) //bfs loop
|
|
{
|
|
const BattleHex curHex = hexq.front();
|
|
hexq.pop();
|
|
|
|
//walking stack can't step past the quicksands
|
|
//TODO what if second hex of two-hex creature enters quicksand
|
|
if(curHex != params.startPosition && vstd::contains(quicksands, curHex))
|
|
continue;
|
|
|
|
const int costToNeighbour = ret.distances[curHex] + 1;
|
|
for(BattleHex neighbour : curHex.neighbouringTiles())
|
|
{
|
|
const bool accessible = accessibility.accessible(neighbour, params.doubleWide, params.attackerOwned);
|
|
const int costFoundSoFar = ret.distances[neighbour];
|
|
|
|
if(accessible && costToNeighbour < costFoundSoFar)
|
|
{
|
|
hexq.push(neighbour);
|
|
ret.distances[neighbour] = costToNeighbour;
|
|
ret.predecessors[neighbour] = curHex;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
ReachabilityInfo CBattleInfoCallback::makeBFS(const CStack *stack) const
|
|
{
|
|
return makeBFS(getAccesibility(stack), ReachabilityInfo::Parameters(stack));
|
|
}
|
|
|
|
std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
|
|
{
|
|
std::set<BattleHex> ret;
|
|
RETURN_IF_NOT_BATTLE(ret);
|
|
|
|
for(auto &oi : battleGetAllObstacles(whichSidePerspective))
|
|
{
|
|
if(battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
|
|
{
|
|
range::copy(oi->getStoppingTile(), vstd::set_inserter(ret));
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
std::pair<const CStack *, BattleHex> CBattleInfoCallback::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
|
|
{
|
|
auto reachability = getReachability(closest);
|
|
auto avHexes = battleGetAvailableHexes(closest, false);
|
|
|
|
// I hate std::pairs with their undescriptive member names first / second
|
|
struct DistStack
|
|
{
|
|
int distanceToPred;
|
|
BattleHex destination;
|
|
const CStack *stack;
|
|
};
|
|
|
|
std::vector<DistStack> stackPairs;
|
|
|
|
std::vector<const CStack *> possibleStacks = battleGetStacksIf([=](const CStack * s)
|
|
{
|
|
return s->isValidTarget(false) && s != closest && (boost::logic::indeterminate(attackerOwned) || s->attackerOwned == attackerOwned);
|
|
});
|
|
|
|
for(const CStack * st : possibleStacks)
|
|
for(BattleHex hex : avHexes)
|
|
if(CStack::isMeleeAttackPossible(closest, st, hex))
|
|
{
|
|
DistStack hlp = {reachability.distances[hex], hex, st};
|
|
stackPairs.push_back(hlp);
|
|
}
|
|
|
|
if (stackPairs.size())
|
|
{
|
|
auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
|
|
auto minimal = boost::min_element(stackPairs, comparator);
|
|
return std::make_pair(minimal->stack, minimal->destination);
|
|
}
|
|
else
|
|
return std::make_pair<const CStack * , BattleHex>(nullptr, BattleHex::INVALID);
|
|
}
|
|
|
|
si8 CBattleInfoCallback::battleGetTacticDist() const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(0);
|
|
|
|
//TODO get rid of this method
|
|
if(battleDoWeKnowAbout(battleGetTacticsSide()))
|
|
return battleTacticDist();
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
auto side = battleGetTacticsSide();
|
|
auto dist = battleGetTacticDist();
|
|
|
|
return ((!side && dest.getX() > 0 && dest.getX() <= dist)
|
|
|| (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
|
|
}
|
|
|
|
ReachabilityInfo CBattleInfoCallback::getReachability(const CStack *stack) const
|
|
{
|
|
ReachabilityInfo::Parameters params(stack);
|
|
|
|
if(!battleDoWeKnowAbout(!stack->attackerOwned))
|
|
{
|
|
//Stack is held by enemy, we can't use his perspective to check for reachability.
|
|
// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
|
|
params.perspective = battleGetMySide();
|
|
}
|
|
|
|
return getReachability(params);
|
|
}
|
|
|
|
ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters ¶ms) const
|
|
{
|
|
if(params.flying)
|
|
return getFlyingReachability(params);
|
|
else
|
|
return makeBFS(getAccesibility(params.knownAccessible), params);
|
|
}
|
|
|
|
ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const
|
|
{
|
|
ReachabilityInfo ret;
|
|
ret.accessibility = getAccesibility(params.knownAccessible);
|
|
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
{
|
|
if(ret.accessibility.accessible(i, params.doubleWide, params.attackerOwned))
|
|
{
|
|
ret.predecessors[i] = params.startPosition;
|
|
ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
|
|
{
|
|
//does not return hex attacked directly
|
|
//TODO: apply rotation to two-hex attackers
|
|
bool isAttacker = attacker->attackerOwned;
|
|
|
|
AttackableTiles at;
|
|
RETURN_IF_NOT_BATTLE(at);
|
|
|
|
const int WN = GameConstants::BFIELD_WIDTH;
|
|
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
|
|
|
|
//FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
|
|
bool reverse = isToReverse (hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
|
|
if (reverse && attacker->doubleWide())
|
|
{
|
|
hex = attacker->occupiedHex(hex); //the other hex stack stands on
|
|
}
|
|
if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
|
|
{
|
|
boost::copy (attacker->getSurroundingHexes (attackerPos), vstd::set_inserter (at.hostileCreaturePositions));
|
|
}
|
|
if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
|
|
{
|
|
std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
|
|
for (BattleHex tile : hexes)
|
|
{
|
|
if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition (tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
|
|
{
|
|
const CStack * st = battleGetStackByPos(tile, true);
|
|
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
|
|
{
|
|
at.hostileCreaturePositions.insert(tile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition (destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
|
|
{
|
|
std::vector<BattleHex> hexes; //only one, in fact
|
|
int pseudoVector = destinationTile.hex - hex;
|
|
switch (pseudoVector)
|
|
{
|
|
case 1:
|
|
case -1:
|
|
BattleHex::checkAndPush (destinationTile.hex + pseudoVector, hexes);
|
|
break;
|
|
case WN: //17 //left-down or right-down
|
|
case -WN: //-17 //left-up or right-up
|
|
case WN + 1: //18 //right-down
|
|
case -WN + 1: //-16 //right-up
|
|
BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : -1 ), hexes);
|
|
break;
|
|
case WN-1: //16 //left-down
|
|
case -WN-1: //-18 //left-up
|
|
BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : 0), hexes);
|
|
break;
|
|
}
|
|
for (BattleHex tile : hexes)
|
|
{
|
|
//friendly stacks can also be damaged by Dragon Breath
|
|
if (battleGetStackByPos (tile, true))
|
|
at.friendlyCreaturePositions.insert (tile);
|
|
}
|
|
}
|
|
|
|
return at;
|
|
}
|
|
|
|
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
|
|
{
|
|
std::set<const CStack*> attackedCres;
|
|
RETURN_IF_NOT_BATTLE(attackedCres);
|
|
|
|
AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
|
|
for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
|
|
{
|
|
const CStack * st = battleGetStackByPos(tile, true);
|
|
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
|
|
{
|
|
attackedCres.insert(st);
|
|
}
|
|
}
|
|
for (BattleHex tile : at.friendlyCreaturePositions)
|
|
{
|
|
const CStack * st = battleGetStackByPos(tile, true);
|
|
if(st) //friendly stacks can also be damaged by Dragon Breath
|
|
{
|
|
attackedCres.insert(st);
|
|
}
|
|
}
|
|
return attackedCres;
|
|
}
|
|
|
|
//TODO: this should apply also to mechanics and cursor interface
|
|
bool CBattleInfoCallback::isToReverseHlp (BattleHex hexFrom, BattleHex hexTo, bool curDir) const
|
|
{
|
|
int fromX = hexFrom.getX();
|
|
int fromY = hexFrom.getY();
|
|
int toX = hexTo.getX();
|
|
int toY = hexTo.getY();
|
|
|
|
if (curDir) // attacker, facing right
|
|
{
|
|
if (fromX < toX)
|
|
return false;
|
|
if (fromX > toX)
|
|
return true;
|
|
|
|
if (fromY % 2 == 0 && toY % 2 == 1)
|
|
|
|
return true;
|
|
return false;
|
|
}
|
|
else // defender, facing left
|
|
{
|
|
if(fromX < toX)
|
|
return true;
|
|
if(fromX > toX)
|
|
return false;
|
|
|
|
if (fromY % 2 == 1 && toY % 2 == 0)
|
|
return true;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//TODO: this should apply also to mechanics and cursor interface
|
|
bool CBattleInfoCallback::isToReverse (BattleHex hexFrom, BattleHex hexTo, bool curDir, bool toDoubleWide, bool toDir) const
|
|
{
|
|
if (hexTo < 0 || hexFrom < 0) //turret
|
|
return false;
|
|
|
|
if (toDoubleWide)
|
|
{
|
|
if (isToReverseHlp (hexFrom, hexTo, curDir))
|
|
{
|
|
if (toDir)
|
|
return isToReverseHlp (hexFrom, hexTo-1, curDir);
|
|
else
|
|
return isToReverseHlp (hexFrom, hexTo+1, curDir);
|
|
}
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return isToReverseHlp(hexFrom, hexTo, curDir);
|
|
}
|
|
}
|
|
|
|
ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= nullptr*/) const
|
|
{
|
|
ReachabilityInfo::TDistances ret;
|
|
ret.fill(-1);
|
|
RETURN_IF_NOT_BATTLE(ret);
|
|
|
|
ReachabilityInfo::Parameters params(stack);
|
|
params.perspective = battleGetMySide();
|
|
params.startPosition = hex.isValid() ? hex : stack->position;
|
|
auto reachability = getReachability(params);
|
|
|
|
boost::copy(reachability.distances, ret.begin());
|
|
|
|
if(predecessors)
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
predecessors[i] = reachability.predecessors[i];
|
|
|
|
return ret;
|
|
}
|
|
|
|
si8 CBattleInfoCallback::battleHasDistancePenalty(const CStack * stack, BattleHex destHex) const
|
|
{
|
|
return battleHasDistancePenalty(stack, stack->position, destHex);
|
|
}
|
|
|
|
si8 CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
if(bonusBearer->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY))
|
|
return false;
|
|
|
|
if(const CStack * dstStack = battleGetStackByPos(destHex, false))
|
|
{
|
|
//If any hex of target creature is within range, there is no penalty
|
|
for(auto hex : dstStack->getHexes())
|
|
if(BattleHex::getDistance(shooterPosition, hex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
|
|
return false;
|
|
|
|
//TODO what about two-hex shooters?
|
|
}
|
|
else
|
|
{
|
|
if (BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart::EWallPart part) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
|
|
return WallPartToHex(part);
|
|
}
|
|
|
|
EWallPart::EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
|
|
return hexToWallPart(hex);
|
|
}
|
|
|
|
bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
|
|
wallPart != EWallPart::INVALID;
|
|
}
|
|
|
|
std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
|
|
{
|
|
std::vector<BattleHex> attackableBattleHexes;
|
|
RETURN_IF_NOT_BATTLE(attackableBattleHexes);
|
|
|
|
for(auto & wallPartPair : wallParts)
|
|
{
|
|
if(isWallPartPotentiallyAttackable(wallPartPair.second))
|
|
{
|
|
auto wallState = static_cast<EWallState::EWallState>(battleGetWallState(static_cast<int>(wallPartPair.second)));
|
|
if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
|
|
{
|
|
attackableBattleHexes.push_back(BattleHex(wallPartPair.first));
|
|
}
|
|
}
|
|
}
|
|
|
|
return attackableBattleHexes;
|
|
}
|
|
|
|
ui32 CBattleInfoCallback::battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(-1);
|
|
//TODO should be replaced using bonus system facilities (propagation onto battle node)
|
|
|
|
ui32 ret = caster->getSpellCost(sp);
|
|
|
|
//checking for friendly stacks reducing cost of the spell and
|
|
//enemy stacks increasing it
|
|
si32 manaReduction = 0;
|
|
si32 manaIncrease = 0;
|
|
|
|
|
|
for(auto stack : battleAliveStacks())
|
|
{
|
|
if(stack->owner == caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
|
|
{
|
|
vstd::amax(manaReduction, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
|
|
}
|
|
if( stack->owner != caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
|
|
{
|
|
vstd::amax(manaIncrease, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
|
|
}
|
|
}
|
|
|
|
return ret - manaReduction + manaIncrease;
|
|
}
|
|
|
|
const CStack * CBattleInfoCallback::getStackIf(std::function<bool(const CStack*)> pred) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(nullptr);
|
|
auto stacks = battleGetAllStacks();
|
|
auto stackItr = range::find_if(stacks, pred);
|
|
return stackItr == stacks.end()
|
|
? nullptr
|
|
: *stackItr;
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleIsStackBlocked(const CStack * stack) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
|
|
return false;
|
|
|
|
for(const CStack * s : batteAdjacentCreatures(stack))
|
|
{
|
|
if (s->owner != stack->owner) //blocked by enemy stack
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
std::set<const CStack*> CBattleInfoCallback:: batteAdjacentCreatures(const CStack * stack) const
|
|
{
|
|
std::set<const CStack*> stacks;
|
|
RETURN_IF_NOT_BATTLE(stacks);
|
|
|
|
for (BattleHex hex : stack->getSurroundingHexes())
|
|
if(const CStack *neighbour = battleGetStackByPos(hex, true))
|
|
stacks.insert(neighbour);
|
|
|
|
return stacks;
|
|
}
|
|
|
|
SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(SpellID::NONE);
|
|
//This is complete list. No spells from mods.
|
|
//todo: this should be Spellbook of caster Stack
|
|
static const std::set<SpellID> allPossibleSpells =
|
|
{
|
|
SpellID::AIR_SHIELD,
|
|
SpellID::ANTI_MAGIC,
|
|
SpellID::BLESS,
|
|
SpellID::BLOODLUST,
|
|
SpellID::COUNTERSTRIKE,
|
|
SpellID::CURE,
|
|
SpellID::FIRE_SHIELD,
|
|
SpellID::FORTUNE,
|
|
SpellID::HASTE,
|
|
SpellID::MAGIC_MIRROR,
|
|
SpellID::MIRTH,
|
|
SpellID::PRAYER,
|
|
SpellID::PRECISION,
|
|
SpellID::PROTECTION_FROM_AIR,
|
|
SpellID::PROTECTION_FROM_EARTH,
|
|
SpellID::PROTECTION_FROM_FIRE,
|
|
SpellID::PROTECTION_FROM_WATER,
|
|
SpellID::SHIELD,
|
|
SpellID::SLAYER,
|
|
SpellID::STONE_SKIN
|
|
};
|
|
std::vector<SpellID> beneficialSpells;
|
|
|
|
auto getAliveEnemy = [=](const std::function<bool(const CStack * )> & pred)
|
|
{
|
|
return getStackIf([=](const CStack * stack)
|
|
{
|
|
return pred(stack) && stack->owner != subject->owner && stack->alive();
|
|
});
|
|
};
|
|
|
|
for(const SpellID spellID : allPossibleSpells)
|
|
{
|
|
std::stringstream cachingStr;
|
|
cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << spellID.num;
|
|
|
|
if(subject->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellID), Selector::all, cachingStr.str())
|
|
//TODO: this ability has special limitations
|
|
|| spellID.toSpell()->canBeCastAt(this, subject, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
|
|
continue;
|
|
|
|
switch (spellID)
|
|
{
|
|
case SpellID::SHIELD:
|
|
case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
|
|
{
|
|
auto walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
|
|
{
|
|
return !stack->shots;
|
|
});
|
|
|
|
if (!walker)
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::AIR_SHIELD: //only against active shooters
|
|
{
|
|
auto shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
|
|
{
|
|
return stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots;
|
|
});
|
|
if (!shooter)
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::ANTI_MAGIC:
|
|
case SpellID::MAGIC_MIRROR:
|
|
case SpellID::PROTECTION_FROM_AIR:
|
|
case SpellID::PROTECTION_FROM_EARTH:
|
|
case SpellID::PROTECTION_FROM_FIRE:
|
|
case SpellID::PROTECTION_FROM_WATER:
|
|
{
|
|
const ui8 enemySide = (ui8)subject->attackerOwned;
|
|
//todo: only if enemy has spellbook
|
|
if (!battleHasHero(enemySide)) //only if there is enemy hero
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::CURE: //only damaged units
|
|
{
|
|
//do not cast on affected by debuffs
|
|
if (subject->firstHPleft >= subject->MaxHealth())
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::BLOODLUST:
|
|
{
|
|
if (subject->shots) //if can shoot - only if enemy uits are adjacent
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::PRECISION:
|
|
{
|
|
if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::SLAYER://only if monsters are present
|
|
{
|
|
auto kingMonster = getAliveEnemy([&](const CStack *stack) -> bool //look for enemy, non-shooting stack
|
|
{
|
|
const auto isKing = Selector::type(Bonus::KING1)
|
|
.Or(Selector::type(Bonus::KING2))
|
|
.Or(Selector::type(Bonus::KING3));
|
|
|
|
return stack->hasBonus(isKing);
|
|
});
|
|
|
|
if (!kingMonster)
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
beneficialSpells.push_back(spellID);
|
|
}
|
|
|
|
if(!beneficialSpells.empty())
|
|
{
|
|
return *RandomGeneratorUtil::nextItem(beneficialSpells, rand);
|
|
}
|
|
else
|
|
{
|
|
return SpellID::NONE;
|
|
}
|
|
}
|
|
|
|
SpellID CBattleInfoCallback::getRandomCastedSpell(CRandomGenerator & rand,const CStack * caster) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(SpellID::NONE);
|
|
|
|
TBonusListPtr bl = caster->getBonuses(Selector::type(Bonus::SPELLCASTER));
|
|
if (!bl->size())
|
|
return SpellID::NONE;
|
|
int totalWeight = 0;
|
|
for(auto b : *bl)
|
|
{
|
|
totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1
|
|
}
|
|
int randomPos = rand.nextInt(totalWeight - 1);
|
|
for(auto b : *bl)
|
|
{
|
|
randomPos -= std::max(b->additionalInfo, 1);
|
|
if(randomPos < 0)
|
|
{
|
|
return SpellID(b->subtype);
|
|
}
|
|
}
|
|
|
|
return SpellID::NONE;
|
|
}
|
|
|
|
int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(-3);
|
|
if(!battleCanSurrender(Player))
|
|
return -1;
|
|
|
|
const si8 playerSide = playerToSide(Player);
|
|
if(playerSide < 0)
|
|
return -1;
|
|
|
|
int ret = 0;
|
|
double discount = 0;
|
|
for(const CStack *s : battleAliveStacks(playerSide))
|
|
if(s->base) //we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
|
|
ret += s->getCreature()->cost[Res::GOLD] * s->count;
|
|
|
|
if(const CGHeroInstance *h = battleGetFightingHero(playerSide))
|
|
discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
|
|
|
|
ret *= (100.0 - discount) / 100.0;
|
|
vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
|
|
return ret;
|
|
}
|
|
|
|
si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
|
|
{
|
|
const IBonusBearer *node = nullptr;
|
|
if(const CGHeroInstance * h = battleGetFightingHero(side))
|
|
node = h;
|
|
else
|
|
node = getBattleNode();
|
|
|
|
if(!node)
|
|
return GameConstants::SPELL_LEVELS;
|
|
|
|
//We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
|
|
auto b = node->getBonuses(Selector::type(Bonus::BLOCK_MAGIC_ABOVE));
|
|
if(b->size())
|
|
return b->totalValue();
|
|
|
|
return GameConstants::SPELL_LEVELS;
|
|
}
|
|
|
|
boost::optional<int> CBattleInfoCallback::battleIsFinished() const
|
|
{
|
|
auto stacks = battleGetAllStacks();
|
|
|
|
//checking winning condition
|
|
bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
|
|
hasStack[0] = hasStack[1] = false;
|
|
|
|
for(auto & stack : stacks)
|
|
{
|
|
if(stack->alive() && !stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
|
|
{
|
|
hasStack[1-stack->attackerOwned] = true;
|
|
}
|
|
}
|
|
|
|
if(!hasStack[0] && !hasStack[1])
|
|
return 2;
|
|
if(!hasStack[1])
|
|
return 0;
|
|
if(!hasStack[0])
|
|
return 1;
|
|
return boost::none;
|
|
}
|
|
|
|
bool AccessibilityInfo::accessible(BattleHex tile, const CStack *stack) const
|
|
{
|
|
return accessible(tile, stack->doubleWide(), stack->attackerOwned);
|
|
}
|
|
|
|
bool AccessibilityInfo::accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const
|
|
{
|
|
// All hexes that stack would cover if standing on tile have to be accessible.
|
|
for(auto hex : CStack::getHexes(tile, doubleWide, attackerOwned))
|
|
{
|
|
// If the hex is out of range then the tile isn't accessible
|
|
if(!hex.isValid())
|
|
return false;
|
|
// If we're no defender which step on gate and the hex isn't accessible, then the tile
|
|
// isn't accessible
|
|
else if(at(hex) != EAccessibility::ACCESSIBLE &&
|
|
!(at(hex) == EAccessibility::GATE && !attackerOwned))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool AccessibilityInfo::occupiable(const CStack *stack, BattleHex tile) const
|
|
{
|
|
//obviously, we can occupy tile by standing on it
|
|
if(accessible(tile, stack))
|
|
return true;
|
|
|
|
if(stack->doubleWide())
|
|
{
|
|
//Check the tile next to -> if stack stands there, it'll also occupy considered hex
|
|
const BattleHex anotherTile = tile + (stack->attackerOwned ? BattleHex::RIGHT : BattleHex::LEFT);
|
|
if(accessible(anotherTile, stack))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
ReachabilityInfo::Parameters::Parameters()
|
|
{
|
|
stack = nullptr;
|
|
perspective = BattlePerspective::ALL_KNOWING;
|
|
attackerOwned = doubleWide = flying = false;
|
|
}
|
|
|
|
ReachabilityInfo::Parameters::Parameters(const CStack *Stack)
|
|
{
|
|
stack = Stack;
|
|
perspective = (BattlePerspective::BattlePerspective)(!Stack->attackerOwned);
|
|
startPosition = Stack->position;
|
|
doubleWide = stack->doubleWide();
|
|
attackerOwned = stack->attackerOwned;
|
|
flying = stack->hasBonusOfType(Bonus::FLYING);
|
|
knownAccessible = stack->getHexes();
|
|
}
|
|
|
|
bool CPlayerBattleCallback::battleCanFlee() const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
ASSERT_IF_CALLED_WITH_PLAYER
|
|
return CBattleInfoEssentials::battleCanFlee(*player);
|
|
}
|
|
|
|
TStacks CPlayerBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/) const
|
|
{
|
|
if(whose != MINE_AND_ENEMY)
|
|
{
|
|
ASSERT_IF_CALLED_WITH_PLAYER
|
|
}
|
|
|
|
return battleGetStacksIf([=](const CStack * s){
|
|
const bool ownerMatches = (whose == MINE_AND_ENEMY)
|
|
|| (whose == ONLY_MINE && s->owner == player)
|
|
|| (whose == ONLY_ENEMY && s->owner != player);
|
|
|
|
return ownerMatches && s->isValidTarget(!onlyAlive);
|
|
});
|
|
}
|
|
|
|
int CPlayerBattleCallback::battleGetSurrenderCost() const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(-3)
|
|
ASSERT_IF_CALLED_WITH_PLAYER
|
|
return CBattleInfoCallback::battleGetSurrenderCost(*player);
|
|
}
|
|
|
|
const CGHeroInstance * CPlayerBattleCallback::battleGetMyHero() const
|
|
{
|
|
return CBattleInfoEssentials::battleGetFightingHero(battleGetMySide());
|
|
}
|
|
|
|
InfoAboutHero CPlayerBattleCallback::battleGetEnemyHero() const
|
|
{
|
|
return battleGetHeroInfo(!battleGetMySide());
|
|
}
|
|
|
|
BattleAttackInfo::BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting)
|
|
{
|
|
attacker = Attacker;
|
|
defender = Defender;
|
|
|
|
attackerBonuses = Attacker;
|
|
defenderBonuses = Defender;
|
|
|
|
attackerPosition = Attacker->position;
|
|
defenderPosition = Defender->position;
|
|
|
|
attackerCount = Attacker->count;
|
|
defenderCount = Defender->count;
|
|
|
|
shooting = Shooting;
|
|
chargedFields = 0;
|
|
|
|
luckyHit = false;
|
|
unluckyHit = false;
|
|
deathBlow = false;
|
|
ballistaDoubleDamage = false;
|
|
}
|
|
|
|
BattleAttackInfo BattleAttackInfo::reverse() const
|
|
{
|
|
BattleAttackInfo ret = *this;
|
|
std::swap(ret.attacker, ret.defender);
|
|
std::swap(ret.attackerBonuses, ret.defenderBonuses);
|
|
std::swap(ret.attackerPosition, ret.defenderPosition);
|
|
std::swap(ret.attackerCount, ret.defenderCount);
|
|
|
|
ret.shooting = false;
|
|
ret.chargedFields = 0;
|
|
ret.luckyHit = ret.ballistaDoubleDamage = ret.deathBlow = false;
|
|
|
|
return ret;
|
|
}
|