1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/lib/BattleState.cpp
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00

1282 lines
36 KiB
C++

/*
* BattleState.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleState.h"
#include <numeric>
#include "VCMI_Lib.h"
#include "mapObjects/CObjectHandler.h"
#include "CHeroHandler.h"
#include "CCreatureHandler.h"
#include "spells/CSpellHandler.h"
#include "CTownHandler.h"
#include "NetPacks.h"
#include "JsonNode.h"
#include "filesystem/Filesystem.h"
#include "CRandomGenerator.h"
#include "mapObjects/CGTownInstance.h"
const CStack * BattleInfo::getNextStack() const
{
std::vector<const CStack *> hlp;
battleGetStackQueue(hlp, 1, -1);
if(hlp.size())
return hlp[0];
else
return nullptr;
}
int BattleInfo::getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos) const
{
bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
//bool flying = VLC->creh->creatures[creID]->isFlying();
int pos;
if (initialPos > -1)
pos = initialPos;
else //summon elementals depending on player side
{
if (attackerOwned)
pos = 0; //top left
else
pos = GameConstants::BFIELD_WIDTH - 1; //top right
}
auto accessibility = getAccesibility();
std::set<BattleHex> occupyable;
for(int i = 0; i < accessibility.size(); i++)
if(accessibility.accessible(i, twoHex, attackerOwned))
occupyable.insert(i);
if (occupyable.empty())
{
return BattleHex::INVALID; //all tiles are covered
}
return BattleHex::getClosestTile(attackerOwned, pos, occupyable);
}
std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, const CStack *stack)
{
auto reachability = getReachability(stack);
if(reachability.predecessors[dest] == -1) //cannot reach destination
{
return std::make_pair(std::vector<BattleHex>(), 0);
}
//making the Path
std::vector<BattleHex> path;
BattleHex curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = reachability.predecessors[curElem];
}
return std::make_pair(path, reachability.distances[dest]);
}
ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand )
{
TDmgRange range = calculateDmgRange(attacker, defender, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);
if(range.first != range.second)
{
int valuesToAverage[10];
int howManyToAv = std::min<ui32>(10, attacker->count);
for (int g=0; g<howManyToAv; ++g)
{
valuesToAverage[g] = rand.nextInt(range.first, range.second);
}
return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
}
else
return range.first;
}
void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
{
for(auto & elem : stacks)//setting casualties
{
const CStack * const st = elem;
si32 killed = (st->alive() ? (st->baseAmount - st->count + st->resurrected) : st->baseAmount);
vstd::amax(killed, 0);
if(killed)
casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
}
}
CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const
{
int stackID = getIdForNewStack();
PlayerColor owner = sides[attackerOwned ? 0 : 1].color;
assert((owner >= PlayerColor::PLAYER_LIMIT) ||
(base.armyObj && base.armyObj->tempOwner == owner));
auto ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = getAvaliableHex (base.getCreatureID(), attackerOwned, position); //TODO: what if no free tile on battlefield was found?
ret->state.insert(EBattleStackState::ALIVE); //alive state indication
return ret;
}
CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, SlotID slot, BattleHex position) const
{
int stackID = getIdForNewStack();
PlayerColor owner = sides[attackerOwned ? 0 : 1].color;
auto ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = position;
ret->state.insert(EBattleStackState::ALIVE); //alive state indication
return ret;
}
const CStack * BattleInfo::battleGetStack(BattleHex pos, bool onlyAlive)
{
CStack * stack = nullptr;
for(auto & elem : stacks)
{
if(elem->position == pos
|| (elem->doubleWide()
&&( (elem->attackerOwned && elem->position-1 == pos)
|| (!elem->attackerOwned && elem->position+1 == pos) )
) )
{
if (elem->alive())
return elem; //we prefer living stacks - there can be only one stack on the tile, so return it immediately
else if (!onlyAlive)
stack = elem; //dead stacks are only accessible when there's no alive stack on this tile
}
}
return stack;
}
const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
{
return sides[!stack->attackerOwned].hero;
}
void BattleInfo::localInit()
{
for(int i = 0; i < 2; i++)
{
auto armyObj = battleGetArmyObject(i);
armyObj->battle = this;
armyObj->attachTo(this);
}
for(CStack *s : stacks)
localInitStack(s);
exportBonuses();
}
void BattleInfo::localInitStack(CStack * s)
{
s->exportBonuses();
if(s->base) //stack originating from "real" stack in garrison -> attach to it
{
s->attachTo(const_cast<CStackInstance*>(s->base));
}
else //attach directly to obj to which stack belongs and creature type
{
CArmedInstance *army = battleGetArmyObject(!s->attackerOwned);
s->attachTo(army);
assert(s->type);
s->attachTo(const_cast<CCreature*>(s->type));
}
s->postInit();
}
namespace CGH
{
static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)
{
for(const JsonNode &level : node.Vector())
{
std::vector<int> pom;
for(const JsonNode &value : level.Vector())
{
pom.push_back(value.Float());
}
dest.push_back(pom);
}
}
}
//RNG that works like H3 one
struct RandGen
{
int seed;
void srand(int s)
{
seed = s;
}
void srand(int3 pos)
{
srand(110291 * pos.x + 167801 * pos.y + 81569);
}
int rand()
{
seed = 214013 * seed + 2531011;
return (seed >> 16) & 0x7FFF;
}
int rand(int min, int max)
{
if(min == max)
return min;
if(min > max)
return min;
return min + rand() % (max - min + 1);
}
};
struct RangeGenerator
{
class ExhaustedPossibilities : public std::exception
{
};
RangeGenerator(int _min, int _max, std::function<int()> _myRand):
min(_min),
remainingCount(_max - _min + 1),
remaining(remainingCount, true),
myRand(_myRand)
{
}
int generateNumber()
{
if(!remainingCount)
throw ExhaustedPossibilities();
if(remainingCount == 1)
return 0;
return myRand() % remainingCount;
}
//get number fulfilling predicate. Never gives the same number twice.
int getSuchNumber(std::function<bool(int)> goodNumberPred = nullptr)
{
int ret = -1;
do
{
int n = generateNumber();
int i = 0;
for(;;i++)
{
assert(i < (int)remaining.size());
if(!remaining[i])
continue;
if(!n)
break;
n--;
}
remainingCount--;
remaining[i] = false;
ret = i + min;
} while(goodNumberPred && !goodNumberPred(ret));
return ret;
}
int min, remainingCount;
std::vector<bool> remaining;
std::function<int()> myRand;
};
BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
{
CMP_stack cmpst;
auto curB = new BattleInfo;
for(auto i = 0u; i < curB->sides.size(); i++)
curB->sides[i].init(heroes[i], armies[i]);
std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile;
curB->battlefieldType = battlefieldType;
curB->round = -2;
curB->activeStack = -1;
if(town)
{
curB->town = town;
curB->terrainType = VLC->townh->factions[town->subID]->nativeTerrain;
}
else
{
curB->town = nullptr;
curB->terrainType = terrain;
}
//setting up siege obstacles
if (town && town->hasFort())
{
for (int b = 0; b < curB->si.wallState.size(); ++b)
{
curB->si.wallState[b] = EWallState::INTACT;
}
if (!town->hasBuilt(BuildingID::CITADEL))
{
curB->si.wallState[EWallPart::KEEP] = EWallState::NONE;
}
if (!town->hasBuilt(BuildingID::CASTLE))
{
curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::NONE;
curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::NONE;
}
}
//randomize obstacles
if (town == nullptr && !creatureBank) //do it only when it's not siege and not creature bank
{
const int ABSOLUTE_OBSTACLES_COUNT = 34, USUAL_OBSTACLES_COUNT = 91; //shouldn't be changes if we want H3-like obstacle placement
RandGen r;
auto ourRand = [&]{ return r.rand(); };
r.srand(tile);
r.rand(1,8); //battle sound ID to play... can't do anything with it here
int tilesToBlock = r.rand(5,12);
const int specialBattlefield = battlefieldTypeToBI(battlefieldType);
std::vector<BattleHex> blockedTiles;
auto appropriateAbsoluteObstacle = [&](int id)
{
return VLC->heroh->absoluteObstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
};
auto appropriateUsualObstacle = [&](int id) -> bool
{
return VLC->heroh->obstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
};
if(r.rand(1,100) <= 40) //put cliff-like obstacle
{
RangeGenerator obidgen(0, ABSOLUTE_OBSTACLES_COUNT-1, ourRand);
try
{
auto obstPtr = std::make_shared<CObstacleInstance>();
obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
obstPtr->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(obstPtr);
for(BattleHex blocked : obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked);
tilesToBlock -= VLC->heroh->absoluteObstacles[obstPtr->ID].blockedTiles.size() / 2;
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
//silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
}
}
RangeGenerator obidgen(0, USUAL_OBSTACLES_COUNT-1, ourRand);
try
{
while(tilesToBlock > 0)
{
const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
const CObstacleInfo &obi = VLC->heroh->obstacles[obid];
auto validPosition = [&](BattleHex pos) -> bool
{
if(obi.height >= pos.getY())
return false;
if(pos.getX() == 0)
return false;
if(pos.getX() + obi.width > 15)
return false;
if(vstd::contains(blockedTiles, pos))
return false;
for(BattleHex blocked : obi.getBlocked(pos))
{
if(vstd::contains(blockedTiles, blocked))
return false;
int x = blocked.getX();
if(x <= 2 || x >= 14)
return false;
}
return true;
};
RangeGenerator posgenerator(18, 168, ourRand);
auto obstPtr = std::make_shared<CObstacleInstance>();
obstPtr->ID = obid;
obstPtr->pos = posgenerator.getSuchNumber(validPosition);
obstPtr->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(obstPtr);
for(BattleHex blocked : obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked);
tilesToBlock -= obi.blockedTiles.size();
}
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
}
}
//reading battleStartpos - add creatures AFTER random obstacles are generated
//TODO: parse once to some structure
std::vector< std::vector<int> > looseFormations[2], tightFormations[2], creBankFormations[2];
std::vector <int> commanderField, commanderBank;
const JsonNode config(ResourceID("config/battleStartpos.json"));
const JsonVector &positions = config["battle_positions"].Vector();
CGH::readBattlePositions(positions[0]["levels"], looseFormations[0]);
CGH::readBattlePositions(positions[1]["levels"], looseFormations[1]);
CGH::readBattlePositions(positions[2]["levels"], tightFormations[0]);
CGH::readBattlePositions(positions[3]["levels"], tightFormations[1]);
CGH::readBattlePositions(positions[4]["levels"], creBankFormations[0]);
CGH::readBattlePositions(positions[5]["levels"], creBankFormations[1]);
for (auto position : config["commanderPositions"]["field"].Vector())
{
commanderField.push_back (position.Float());
}
for (auto position : config["commanderPositions"]["creBank"].Vector())
{
commanderBank.push_back (position.Float());
}
//adding war machines
if(!creatureBank)
{
//Checks if hero has artifact and create appropriate stack
auto handleWarMachine= [&](int side, ArtifactPosition artslot, CreatureID cretype, BattleHex hex)
{
if(heroes[side] && heroes[side]->getArt(artslot))
stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cretype, 1), !side, SlotID(255), hex));
};
handleWarMachine(0, ArtifactPosition::MACH1, CreatureID::BALLISTA, 52);
handleWarMachine(0, ArtifactPosition::MACH2, CreatureID::AMMO_CART, 18);
handleWarMachine(0, ArtifactPosition::MACH3, CreatureID::FIRST_AID_TENT, 154);
if(town && town->hasFort())
handleWarMachine(0, ArtifactPosition::MACH4, CreatureID::CATAPULT, 120);
if(!town) //defending hero shouldn't receive ballista (bug #551)
handleWarMachine(1, ArtifactPosition::MACH1, CreatureID::BALLISTA, 66);
handleWarMachine(1, ArtifactPosition::MACH2, CreatureID::AMMO_CART, 32);
handleWarMachine(1, ArtifactPosition::MACH3, CreatureID::FIRST_AID_TENT, 168);
}
//war machines added
//battleStartpos read
for(int side = 0; side < 2; side++)
{
int formationNo = armies[side]->stacksCount() - 1;
vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);
int k = 0; //stack serial
for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
{
std::vector<int> *formationVector = nullptr;
if(creatureBank)
formationVector = &creBankFormations[side][formationNo];
else if(armies[side]->formation)
formationVector = &tightFormations[side][formationNo];
else
formationVector = &looseFormations[side][formationNo];
BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);
if(creatureBank && i->second->type->isDoubleWide())
pos += side ? BattleHex::LEFT : BattleHex::RIGHT;
CStack * stack = curB->generateNewStack(*i->second, !side, i->first, pos);
stacks.push_back(stack);
}
}
//adding commanders
for (int i = 0; i < 2; ++i)
{
if (heroes[i] && heroes[i]->commander)
{
CStack * stack = curB->generateNewStack (*heroes[i]->commander, !i, SlotID::COMMANDER_SLOT_PLACEHOLDER,
creatureBank ? commanderBank[i] : commanderField[i]);
stacks.push_back(stack);
}
}
if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
{
// keep tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID(255), -2);
stacks.push_back(stack);
if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
{
// lower tower + upper tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID(255), -4);
stacks.push_back(stack);
stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID(255), -3);
stacks.push_back(stack);
}
//moat
auto moat = 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(new Bonus(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
0, -1, -1, Bonus::INDEPENDENT_MAX));
//giving terrain overalay premies
int bonusSubtype = -1;
switch(battlefieldType)
{
case BFieldType::MAGIC_PLAINS:
{
bonusSubtype = 0;
}
case BFieldType::FIERY_FIELDS:
{
if(bonusSubtype == -1) bonusSubtype = 1;
}
case BFieldType::ROCKLANDS:
{
if(bonusSubtype == -1) bonusSubtype = 8;
}
case BFieldType::MAGIC_CLOUDS:
{
if(bonusSubtype == -1) bonusSubtype = 2;
}
case BFieldType::LUCID_POOLS:
{
if(bonusSubtype == -1) bonusSubtype = 4;
}
{ //common part for cases 9, 14, 15, 16, 17
curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
break;
}
case BFieldType::HOLY_GROUND:
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
break;
}
case BFieldType::CLOVER_FIELD:
{ //+2 luck bonus for neutral creatures
curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL)));
break;
}
case BFieldType::EVIL_FOG:
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
break;
}
case BFieldType::CURSED_GROUND:
{
curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
Bonus * b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, GameConstants::SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY);
b->valType = Bonus::INDEPENDENT_MAX;
curB->addNewBonus(b);
break;
}
}
//overlay premies given
//native terrain bonuses
auto nativeTerrain = std::make_shared<CreatureNativeTerrainLimiter>(curB->terrainType);
curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
//////////////////////////////////////////////////////////////////////////
//tactics
bool isTacticsAllowed = !creatureBank; //no tactics in creature banks
int tacticLvls[2] = {0};
for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
{
if(heroes[i])
tacticLvls[i] += heroes[i]->getSecSkillLevel(SecondarySkill::TACTICS);
}
int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
if(tacticsSkillDiff && isTacticsAllowed)
{
curB->tacticsSide = tacticsSkillDiff < 0;
curB->tacticDistance = std::abs(tacticsSkillDiff)*2 + 1;
}
else
curB->tacticDistance = 0;
// workaround — bonuses affecting only enemy - DOES NOT WORK
for(int i = 0; i < 2; i++)
{
TNodes nodes;
curB->battleGetArmyObject(i)->getRedAncestors(nodes);
for(CBonusSystemNode *n : nodes)
{
for(Bonus *b : n->getExportedBonusList())
{
if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
{
auto bCopy = new Bonus(*b);
bCopy->effectRange = Bonus::NO_LIMIT;
bCopy->propagator.reset();
bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i].color));
curB->addNewBonus(bCopy);
}
}
}
}
return curB;
}
const CGHeroInstance * BattleInfo::getHero( PlayerColor player ) const
{
for(int i = 0; i < sides.size(); i++)
if(sides[i].color == player)
return sides[i].hero;
logGlobal->errorStream() << "Player " << player << " is not in battle!";
return nullptr;
}
PlayerColor BattleInfo::theOtherPlayer(PlayerColor player) const
{
return sides[!whatSide(player)].color;
}
ui8 BattleInfo::whatSide(PlayerColor player) const
{
for(int i = 0; i < sides.size(); i++)
if(sides[i].color == player)
return i;
logGlobal->warnStream() << "BattleInfo::whatSide: Player " << player << " is not in battle!";
return -1;
}
int BattleInfo::getIdForNewStack() const
{
if(stacks.size())
{
//stacks vector may be sorted not by ID and they may be not contiguous -> find stack with max ID
auto highestIDStack = *std::max_element(stacks.begin(), stacks.end(),
[](const CStack *a, const CStack *b) { return a->ID < b->ID; });
return highestIDStack->ID + 1;
}
return 0;
}
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));
}
CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive /*= true*/)
{
return const_cast<CStack *>(battleGetStackByPos(tileID, onlyAlive));
}
BattleInfo::BattleInfo()
{
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));
}
CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, bool AO, SlotID S)
: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1)
{
assert(base);
type = base->type;
count = baseAmount = base->count;
setNodeType(STACK_BATTLE);
}
CStack::CStack()
{
init();
setNodeType(STACK_BATTLE);
}
CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S)
: base(nullptr), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacksPerformed(0),
cloneID(-1)
{
type = stack->type;
count = baseAmount = stack->count;
setNodeType(STACK_BATTLE);
}
void CStack::init()
{
base = nullptr;
type = nullptr;
ID = -1;
count = baseAmount = -1;
firstHPleft = -1;
owner = PlayerColor::NEUTRAL;
slot = SlotID(255);
attackerOwned = false;
position = BattleHex();
counterAttacksPerformed = 0;
counterAttacksTotalCache = 0;
cloneID = -1;
}
void CStack::postInit()
{
assert(type);
assert(getParentNodes().size());
firstHPleft = MaxHealth();
shots = getCreature()->valOfBonuses(Bonus::SHOTS);
counterAttacksPerformed = 0;
counterAttacksTotalCache = 0;
casts = valOfBonuses(Bonus::CASTS);
resurrected = 0;
cloneID = -1;
}
ui32 CStack::level() const
{
if (base)
return base->getLevel(); //creatture or commander
else
return std::max(1, (int)getCreature()->level); //war machine, clone etc
}
si32 CStack::magicResistance() const
{
si32 magicResistance;
if (base) //TODO: make war machines receive aura of magic resistance
{
magicResistance = base->magicResistance();
int auraBonus = 0;
for (const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
{
if (stack->owner == owner)
{
vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
}
}
magicResistance += auraBonus;
vstd::amin (magicResistance, 100);
}
else
magicResistance = type->magicResistance();
return magicResistance;
}
void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
{
const CSpell * sp = SpellID(sse.sid).toSpell();
std::vector<Bonus> tmp;
sp->getEffects(tmp, sse.val);
for(Bonus& b : tmp)
{
if(b.turnsRemain == 0)
b.turnsRemain = sse.turnsRemain;
sf.push_back(b);
}
}
bool CStack::willMove(int turn /*= 0*/) const
{
return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
&& !moved(turn)
&& canMove(turn);
}
bool CStack::canMove( int turn /*= 0*/ ) const
{
return alive()
&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
}
bool CStack::moved( int turn /*= 0*/ ) const
{
if(!turn)
return vstd::contains(state, EBattleStackState::MOVED);
else
return false;
}
bool CStack::waited(int turn /*= 0*/) const
{
if(!turn)
return vstd::contains(state, EBattleStackState::WAITING);
else
return false;
}
bool CStack::doubleWide() const
{
return getCreature()->doubleWide;
}
BattleHex CStack::occupiedHex() const
{
return occupiedHex(position);
}
BattleHex CStack::occupiedHex(BattleHex assumedPos) const
{
if (doubleWide())
{
if (attackerOwned)
return assumedPos - 1;
else
return assumedPos + 1;
}
else
{
return BattleHex::INVALID;
}
}
std::vector<BattleHex> CStack::getHexes() const
{
return getHexes(position);
}
std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
{
return getHexes(assumedPos, doubleWide(), attackerOwned);
}
std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned)
{
std::vector<BattleHex> hexes;
hexes.push_back(assumedPos);
if (twoHex)
{
if (AttackerOwned)
hexes.push_back(assumedPos - 1);
else
hexes.push_back(assumedPos + 1);
}
return hexes;
}
bool CStack::coversPos(BattleHex pos) const
{
return vstd::contains(getHexes(), pos);
}
std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
{
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
std::vector<BattleHex> hexes;
if (doubleWide())
{
const int WN = GameConstants::BFIELD_WIDTH;
if(attackerOwned)
{ //position is equal to front hex
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
BattleHex::checkAndPush(hex - 2, hexes);
BattleHex::checkAndPush(hex + 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
}
else
{
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
BattleHex::checkAndPush(hex + 2, hexes);
BattleHex::checkAndPush(hex - 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
}
return hexes;
}
else
{
return hex.neighbouringTiles();
}
}
std::vector<si32> CStack::activeSpells() const
{
std::vector<si32> ret;
TBonusListPtr spellEffects = getSpellBonuses();
for(const Bonus *it : *spellEffects)
{
if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
ret.push_back(it->sid);
}
return ret;
}
CStack::~CStack()
{
detachFromAll();
}
const CGHeroInstance * CStack::getMyHero() const
{
if(base)
return dynamic_cast<const CGHeroInstance *>(base->armyObj);
else //we are attached directly?
for(const CBonusSystemNode *n : getParentNodes())
if(n->getNodeType() == HERO)
return dynamic_cast<const CGHeroInstance *>(n);
return nullptr;
}
std::string CStack::nodeName() const
{
std::ostringstream oss;
oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
if(type)
oss << type->namePl;
else
oss << "[UNDEFINED TYPE]";
oss << " from slot " << slot;
if(base && base->armyObj)
oss << " of armyobj=" << base->armyObj->id.getNum();
return oss.str();
}
std::pair<int,int> CStack::countKilledByAttack(int damageReceived) const
{
int killedCount = 0;
int newRemainingHP = 0;
killedCount = damageReceived / MaxHealth();
unsigned damageFirst = damageReceived % MaxHealth();
if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
{
killedCount = count;
}
else
{
if( firstHPleft <= damageFirst )
{
killedCount++;
newRemainingHP = firstHPleft + MaxHealth() - damageFirst;
}
else
{
newRemainingHP = firstHPleft - damageFirst;
}
}
return std::make_pair(killedCount, newRemainingHP);
}
void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount /*= boost::none*/) const
{
auto afterAttack = countKilledByAttack(bsa.damageAmount);
bsa.killedAmount = afterAttack.first;
bsa.newHP = afterAttack.second;
if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
{
bsa.flags |= BattleStackAttacked::CLONE_KILLED;
return; // no rebirth I believe
}
const int countToUse = customCount ? *customCount : count;
if(countToUse <= bsa.killedAmount) //stack killed
{
bsa.newAmount = 0;
bsa.flags |= BattleStackAttacked::KILLED;
bsa.killedAmount = countToUse; //we cannot kill more creatures than we have
int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
if(resurrectFactor > 0 && casts) //there must be casts left
{
int resurrectedStackCount = base->count * resurrectFactor / 100;
// last stack has proportional chance to rebirth
auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount;
if (diff > rand.nextDouble(0, 0.99))
{
resurrectedStackCount += 1;
}
if(hasBonusOfType(Bonus::REBIRTH, 1))
{
// resurrect at least one Sacred Phoenix
vstd::amax(resurrectedStackCount, 1);
}
if(resurrectedStackCount > 0)
{
bsa.flags |= BattleStackAttacked::REBIRTH;
bsa.newAmount = resurrectedStackCount; //risky?
bsa.newHP = MaxHealth(); //resore full health
}
}
}
else
{
bsa.newAmount = countToUse - bsa.killedAmount;
}
}
bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
{
if (!attackerPos.isValid())
{
attackerPos = attacker->position;
}
if (!defenderPos.isValid())
{
defenderPos = defender->position;
}
return
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
|| (attacker->doubleWide() //back <=> front
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
|| (defender->doubleWide() //front <=> back
&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
}
bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
{
return alive()
&& (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
&& !hasBonusOfType(Bonus::HYPNOTIZED)
&& !hasBonusOfType(Bonus::NO_RETALIATION);
}
ui8 CStack::counterAttacksTotal() const
{
//after dispell bonus should remain during current round
ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
vstd::amax(counterAttacksTotalCache, val);
return counterAttacksTotalCache;
}
si8 CStack::counterAttacksRemaining() const
{
return counterAttacksTotal() - counterAttacksPerformed;
}
std::string CStack::getName() const
{
return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
}
bool CStack::isValidTarget(bool allowDead/* = false*/) const /*alive non-turret stacks (can be attacked or be object of magic effect) */
{
return (alive() || allowDead) && position.isValid();
}
bool CStack::canBeHealed() const
{
return firstHPleft < MaxHealth()
&& isValidTarget()
&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
}
ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const
{
if(!resurrect && !alive())
{
logGlobal->warnStream() <<"Attempt to heal corpse detected.";
return 0;
}
return std::min<ui32>(toHeal, MaxHealth() - firstHPleft + (resurrect ? (baseAmount - count) * MaxHealth() : 0));
}
ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
{
int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
vstd::abetween(skill, 0, 3);
return skill;
}
ui32 CStack::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
{
//stacks does not have sorcery-like bonuses (yet?)
return base;
}
int CStack::getEffectLevel(const CSpell * spell) const
{
return getSpellSchoolLevel(spell);
}
int CStack::getEffectPower(const CSpell * spell) const
{
return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * count / 100;
}
int CStack::getEnchantPower(const CSpell * spell) const
{
int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
if(res<=0)
res = 3;//default for creatures
return res;
}
int CStack::getEffectValue(const CSpell * spell) const
{
return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * count;
}
const PlayerColor CStack::getOwner() const
{
return owner;
}
bool CMP_stack::operator()( const CStack* a, const CStack* b )
{
switch(phase)
{
case 0: //catapult moves after turrets
return a->getCreature()->idNumber > b->getCreature()->idNumber; //catapult is 145 and turrets are 149
case 1: //fastest first, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as > bs;
else
return a->slot < b->slot;
}
case 2: //fastest last, upper slot first
//TODO: should be replaced with order of receiving morale!
case 3: //fastest last, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as < bs;
else
return a->slot < b->slot;
}
default:
assert(0);
return false;
}
}
CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
{
phase = Phase;
turn = Turn;
}
SideInBattle::SideInBattle()
{
hero = nullptr;
armyObject = nullptr;
castSpellsCount = 0;
enchanterCounter = 0;
}
void SideInBattle::init(const CGHeroInstance *Hero, const CArmedInstance *Army)
{
hero = Hero;
armyObject = Army;
color = armyObject->getOwner();
if(color == PlayerColor::UNFLAGGABLE)
color = PlayerColor::NEUTRAL;
}