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https://github.com/vcmi/vcmi.git
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9205ef2c91
Made ballistics by using spell action and more code is shared now.
1761 lines
53 KiB
C++
1761 lines
53 KiB
C++
/*
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* CBattleInfoCallback.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CBattleInfoCallback.h"
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#include <vcmi/scripting/Service.h>
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#include "../CStack.h"
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#include "BattleInfo.h"
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#include "DamageCalculator.h"
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#include "../NetPacks.h"
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#include "../spells/CSpellHandler.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../BattleFieldHandler.h"
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#include "../CModHandler.h"
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#include "../Rect.h"
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VCMI_LIB_NAMESPACE_BEGIN
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namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
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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, 96, 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> 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 hexToWallPart(BattleHex hex)
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{
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for(const 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 part)
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{
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for(const 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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ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const spells::Caster * caster, spells::Mode 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->error("CBattleInfoCallback::battleCanCastSpell: no spellcaster.");
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return ESpellCastProblem::INVALID;
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}
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const PlayerColor player = caster->getCasterOwner();
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const auto side = playerToSide(player);
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if(!side)
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return ESpellCastProblem::INVALID;
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if(!battleDoWeKnowAbout(side.get()))
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{
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logGlobal->warn("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 spells::Mode::HERO:
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{
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if(battleCastSpells(side.get()) > 0)
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return ESpellCastProblem::CASTS_PER_TURN_LIMIT;
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const 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 CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
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{
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auto isTileBlocked = [&](BattleHex tile)
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{
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EWallPart wallPart = battleHexToWallPart(tile);
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if (wallPart == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
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return false; // does not blocks ranged attacks
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if (wallPart == EWallPart::INDESTRUCTIBLE_PART)
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return true; // always blocks ranged attacks
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return isWallPartAttackable(wallPart);
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};
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auto needWallPenalty = [&](BattleHex from, BattleHex dest)
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{
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// arbitrary selected cell size for virtual grid
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// any even number can be selected (for division by two)
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static const int cellSize = 10;
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// create line that goes from center of shooter cell to center of target cell
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Point line1{ from.getX()*cellSize+cellSize/2, from.getY()*cellSize+cellSize/2};
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Point line2{ dest.getX()*cellSize+cellSize/2, dest.getY()*cellSize+cellSize/2};
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for (int y = 0; y < GameConstants::BFIELD_HEIGHT; ++y)
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{
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BattleHex obstacle = lineToWallHex(y);
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if (!isTileBlocked(obstacle))
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continue;
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// create rect around cell with an obstacle
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Rect rect {
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Point(obstacle.getX(), obstacle.getY()) * cellSize,
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Point( cellSize, cellSize)
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};
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if ( rect.intersectionTest(line1, line2))
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return true;
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}
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return false;
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};
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RETURN_IF_NOT_BATTLE(false);
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if(!battleGetSiegeLevel())
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return false;
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const std::string cachingStrNoWallPenalty = "type_NO_WALL_PENALTY";
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static const auto selectorNoWallPenalty = Selector::type()(Bonus::NO_WALL_PENALTY);
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if(shooter->hasBonus(selectorNoWallPenalty, cachingStrNoWallPenalty))
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return false;
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const int wallInStackLine = lineToWallHex(shooterPosition.getY());
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const bool shooterOutsideWalls = shooterPosition < wallInStackLine;
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return shooterOutsideWalls && needWallPenalty(shooterPosition, destHex);
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}
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si8 CBattleInfoCallback::battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const
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{
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RETURN_IF_NOT_BATTLE(false);
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if (!getAccesibility(stack).accessible(destHex, stack))
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return false;
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const ui8 siegeLevel = battleGetSiegeLevel();
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//check for wall
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//advanced teleport can pass wall of fort|citadel, expert - of castle
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if ((siegeLevel > CGTownInstance::NONE && telportLevel < 2) || (siegeLevel >= CGTownInstance::CASTLE && telportLevel < 3))
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return sameSideOfWall(stack->getPosition(), destHex);
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return true;
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}
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std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data)
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{
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RETURN_IF_NOT_BATTLE(std::vector<PossiblePlayerBattleAction>());
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std::vector<PossiblePlayerBattleAction> allowedActionList;
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if(data.tacticsMode) //would "if(battleGetTacticDist() > 0)" work?
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{
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allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_TACTICS);
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allowedActionList.push_back(PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK);
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}
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else
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{
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if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
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{
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if(stack->hasBonusOfType(Bonus::SPELLCASTER) && data.creatureSpellToCast != -1)
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{
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const CSpell *spell = SpellID(data.creatureSpellToCast).toSpell();
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PossiblePlayerBattleAction act = getCasterAction(spell, stack, spells::Mode::CREATURE_ACTIVE);
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allowedActionList.push_back(act);
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}
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if(stack->hasBonusOfType(Bonus::RANDOM_SPELLCASTER))
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allowedActionList.push_back(PossiblePlayerBattleAction::RANDOM_GENIE_SPELL);
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}
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if(stack->canShoot())
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allowedActionList.push_back(PossiblePlayerBattleAction::SHOOT);
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if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
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allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK_AND_RETURN);
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allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK); //all active stacks can attack
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allowedActionList.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
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if(stack->canMove() && stack->Speed(0, true)) //probably no reason to try move war machines or bound stacks
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allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_STACK);
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const auto * siegedTown = battleGetDefendedTown();
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if(siegedTown && siegedTown->hasFort() && stack->hasBonusOfType(Bonus::CATAPULT)) //TODO: check shots
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allowedActionList.push_back(PossiblePlayerBattleAction::CATAPULT);
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if(stack->hasBonusOfType(Bonus::HEALER))
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allowedActionList.push_back(PossiblePlayerBattleAction::HEAL);
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}
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return allowedActionList;
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}
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PossiblePlayerBattleAction CBattleInfoCallback::getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const
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{
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RETURN_IF_NOT_BATTLE(PossiblePlayerBattleAction::INVALID);
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PossiblePlayerBattleAction spellSelMode = PossiblePlayerBattleAction::ANY_LOCATION;
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const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode);
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if(ti.massive || ti.type == spells::AimType::NO_TARGET)
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spellSelMode = PossiblePlayerBattleAction::NO_LOCATION;
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else if(ti.type == spells::AimType::LOCATION && ti.clearAffected)
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spellSelMode = PossiblePlayerBattleAction::FREE_LOCATION;
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else if(ti.type == spells::AimType::CREATURE)
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spellSelMode = PossiblePlayerBattleAction::AIMED_SPELL_CREATURE;
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else if(ti.type == spells::AimType::OBSTACLE)
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spellSelMode = PossiblePlayerBattleAction::OBSTACLE;
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return spellSelMode;
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}
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std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
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{
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std::set<BattleHex> attackedHexes;
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RETURN_IF_NOT_BATTLE(attackedHexes);
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AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
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for (BattleHex tile : at.hostileCreaturePositions)
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{
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const CStack * st = battleGetStackByPos(tile, true);
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if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
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{
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attackedHexes.insert(tile);
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}
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}
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for (BattleHex tile : at.friendlyCreaturePositions)
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{
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if(battleGetStackByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
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{
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attackedHexes.insert(tile);
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}
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}
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return attackedHexes;
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}
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SpellID CBattleInfoCallback::battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const
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{
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switch (mode)
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{
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case RANDOM_GENIE:
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return getRandomBeneficialSpell(rand, stack); //target
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break;
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case RANDOM_AIMED:
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return getRandomCastedSpell(rand, stack); //caster
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break;
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default:
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logGlobal->error("Incorrect mode of battleGetRandomSpell (%d)", static_cast<int>(mode));
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return SpellID::NONE;
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}
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}
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const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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for(const auto * s : battleGetAllStacks(true))
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if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
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return s;
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return nullptr;
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}
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const battle::Unit * CBattleInfoCallback::battleGetUnitByPos(BattleHex pos, bool onlyAlive) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
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{
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return !unit->isGhost()
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&& vstd::contains(battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()), pos)
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&& (!onlyAlive || unit->alive());
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});
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if(!ret.empty())
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return ret.front();
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else
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return nullptr;
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}
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battle::Units CBattleInfoCallback::battleAliveUnits() const
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{
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return battleGetUnitsIf([](const battle::Unit * unit)
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{
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return unit->isValidTarget(false);
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});
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}
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battle::Units CBattleInfoCallback::battleAliveUnits(ui8 side) const
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{
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return battleGetUnitsIf([=](const battle::Unit * unit)
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{
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return unit->isValidTarget(false) && unit->unitSide() == side;
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});
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}
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using namespace battle;
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//T is battle::Unit descendant
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template <typename T>
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const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t & sideThatLastMoved, int phase)
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{
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const T * returnedUnit = nullptr;
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size_t currentUnitIndex = 0;
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for(size_t i = 0; i < allUnits.size(); i++)
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{
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int32_t currentUnitInitiative = -1;
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int32_t returnedUnitInitiative = -1;
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if(returnedUnit)
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returnedUnitInitiative = returnedUnit->getInitiative(turn);
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if(!allUnits[i])
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continue;
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auto currentUnit = allUnits[i];
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currentUnitInitiative = currentUnit->getInitiative(turn);
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switch(phase)
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{
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case BattlePhases::NORMAL: // Faster first, attacker priority, higher slot first
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if(returnedUnit == nullptr || currentUnitInitiative > returnedUnitInitiative)
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{
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returnedUnit = currentUnit;
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currentUnitIndex = i;
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}
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else if(currentUnitInitiative == returnedUnitInitiative)
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{
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if(sideThatLastMoved == -1 && turn <= 0 && currentUnit->unitSide() == BattleSide::ATTACKER
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&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Turn 0 attacker priority
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{
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returnedUnit = currentUnit;
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currentUnitIndex = i;
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}
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else if(sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
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&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
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{
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returnedUnit = currentUnit;
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currentUnitIndex = i;
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}
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}
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break;
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case BattlePhases::WAIT_MORALE: // Slower first, higher slot first
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case BattlePhases::WAIT:
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if(returnedUnit == nullptr || currentUnitInitiative < returnedUnitInitiative)
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{
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returnedUnit = currentUnit;
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currentUnitIndex = i;
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}
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else if(currentUnitInitiative == returnedUnitInitiative && sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
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&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
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{
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returnedUnit = currentUnit;
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currentUnitIndex = i;
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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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}
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if(!returnedUnit)
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return nullptr;
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allUnits[currentUnitIndex] = nullptr;
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return returnedUnit;
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}
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void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns, const size_t maxUnits, const int maxTurns, const int turn, int8_t sideThatLastMoved) const
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{
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RETURN_IF_NOT_BATTLE();
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if(maxUnits == 0 && maxTurns == 0)
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{
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logGlobal->error("Attempt to get infinite battle queue");
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return;
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}
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auto actualTurn = turn > 0 ? turn : 0;
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auto turnsIsFull = [&]() -> bool
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{
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if(maxUnits == 0)
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return false;//no limit
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size_t turnsSize = 0;
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for(const auto & oneTurn : turns)
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turnsSize += oneTurn.size();
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return turnsSize >= maxUnits;
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};
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turns.emplace_back();
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// We'll split creatures with remaining movement to 4 buckets (SIEGE, NORMAL, WAIT_MORALE, WAIT)
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std::array<battle::Units, BattlePhases::NUMBER_OF_PHASES> phases; // Access using BattlePhases enum
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const battle::Unit * activeUnit = battleActiveUnit();
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if(activeUnit)
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{
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//its first turn and active unit hasn't taken any action yet - must be placed at the beginning of queue, no matter what
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if(turn == 0 && activeUnit->willMove() && !activeUnit->waited())
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{
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turns.back().push_back(activeUnit);
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if(turnsIsFull())
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return;
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}
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//its first or current turn, turn priority for active stack side
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//TODO: what if active stack mind-controlled?
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if(turn <= 0 && sideThatLastMoved < 0)
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sideThatLastMoved = activeUnit->unitSide();
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}
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auto allUnits = battleGetUnitsIf([](const battle::Unit * unit)
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{
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return !unit->isGhost();
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});
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// If no unit will be EVER! able to move, battle is over.
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if(!vstd::contains_if(allUnits, [](const battle::Unit * unit) { return unit->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
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{
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turns.clear();
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return;
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}
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|
|
for(const auto * unit : allUnits)
|
|
{
|
|
if((actualTurn == 0 && !unit->willMove()) //we are considering current round and unit won't move
|
|
|| (actualTurn > 0 && !unit->canMove(turn)) //unit won't be able to move in later rounds
|
|
|| (actualTurn == 0 && unit == activeUnit && !turns.at(0).empty() && unit == turns.front().front())) //it's active unit already added at the beginning of queue
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int unitPhase = unit->battleQueuePhase(turn);
|
|
|
|
phases[unitPhase].push_back(unit);
|
|
}
|
|
|
|
boost::sort(phases[BattlePhases::SIEGE], CMP_stack(BattlePhases::SIEGE, actualTurn, sideThatLastMoved));
|
|
std::copy(phases[BattlePhases::SIEGE].begin(), phases[BattlePhases::SIEGE].end(), std::back_inserter(turns.back()));
|
|
|
|
if(turnsIsFull())
|
|
return;
|
|
|
|
for(uint8_t phase = BattlePhases::NORMAL; phase < BattlePhases::NUMBER_OF_PHASES; phase++)
|
|
boost::sort(phases[phase], CMP_stack(phase, actualTurn, sideThatLastMoved));
|
|
|
|
uint8_t phase = BattlePhases::NORMAL;
|
|
while(!turnsIsFull() && phase < BattlePhases::NUMBER_OF_PHASES)
|
|
{
|
|
const battle::Unit * currentUnit = nullptr;
|
|
if(phases[phase].empty())
|
|
phase++;
|
|
else
|
|
{
|
|
currentUnit = takeOneUnit(phases[phase], actualTurn, sideThatLastMoved, phase);
|
|
if(!currentUnit)
|
|
{
|
|
phase++;
|
|
}
|
|
else
|
|
{
|
|
turns.back().push_back(currentUnit);
|
|
sideThatLastMoved = currentUnit->unitSide();
|
|
}
|
|
}
|
|
}
|
|
|
|
if(sideThatLastMoved < 0)
|
|
sideThatLastMoved = BattleSide::ATTACKER;
|
|
|
|
if(!turnsIsFull() && (maxTurns == 0 || turns.size() < maxTurns))
|
|
battleGetTurnOrder(turns, maxUnits, maxTurns, actualTurn + 1, sideThatLastMoved);
|
|
}
|
|
|
|
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit) const
|
|
{
|
|
|
|
RETURN_IF_NOT_BATTLE(std::vector<BattleHex>());
|
|
if(!unit->getPosition().isValid()) //turrets
|
|
return std::vector<BattleHex>();
|
|
|
|
auto reachability = getReachability(unit);
|
|
|
|
return battleGetAvailableHexes(reachability, unit);
|
|
}
|
|
|
|
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit) const
|
|
{
|
|
std::vector<BattleHex> ret;
|
|
|
|
RETURN_IF_NOT_BATTLE(ret);
|
|
if(!unit->getPosition().isValid()) //turrets
|
|
return ret;
|
|
|
|
auto unitSpeed = unit->Speed(0, true);
|
|
|
|
const bool tacticPhase = battleTacticDist() && battleGetTacticsSide() == unit->unitSide();
|
|
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
|
|
{
|
|
// If obstacles or other stacks makes movement impossible, it can't be helped.
|
|
if(!cache.isReachable(i))
|
|
continue;
|
|
|
|
if(tacticPhase)
|
|
{
|
|
//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 unit range.
|
|
if(cache.distances[i] > static_cast<int>(unitSpeed))
|
|
continue;
|
|
}
|
|
|
|
ret.emplace_back(i);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool addOccupiable, std::vector<BattleHex> * attackable) const
|
|
{
|
|
std::vector<BattleHex> ret = battleGetAvailableHexes(unit);
|
|
|
|
if(ret.empty())
|
|
return ret;
|
|
|
|
if(addOccupiable && unit->doubleWide())
|
|
{
|
|
std::vector<BattleHex> occupiable;
|
|
|
|
occupiable.reserve(ret.size());
|
|
for(auto hex : ret)
|
|
occupiable.push_back(unit->occupiedHex(hex));
|
|
|
|
vstd::concatenate(ret, occupiable);
|
|
}
|
|
|
|
|
|
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 auto * otherSt : battleAliveUnits(otherSide(unit->unitSide())))
|
|
{
|
|
if(!otherSt->isValidTarget(false))
|
|
continue;
|
|
|
|
std::vector<BattleHex> occupied = otherSt->getHexes();
|
|
|
|
if(battleCanShoot(unit, otherSt->getPosition()))
|
|
{
|
|
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()->getId();
|
|
if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
|
|
return false;
|
|
|
|
return target->alive();
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
if(battleTacticDist()) //no shooting during tactics
|
|
return false;
|
|
|
|
if (!attacker)
|
|
return false;
|
|
if (attacker->creatureIndex() == CreatureID::CATAPULT) //catapult cannot attack creatures
|
|
return false;
|
|
|
|
//forgetfulness
|
|
TConstBonusListPtr forgetfulList = attacker->getBonuses(Selector::type()(Bonus::FORGETFULL));
|
|
if(!forgetfulList->empty())
|
|
{
|
|
int forgetful = forgetfulList->valOfBonuses(Selector::type()(Bonus::FORGETFULL));
|
|
|
|
//advanced+ level
|
|
if(forgetful > 1)
|
|
return false;
|
|
}
|
|
|
|
return attacker->canShoot() && (!battleIsUnitBlocked(attacker)
|
|
|| attacker->hasBonusOfType(Bonus::FREE_SHOOTING));
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
const battle::Unit * defender = battleGetUnitByPos(dest);
|
|
if(!attacker || !defender)
|
|
return false;
|
|
|
|
if(battleMatchOwner(attacker, defender) && defender->alive())
|
|
{
|
|
if(battleCanShoot(attacker))
|
|
{
|
|
auto limitedRangeBonus = attacker->getBonus(Selector::type()(Bonus::LIMITED_SHOOTING_RANGE));
|
|
if(limitedRangeBonus == nullptr)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int shootingRange = limitedRangeBonus->val;
|
|
return isEnemyUnitWithinSpecifiedRange(attacker->getPosition(), defender, shootingRange);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
|
|
{
|
|
DamageCalculator calculator(*this, info);
|
|
|
|
return calculator.calculateDmgRange();
|
|
}
|
|
|
|
TDmgRange CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, TDmgRange * retaliationDmg) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
|
|
auto reachability = battleGetDistances(attacker, attacker->getPosition());
|
|
int movementDistance = reachability[attackerPosition];
|
|
return battleEstimateDamage(attacker, defender, movementDistance, retaliationDmg);
|
|
}
|
|
|
|
TDmgRange CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, TDmgRange * retaliationDmg) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
|
|
const bool shooting = battleCanShoot(attacker, defender->getPosition());
|
|
const BattleAttackInfo bai(attacker, defender, movementDistance, shooting);
|
|
return battleEstimateDamage(bai, retaliationDmg);
|
|
}
|
|
|
|
TDmgRange CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo & bai, TDmgRange * retaliationDmg) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
|
|
|
|
TDmgRange ret = calculateDmgRange(bai);
|
|
|
|
if(retaliationDmg)
|
|
{
|
|
if(bai.shooting)
|
|
{
|
|
//FIXME: handle RANGED_RETALIATION
|
|
retaliationDmg->first = retaliationDmg->second = 0;
|
|
}
|
|
else
|
|
{
|
|
//TODO: rewrite using boost::numeric::interval
|
|
//TODO: rewire once more using interval-based fuzzy arithmetic
|
|
|
|
int64_t TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
|
|
for (int i=0; i<2; ++i)
|
|
{
|
|
auto retaliationAttack = bai.reverse();
|
|
int64_t dmg = ret.*pairElems[i];
|
|
auto state = retaliationAttack.attacker->acquireState();
|
|
state->damage(dmg);
|
|
retaliationAttack.attacker = state.get();
|
|
retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking) const
|
|
{
|
|
std::vector<std::shared_ptr<const CObstacleInstance>> obstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
|
|
RETURN_IF_NOT_BATTLE(obstacles);
|
|
for(auto & obs : battleGetAllObstacles())
|
|
{
|
|
if(vstd::contains(obs->getBlockedTiles(), tile)
|
|
|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
|
|
{
|
|
obstacles.push_back(obs);
|
|
}
|
|
}
|
|
return obstacles;
|
|
}
|
|
|
|
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::getAllAffectedObstaclesByStack(const battle::Unit * unit) const
|
|
{
|
|
std::vector<std::shared_ptr<const CObstacleInstance>> affectedObstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
|
|
RETURN_IF_NOT_BATTLE(affectedObstacles);
|
|
if(unit->alive())
|
|
{
|
|
affectedObstacles = battleGetAllObstaclesOnPos(unit->getPosition(), false);
|
|
if(unit->doubleWide())
|
|
{
|
|
BattleHex otherHex = unit->occupiedHex(unit->getPosition());
|
|
if(otherHex.isValid())
|
|
for(auto & i : battleGetAllObstaclesOnPos(otherHex, false))
|
|
affectedObstacles.push_back(i);
|
|
}
|
|
for(auto hex : unit->getHexes())
|
|
if(hex == ESiegeHex::GATE_BRIDGE)
|
|
if(battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED)
|
|
for(int i=0; i<affectedObstacles.size(); i++)
|
|
if(affectedObstacles.at(i)->obstacleType == CObstacleInstance::MOAT)
|
|
affectedObstacles.erase(affectedObstacles.begin()+i);
|
|
}
|
|
return affectedObstacles;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
//special battlefields with logically unavailable tiles
|
|
auto bFieldType = battleGetBattlefieldType();
|
|
|
|
if(bFieldType != BattleField::NONE)
|
|
{
|
|
std::vector<BattleHex> impassableHexes = bFieldType.getInfo()->impassableHexes;
|
|
|
|
for(auto hex : impassableHexes)
|
|
ret[hex] = EAccessibility::UNAVAILABLE;
|
|
}
|
|
|
|
//gate -> should be before stacks
|
|
if(battleGetSiegeLevel() > 0)
|
|
{
|
|
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(const auto * unit : battleAliveUnits())
|
|
{
|
|
for(auto hex : unit->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<EWallPart, BattleHex> lockedIfNotDestroyed[] =
|
|
{
|
|
//which part of wall, which hex is blocked if this part of wall is not destroyed
|
|
std::make_pair(EWallPart::BOTTOM_WALL, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
|
|
std::make_pair(EWallPart::BELOW_GATE, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
|
|
std::make_pair(EWallPart::OVER_GATE, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
|
|
std::make_pair(EWallPart::UPPER_WALL, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
|
|
};
|
|
|
|
for(const auto & elem : lockedIfNotDestroyed)
|
|
{
|
|
if(battleGetWallState(elem.first) != EWallState::DESTROYED)
|
|
ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
AccessibilityInfo CBattleInfoCallback::getAccesibility(const battle::Unit * stack) const
|
|
{
|
|
return getAccesibility(battle::Unit::getHexes(stack->getPosition(), stack->doubleWide(), stack->unitSide()));
|
|
}
|
|
|
|
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 & params) 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> obstacles = getStoppers(params.perspective);
|
|
|
|
std::queue<BattleHex> hexq; //bfs queue
|
|
|
|
//first element
|
|
hexq.push(params.startPosition);
|
|
ret.distances[params.startPosition] = 0;
|
|
|
|
std::array<bool, GameConstants::BFIELD_SIZE> accessibleCache{};
|
|
for(int hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
|
|
accessibleCache[hex] = accessibility.accessible(hex, params.doubleWide, params.side);
|
|
|
|
while(!hexq.empty()) //bfs loop
|
|
{
|
|
const BattleHex curHex = hexq.front();
|
|
hexq.pop();
|
|
|
|
//walking stack can't step past the obstacles
|
|
if(curHex != params.startPosition && isInObstacle(curHex, obstacles, params))
|
|
continue;
|
|
|
|
const int costToNeighbour = ret.distances[curHex.hex] + 1;
|
|
for(BattleHex neighbour : BattleHex::neighbouringTilesCache[curHex.hex])
|
|
{
|
|
if(neighbour.isValid())
|
|
{
|
|
const int costFoundSoFar = ret.distances[neighbour.hex];
|
|
|
|
if(accessibleCache[neighbour.hex] && costToNeighbour < costFoundSoFar)
|
|
{
|
|
hexq.push(neighbour);
|
|
ret.distances[neighbour.hex] = costToNeighbour;
|
|
ret.predecessors[neighbour.hex] = curHex;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
bool CBattleInfoCallback::isInObstacle(
|
|
BattleHex hex,
|
|
const std::set<BattleHex> & obstacles,
|
|
const ReachabilityInfo::Parameters & params) const
|
|
{
|
|
auto occupiedHexes = battle::Unit::getHexes(hex, params.doubleWide, params.side);
|
|
|
|
for(auto occupiedHex : occupiedHexes)
|
|
{
|
|
if(vstd::contains(obstacles, occupiedHex))
|
|
{
|
|
if(occupiedHex == ESiegeHex::GATE_BRIDGE)
|
|
{
|
|
if(battleGetGateState() != EGateState::DESTROYED && params.side == BattleSide::ATTACKER)
|
|
return true;
|
|
}
|
|
else
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
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 battle::Unit *, BattleHex> CBattleInfoCallback::getNearestStack(const battle::Unit * closest) const
|
|
{
|
|
auto reachability = getReachability(closest);
|
|
auto avHexes = battleGetAvailableHexes(reachability, closest);
|
|
|
|
// I hate std::pairs with their undescriptive member names first / second
|
|
struct DistStack
|
|
{
|
|
uint32_t distanceToPred;
|
|
BattleHex destination;
|
|
const battle::Unit * stack;
|
|
};
|
|
|
|
std::vector<DistStack> stackPairs;
|
|
|
|
std::vector<const battle::Unit *> possible = battleGetUnitsIf([=](const battle::Unit * unit)
|
|
{
|
|
return unit->isValidTarget(false) && unit != closest;
|
|
});
|
|
|
|
for(const battle::Unit * st : possible)
|
|
{
|
|
for(BattleHex hex : avHexes)
|
|
if(CStack::isMeleeAttackPossible(closest, st, hex))
|
|
{
|
|
DistStack hlp = {reachability.distances[hex], hex, st};
|
|
stackPairs.push_back(hlp);
|
|
}
|
|
}
|
|
|
|
if(!stackPairs.empty())
|
|
{
|
|
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 battle::Unit * , BattleHex>(nullptr, BattleHex::INVALID);
|
|
}
|
|
|
|
BattleHex CBattleInfoCallback::getAvaliableHex(const CreatureID & creID, ui8 side, int initialPos) const
|
|
{
|
|
bool twoHex = VLC->creh->objects[creID]->isDoubleWide();
|
|
|
|
int pos;
|
|
if (initialPos > -1)
|
|
pos = initialPos;
|
|
else //summon elementals depending on player side
|
|
{
|
|
if(side == BattleSide::ATTACKER)
|
|
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, side))
|
|
occupyable.insert(i);
|
|
|
|
if(occupyable.empty())
|
|
{
|
|
return BattleHex::INVALID; //all tiles are covered
|
|
}
|
|
|
|
return BattleHex::getClosestTile(side, pos, occupyable);
|
|
}
|
|
|
|
|
|
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 battle::Unit * unit) const
|
|
{
|
|
ReachabilityInfo::Parameters params(unit, unit->getPosition());
|
|
|
|
if(!battleDoWeKnowAbout(unit->unitSide()))
|
|
{
|
|
//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.side))
|
|
{
|
|
ret.predecessors[i] = params.startPosition;
|
|
ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
|
|
{
|
|
//does not return hex attacked directly
|
|
AttackableTiles at;
|
|
RETURN_IF_NOT_BATTLE(at);
|
|
|
|
BattleHex attackOriginHex = (attackerPos != BattleHex::INVALID) ? attackerPos : attacker->getPosition(); //real or hypothetical (cursor) position
|
|
|
|
const auto * defender = battleGetUnitByPos(destinationTile, true);
|
|
if (!defender)
|
|
return at; // can't attack thin air
|
|
|
|
bool reverse = isToReverse(attacker, defender);
|
|
if(reverse && attacker->doubleWide())
|
|
{
|
|
attackOriginHex = attacker->occupiedHex(attackOriginHex); //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, attackOriginHex) > -1)) //adjacent both to attacker's head and attacked tile
|
|
{
|
|
const auto * st = battleGetUnitByPos(tile, true);
|
|
if(st && battleMatchOwner(st, attacker)) //only hostile stacks - does it work well with Berserk?
|
|
at.hostileCreaturePositions.insert(tile);
|
|
}
|
|
}
|
|
}
|
|
if(attacker->hasBonusOfType(Bonus::WIDE_BREATH))
|
|
{
|
|
std::vector<BattleHex> hexes = destinationTile.neighbouringTiles();
|
|
for(int i = 0; i<hexes.size(); i++)
|
|
{
|
|
if(hexes.at(i) == attackOriginHex)
|
|
{
|
|
hexes.erase(hexes.begin() + i);
|
|
i = 0;
|
|
}
|
|
}
|
|
for(BattleHex tile : hexes)
|
|
{
|
|
//friendly stacks can also be damaged by Dragon Breath
|
|
const auto * st = battleGetUnitByPos(tile, true);
|
|
if(st && st != attacker)
|
|
at.friendlyCreaturePositions.insert(tile);
|
|
}
|
|
}
|
|
else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
|
|
{
|
|
auto direction = BattleHex::mutualPosition(attackOriginHex, destinationTile);
|
|
if(direction != BattleHex::NONE) //only adjacent hexes are subject of dragon breath calculation
|
|
{
|
|
BattleHex nextHex = destinationTile.cloneInDirection(direction, false);
|
|
|
|
if ( defender->doubleWide() )
|
|
{
|
|
auto secondHex = destinationTile == defender->getPosition() ?
|
|
defender->occupiedHex():
|
|
defender->getPosition();
|
|
|
|
// if targeted double-wide creature is attacked from above or below ( -> second hex is also adjacent to attack origin)
|
|
// then dragon breath should target tile on the opposite side of targeted creature
|
|
if (BattleHex::mutualPosition(attackOriginHex, secondHex) != BattleHex::NONE)
|
|
nextHex = secondHex.cloneInDirection(direction, false);
|
|
}
|
|
|
|
if (nextHex.isValid())
|
|
{
|
|
//friendly stacks can also be damaged by Dragon Breath
|
|
const auto * st = battleGetUnitByPos(nextHex, true);
|
|
if(st != nullptr)
|
|
at.friendlyCreaturePositions.insert(nextHex);
|
|
}
|
|
}
|
|
}
|
|
return at;
|
|
}
|
|
|
|
AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
|
|
{
|
|
//does not return hex attacked directly
|
|
AttackableTiles at;
|
|
RETURN_IF_NOT_BATTLE(at);
|
|
|
|
if(attacker->hasBonusOfType(Bonus::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
|
|
{
|
|
std::vector<BattleHex> targetHexes = destinationTile.neighbouringTiles();
|
|
targetHexes.push_back(destinationTile);
|
|
boost::copy(targetHexes, vstd::set_inserter(at.hostileCreaturePositions));
|
|
}
|
|
|
|
return at;
|
|
}
|
|
|
|
std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
|
|
{
|
|
std::vector<const battle::Unit*> units;
|
|
RETURN_IF_NOT_BATTLE(units);
|
|
|
|
AttackableTiles at;
|
|
|
|
if (rangedAttack)
|
|
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
|
|
else
|
|
at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
|
|
|
|
units = battleGetUnitsIf([=](const battle::Unit * unit)
|
|
{
|
|
if (unit->isGhost() || !unit->alive())
|
|
return false;
|
|
|
|
for (BattleHex hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
|
|
{
|
|
if (vstd::contains(at.hostileCreaturePositions, hex))
|
|
return true;
|
|
if (vstd::contains(at.friendlyCreaturePositions, hex))
|
|
return true;
|
|
}
|
|
return false;
|
|
});
|
|
|
|
return units;
|
|
}
|
|
|
|
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
|
|
{
|
|
std::set<const CStack*> attackedCres;
|
|
RETURN_IF_NOT_BATTLE(attackedCres);
|
|
|
|
AttackableTiles at;
|
|
|
|
if(rangedAttack)
|
|
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
|
|
else
|
|
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;
|
|
}
|
|
|
|
static bool isHexInFront(BattleHex hex, BattleHex testHex, BattleSide::Type side )
|
|
{
|
|
static const std::set<BattleHex::EDir> rightDirs { BattleHex::BOTTOM_RIGHT, BattleHex::TOP_RIGHT, BattleHex::RIGHT };
|
|
static const std::set<BattleHex::EDir> leftDirs { BattleHex::BOTTOM_LEFT, BattleHex::TOP_LEFT, BattleHex::LEFT };
|
|
|
|
auto mutualPos = BattleHex::mutualPosition(hex, testHex);
|
|
|
|
if (side == BattleSide::ATTACKER)
|
|
return rightDirs.count(mutualPos);
|
|
else
|
|
return leftDirs.count(mutualPos);
|
|
}
|
|
|
|
//TODO: this should apply also to mechanics and cursor interface
|
|
bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battle::Unit * defender) const
|
|
{
|
|
BattleHex attackerHex = attacker->getPosition();
|
|
BattleHex defenderHex = defender->getPosition();
|
|
|
|
if (attackerHex < 0 ) //turret
|
|
return false;
|
|
|
|
if(isHexInFront(attackerHex, defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
|
|
return false;
|
|
|
|
if (defender->doubleWide())
|
|
{
|
|
if(isHexInFront(attackerHex, defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
|
|
return false;
|
|
}
|
|
|
|
if (attacker->doubleWide())
|
|
{
|
|
if(isHexInFront(attacker->occupiedHex(), defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
|
|
return false;
|
|
}
|
|
|
|
// a bit weird case since here defender is slightly behind attacker, so reversing seems preferable,
|
|
// but this is how H3 handles it which is important, e.g. for direction of dragon breath attacks
|
|
if (attacker->doubleWide() && defender->doubleWide())
|
|
{
|
|
if(isHexInFront(attacker->occupiedHex(), defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const
|
|
{
|
|
ReachabilityInfo::TDistances ret;
|
|
ret.fill(-1);
|
|
RETURN_IF_NOT_BATTLE(ret);
|
|
|
|
auto reachability = getReachability(unit);
|
|
|
|
boost::copy(reachability.distances, ret.begin());
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
const std::string cachingStrNoDistancePenalty = "type_NO_DISTANCE_PENALTY";
|
|
static const auto selectorNoDistancePenalty = Selector::type()(Bonus::NO_DISTANCE_PENALTY);
|
|
|
|
if(shooter->hasBonus(selectorNoDistancePenalty, cachingStrNoDistancePenalty))
|
|
return false;
|
|
|
|
if(const auto * target = battleGetUnitByPos(destHex, true))
|
|
{
|
|
//If any hex of target creature is within range, there is no penalty
|
|
int range = GameConstants::BATTLE_PENALTY_DISTANCE;
|
|
|
|
auto bonus = shooter->getBonus(Selector::type()(Bonus::LIMITED_SHOOTING_RANGE));
|
|
if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
|
|
range = bonus->additionalInfo[0];
|
|
|
|
if(isEnemyUnitWithinSpecifiedRange(shooterPosition, target, range))
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if(BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CBattleInfoCallback::isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosition, const battle::Unit * defenderUnit, unsigned int range) const
|
|
{
|
|
for(auto hex : defenderUnit->getHexes())
|
|
if(BattleHex::getDistance(attackerPosition, hex) <= range)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart part) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
|
|
return WallPartToHex(part);
|
|
}
|
|
|
|
EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
|
|
return hexToWallPart(hex);
|
|
}
|
|
|
|
bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart wallPart) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
|
|
wallPart != EWallPart::INVALID;
|
|
}
|
|
|
|
bool CBattleInfoCallback::isWallPartAttackable(EWallPart wallPart) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
auto wallState = battleGetWallState(wallPart);
|
|
|
|
if(isWallPartPotentiallyAttackable(wallPart))
|
|
return (wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED);
|
|
return false;
|
|
}
|
|
|
|
std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
|
|
{
|
|
std::vector<BattleHex> attackableBattleHexes;
|
|
RETURN_IF_NOT_BATTLE(attackableBattleHexes);
|
|
|
|
for(const auto & wallPartPair : wallParts)
|
|
{
|
|
if(isWallPartAttackable(wallPartPair.second))
|
|
attackableBattleHexes.emplace_back(wallPartPair.first);
|
|
}
|
|
|
|
return attackableBattleHexes;
|
|
}
|
|
|
|
int32_t CBattleInfoCallback::battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(-1);
|
|
//TODO should be replaced using bonus system facilities (propagation onto battle node)
|
|
|
|
int32_t ret = caster->getSpellCost(sp);
|
|
|
|
//checking for friendly stacks reducing cost of the spell and
|
|
//enemy stacks increasing it
|
|
int32_t manaReduction = 0;
|
|
int32_t manaIncrease = 0;
|
|
|
|
for(const auto * unit : battleAliveUnits())
|
|
{
|
|
if(unit->unitOwner() == caster->tempOwner && unit->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY))
|
|
{
|
|
vstd::amax(manaReduction, unit->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
|
|
}
|
|
if(unit->unitOwner() != caster->tempOwner && unit->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY))
|
|
{
|
|
vstd::amax(manaIncrease, unit->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
|
|
}
|
|
}
|
|
|
|
return ret - manaReduction + manaIncrease;
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const
|
|
{
|
|
return battleHasDistancePenalty(shooter, shooter->getPosition(), destHex) || battleHasWallPenalty(shooter, shooter->getPosition(), destHex);
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleIsUnitBlocked(const battle::Unit * unit) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
if(unit->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
|
|
return false;
|
|
|
|
for(const auto * adjacent : battleAdjacentUnits(unit))
|
|
{
|
|
if(adjacent->unitOwner() != unit->unitOwner()) //blocked by enemy stack
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
std::set<const battle::Unit *> CBattleInfoCallback::battleAdjacentUnits(const battle::Unit * unit) const
|
|
{
|
|
std::set<const battle::Unit *> ret;
|
|
RETURN_IF_NOT_BATTLE(ret);
|
|
|
|
for(auto hex : unit->getSurroundingHexes())
|
|
{
|
|
if(const auto * neighbour = battleGetUnitByPos(hex, true))
|
|
ret.insert(neighbour);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
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) -> const CStack *
|
|
{
|
|
auto stacks = battleGetStacksIf([=](const CStack * stack)
|
|
{
|
|
return pred(stack) && stack->owner != subject->owner && stack->isValidTarget(false);
|
|
});
|
|
|
|
if(stacks.empty())
|
|
return nullptr;
|
|
else
|
|
return stacks.front();
|
|
};
|
|
|
|
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()->canBeCast(this, spells::Mode::CREATURE_ACTIVE, subject)))
|
|
continue;
|
|
|
|
switch (spellID)
|
|
{
|
|
case SpellID::SHIELD:
|
|
case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
|
|
{
|
|
const auto * walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
|
|
{
|
|
return !stack->canShoot();
|
|
});
|
|
|
|
if(!walker)
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::AIR_SHIELD: //only against active shooters
|
|
{
|
|
const auto * shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
|
|
{
|
|
return stack->canShoot();
|
|
});
|
|
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 = 1 - subject->side;
|
|
//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->canBeHealed())
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::BLOODLUST:
|
|
{
|
|
if(subject->canShoot()) //TODO: if can shoot - only if enemy units are adjacent
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::PRECISION:
|
|
{
|
|
if(!subject->canShoot())
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::SLAYER://only if monsters are present
|
|
{
|
|
const auto * kingMonster = getAliveEnemy([&](const CStack * stack) -> bool //look for enemy, non-shooting stack
|
|
{
|
|
const auto isKing = Selector::type()(Bonus::KING);
|
|
|
|
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);
|
|
|
|
TConstBonusListPtr bl = caster->getBonuses(Selector::type()(Bonus::SPELLCASTER));
|
|
if (!bl->size())
|
|
return SpellID::NONE;
|
|
int totalWeight = 0;
|
|
for(const auto & b : *bl)
|
|
{
|
|
totalWeight += std::max(b->additionalInfo[0], 1); //minimal chance to cast is 1
|
|
}
|
|
int randomPos = rand.nextInt(totalWeight - 1);
|
|
for(const auto & b : *bl)
|
|
{
|
|
randomPos -= std::max(b->additionalInfo[0], 1);
|
|
if(randomPos < 0)
|
|
{
|
|
return SpellID(b->subtype);
|
|
}
|
|
}
|
|
|
|
return SpellID::NONE;
|
|
}
|
|
|
|
int CBattleInfoCallback::battleGetSurrenderCost(const PlayerColor & Player) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(-3);
|
|
if(!battleCanSurrender(Player))
|
|
return -1;
|
|
|
|
const auto sideOpt = playerToSide(Player);
|
|
if(!sideOpt)
|
|
return -1;
|
|
const auto side = sideOpt.get();
|
|
|
|
int ret = 0;
|
|
double discount = 0;
|
|
|
|
for(const auto * unit : battleAliveUnits(side))
|
|
ret += unit->getRawSurrenderCost();
|
|
|
|
if(const CGHeroInstance * h = battleGetFightingHero(side))
|
|
discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
|
|
|
|
ret = static_cast<int>(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::battleMinSpellLevel(ui8 side) const
|
|
{
|
|
const IBonusBearer * node = nullptr;
|
|
if(const CGHeroInstance * h = battleGetFightingHero(side))
|
|
node = h;
|
|
else
|
|
node = getBattleNode();
|
|
|
|
if(!node)
|
|
return 0;
|
|
|
|
auto b = node->getBonuses(Selector::type()(Bonus::BLOCK_MAGIC_BELOW));
|
|
if(b->size())
|
|
return b->totalValue();
|
|
|
|
return 0;
|
|
}
|
|
|
|
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 units = battleGetUnitsIf([=](const battle::Unit * unit)
|
|
{
|
|
return unit->alive() && !unit->isTurret() && !unit->hasBonusOfType(Bonus::SIEGE_WEAPON);
|
|
});
|
|
|
|
std::array<bool, 2> hasUnit = {false, false}; //index is BattleSide
|
|
|
|
for(auto & unit : units)
|
|
{
|
|
//todo: move SIEGE_WEAPON check to Unit state
|
|
hasUnit.at(unit->unitSide()) = true;
|
|
|
|
if(hasUnit[0] && hasUnit[1])
|
|
return boost::none;
|
|
}
|
|
|
|
hasUnit = {false, false};
|
|
|
|
for(auto & unit : units)
|
|
{
|
|
if(!unit->isClone() && !unit->acquireState()->summoned && !dynamic_cast <const CCommanderInstance *>(unit))
|
|
{
|
|
hasUnit.at(unit->unitSide()) = true;
|
|
}
|
|
}
|
|
|
|
if(!hasUnit[0] && !hasUnit[1])
|
|
return 2;
|
|
if(!hasUnit[1])
|
|
return 0;
|
|
else
|
|
return 1;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|