mirror of
https://github.com/vcmi/vcmi.git
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1633 lines
53 KiB
C++
1633 lines
53 KiB
C++
/*
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* BattleActionProcessor.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 "BattleActionProcessor.h"
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#include "BattleProcessor.h"
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#include "../CGameHandler.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include "../../lib/CStack.h"
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#include "../../lib/IGameSettings.h"
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#include "../../lib/battle/CBattleInfoCallback.h"
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#include "../../lib/battle/CObstacleInstance.h"
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#include "../../lib/battle/IBattleState.h"
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#include "../../lib/battle/BattleAction.h"
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#include "../../lib/entities/building/TownFortifications.h"
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#include "../../lib/gameState/CGameState.h"
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#include "../../lib/networkPacks/PacksForClientBattle.h"
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#include "../../lib/networkPacks/SetStackEffect.h"
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#include "../../lib/spells/AbilityCaster.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/spells/Problem.h"
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#include <vstd/RNG.h>
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BattleActionProcessor::BattleActionProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
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: owner(owner)
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, gameHandler(newGameHandler)
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{
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}
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bool BattleActionProcessor::doEmptyAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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return true;
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}
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bool BattleActionProcessor::doEndTacticsAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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return true;
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}
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bool BattleActionProcessor::doWaitAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
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if (!canStackAct(battle, stack))
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return false;
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return true;
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}
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bool BattleActionProcessor::doRetreatAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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if (!battle.battleCanFlee(battle.sideToPlayer(ba.side)))
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{
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gameHandler->complain("Cannot retreat!");
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return false;
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}
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owner->setBattleResult(battle, EBattleResult::ESCAPE, battle.otherSide(ba.side));
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return true;
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}
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bool BattleActionProcessor::doSurrenderAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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PlayerColor player = battle.sideToPlayer(ba.side);
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int cost = battle.battleGetSurrenderCost(player);
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if (cost < 0)
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{
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gameHandler->complain("Cannot surrender!");
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return false;
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}
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if (gameHandler->getResource(player, EGameResID::GOLD) < cost)
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{
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gameHandler->complain("Not enough gold to surrender!");
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return false;
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}
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gameHandler->giveResource(player, EGameResID::GOLD, -cost);
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owner->setBattleResult(battle, EBattleResult::SURRENDER, battle.otherSide(ba.side));
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return true;
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}
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bool BattleActionProcessor::doHeroSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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const CGHeroInstance *h = battle.battleGetFightingHero(ba.side);
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if (!h)
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{
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logGlobal->error("Wrong caster!");
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return false;
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}
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if (!ba.spell.hasValue())
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{
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logGlobal->error("Wrong spell id (%d)!", ba.spell.getNum());
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return false;
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}
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const CSpell * s = ba.spell.toSpell();
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spells::BattleCast parameters(&battle, h, spells::Mode::HERO, s);
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spells::detail::ProblemImpl problem;
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auto m = s->battleMechanics(¶meters);
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if(!m->canBeCast(problem))//todo: should we check aimed cast?
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{
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logGlobal->warn("Spell cannot be cast!");
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std::vector<std::string> texts;
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problem.getAll(texts);
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for(auto s : texts)
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logGlobal->warn(s);
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return false;
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}
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parameters.cast(gameHandler->spellEnv, ba.getTarget(&battle));
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return true;
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}
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bool BattleActionProcessor::doWalkAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
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battle::Target target = ba.getTarget(&battle);
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if (!canStackAct(battle, stack))
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return false;
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if(target.size() < 1)
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{
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gameHandler->complain("Destination required for move action.");
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return false;
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}
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int walkedTiles = moveStack(battle, ba.stackNumber, target.at(0).hexValue); //move
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if (!walkedTiles)
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{
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gameHandler->complain("Stack failed movement!");
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return false;
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}
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return true;
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}
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bool BattleActionProcessor::doDefendAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
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if (!canStackAct(battle, stack))
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return false;
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//defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
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SetStackEffect sse;
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sse.battleID = battle.getBattle()->getBattleID();
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Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE), BonusValueType::PERCENT_TO_ALL);
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Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE), BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE), BonusValueType::ADDITIVE_VALUE);
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Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE), BonusValueType::ADDITIVE_VALUE);
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BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE)));
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int oldDefenceValue = defence.totalValue();
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defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
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defence.push_back(std::make_shared<Bonus>(bonus2));
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int difference = defence.totalValue() - oldDefenceValue;
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std::vector<Bonus> buffer;
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if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
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{
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difference = 1;
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buffer.push_back(alternativeWeakCreatureBonus);
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}
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else
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{
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buffer.push_back(defenseBonusToAdd);
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}
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buffer.push_back(bonus2);
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sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
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gameHandler->sendAndApply(sse);
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BattleLogMessage message;
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message.battleID = battle.getBattle()->getBattleID();
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MetaString text;
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stack->addText(text, EMetaText::GENERAL_TXT, 120);
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stack->addNameReplacement(text);
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text.replaceNumber(difference);
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message.lines.push_back(text);
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gameHandler->sendAndApply(message);
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return true;
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}
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bool BattleActionProcessor::doAttackAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
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battle::Target target = ba.getTarget(&battle);
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if (!canStackAct(battle, stack))
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return false;
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if(target.size() < 2)
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{
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gameHandler->complain("Two destinations required for attack action.");
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return false;
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}
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BattleHex attackPos = target.at(0).hexValue;
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BattleHex destinationTile = target.at(1).hexValue;
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const CStack * destinationStack = battle.battleGetStackByPos(destinationTile, true);
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if(!destinationStack)
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{
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gameHandler->complain("Invalid target to attack");
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return false;
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}
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BattleHex startingPos = stack->getPosition();
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int distance = moveStack(battle, ba.stackNumber, attackPos);
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logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
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if(stack->getPosition() != attackPos && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) )
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{
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// we were not able to reach destination tile, nor occupy specified hex
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// abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
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return true;
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}
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if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
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{
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destinationStack = nullptr;
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}
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if(!destinationStack)
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{
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gameHandler->complain("Unit can not attack itself");
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return false;
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}
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if(!CStack::isMeleeAttackPossible(stack, destinationStack))
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{
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gameHandler->complain("Attack cannot be performed!");
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return false;
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}
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//attack
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int totalAttacks = stack->totalAttacks.getMeleeValue();
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//TODO: move to CUnitState
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const auto * attackingHero = battle.battleGetFightingHero(ba.side);
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if(attackingHero)
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{
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totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, BonusSubtypeID(stack->creatureId()));
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}
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static const auto firstStrikeSelector = Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeAll).Or(Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeMelee));
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const bool firstStrike = destinationStack->hasBonus(firstStrikeSelector);
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const bool retaliation = destinationStack->ableToRetaliate();
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bool ferocityApplied = false;
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int32_t defenderInitialQuantity = destinationStack->getCount();
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for (int i = 0; i < totalAttacks; ++i)
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{
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//first strike
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if(i == 0 && firstStrike && retaliation && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION) && !stack->hasBonusOfType(BonusType::INVINCIBLE))
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{
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makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, false, true);
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}
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//move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
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if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
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{
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makeAttack(battle, stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
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if(!ferocityApplied && stack->hasBonusOfType(BonusType::FEROCITY))
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{
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auto ferocityBonus = stack->getBonus(Selector::type()(BonusType::FEROCITY));
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int32_t requiredCreaturesToKill = ferocityBonus->additionalInfo != CAddInfo::NONE ? ferocityBonus->additionalInfo[0] : 1;
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if(defenderInitialQuantity - destinationStack->getCount() >= requiredCreaturesToKill)
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{
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ferocityApplied = true;
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int additionalAttacksCount = stack->valOfBonuses(BonusType::FEROCITY);
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totalAttacks += additionalAttacksCount;
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}
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}
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}
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//counterattack
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//we check retaliation twice, so if it unblocked during attack it will work only on next attack
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if(stack->alive()
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&& !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
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&& !stack->hasBonusOfType(BonusType::INVINCIBLE)
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&& (i == 0 && !firstStrike)
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&& retaliation && destinationStack->ableToRetaliate())
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{
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makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, false, true);
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}
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}
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//return
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if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
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&& target.size() == 3
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&& startingPos != stack->getPosition()
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&& startingPos == target.at(2).hexValue
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&& stack->alive())
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{
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moveStack(battle, ba.stackNumber, startingPos);
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//NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
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}
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return true;
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}
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bool BattleActionProcessor::doShootAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
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battle::Target target = ba.getTarget(&battle);
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if (!canStackAct(battle, stack))
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return false;
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if(target.size() < 1)
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{
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gameHandler->complain("Destination required for shot action.");
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return false;
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}
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auto destination = target.at(0).hexValue;
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const CStack * destinationStack = battle.battleGetStackByPos(destination);
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if (!battle.battleCanShoot(stack, destination))
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{
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gameHandler->complain("Cannot shoot!");
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return false;
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}
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const bool emptyTileAreaAttack = battle.battleCanTargetEmptyHex(stack);
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if (!destinationStack && !emptyTileAreaAttack)
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{
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gameHandler->complain("No target to shoot!");
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return false;
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}
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bool firstStrike = false;
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if(!emptyTileAreaAttack)
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{
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static const auto firstStrikeSelector = Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeAll).Or(Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeRanged));
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firstStrike = destinationStack->hasBonus(firstStrikeSelector);
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}
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if (!firstStrike)
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makeAttack(battle, stack, destinationStack, 0, destination, true, true, false);
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//ranged counterattack
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if (!emptyTileAreaAttack
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&& destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
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&& !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
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&& destinationStack->ableToRetaliate()
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&& battle.battleCanShoot(destinationStack, stack->getPosition())
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&& stack->alive()) //attacker may have died (fire shield)
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{
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makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, true, true);
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}
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//allow more than one additional attack
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int totalRangedAttacks = stack->totalAttacks.getRangedValue();
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//TODO: move to CUnitState
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const auto * attackingHero = battle.battleGetFightingHero(ba.side);
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if(attackingHero)
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{
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totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, BonusSubtypeID(stack->creatureId()));
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}
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for(int i = firstStrike ? 0:1; i < totalRangedAttacks; ++i)
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{
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if(stack->alive()
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&& (emptyTileAreaAttack || destinationStack->alive())
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&& stack->shots.canUse())
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{
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makeAttack(battle, stack, destinationStack, 0, destination, false, true, false);
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}
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}
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return true;
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}
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bool BattleActionProcessor::doCatapultAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
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battle::Target target = ba.getTarget(&battle);
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if (!canStackAct(battle, stack))
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return false;
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std::shared_ptr<const Bonus> catapultAbility = stack->getFirstBonus(Selector::type()(BonusType::CATAPULT));
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if(!catapultAbility || catapultAbility->subtype == BonusSubtypeID())
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{
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gameHandler->complain("We do not know how to shoot :P");
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}
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else
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{
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const CSpell * spell = catapultAbility->subtype.as<SpellID>().toSpell();
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spells::BattleCast parameters(&battle, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
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auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
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parameters.setSpellLevel(shotLevel);
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parameters.cast(gameHandler->spellEnv, target);
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}
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return true;
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}
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bool BattleActionProcessor::doUnitSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
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battle::Target target = ba.getTarget(&battle);
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SpellID spellID = ba.spell;
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if (!canStackAct(battle, stack))
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return false;
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std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
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std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, BonusSubtypeID(spellID)));
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if (!spellcaster && !randSpellcaster)
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{
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gameHandler->complain("That stack can't cast spells!");
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return false;
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}
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if (randSpellcaster)
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{
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if (target.size() != 1)
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{
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gameHandler->complain("Invalid target for random spellcaster!");
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return false;
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}
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const battle::Unit * subject = target[0].unitValue;
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if (target[0].unitValue == nullptr)
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subject = battle.battleGetStackByPos(target[0].hexValue, true);
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if (subject == nullptr)
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{
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gameHandler->complain("Invalid target for random spellcaster!");
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return false;
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}
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spellID = battle.getRandomBeneficialSpell(gameHandler->getRandomGenerator(), stack, subject);
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if (spellID == SpellID::NONE)
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{
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gameHandler->complain("That stack can't cast spells!");
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return false;
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}
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}
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const CSpell * spell = SpellID(spellID).toSpell();
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spells::BattleCast parameters(&battle, stack, spells::Mode::CREATURE_ACTIVE, spell);
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int32_t spellLvl = 0;
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if(spellcaster)
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vstd::amax(spellLvl, spellcaster->val);
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if(randSpellcaster)
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vstd::amax(spellLvl, randSpellcaster->val);
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parameters.setSpellLevel(spellLvl);
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parameters.cast(gameHandler->spellEnv, target);
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return true;
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}
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bool BattleActionProcessor::doHealAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
|
|
const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
|
|
battle::Target target = ba.getTarget(&battle);
|
|
|
|
if (!canStackAct(battle, stack))
|
|
return false;
|
|
|
|
if(target.size() < 1)
|
|
{
|
|
gameHandler->complain("Destination required for heal action.");
|
|
return false;
|
|
}
|
|
|
|
const battle::Unit * destStack = nullptr;
|
|
std::shared_ptr<const Bonus> healerAbility = stack->getFirstBonus(Selector::type()(BonusType::HEALER));
|
|
|
|
if(target.at(0).unitValue)
|
|
destStack = target.at(0).unitValue;
|
|
else
|
|
destStack = battle.battleGetUnitByPos(target.at(0).hexValue);
|
|
|
|
if(stack == nullptr || destStack == nullptr || !healerAbility || !healerAbility->subtype.hasValue())
|
|
{
|
|
gameHandler->complain("There is either no healer, no destination, or healer cannot heal :P");
|
|
}
|
|
else
|
|
{
|
|
const CSpell * spell = healerAbility->subtype.as<SpellID>().toSpell();
|
|
spells::BattleCast parameters(&battle, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
|
|
auto dest = battle::Destination(destStack, target.at(0).hexValue);
|
|
parameters.setSpellLevel(0);
|
|
parameters.cast(gameHandler->spellEnv, {dest});
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool BattleActionProcessor::canStackAct(const CBattleInfoCallback & battle, const CStack * stack)
|
|
{
|
|
if (!stack)
|
|
{
|
|
gameHandler->complain("No such stack!");
|
|
return false;
|
|
}
|
|
if (!stack->alive())
|
|
{
|
|
gameHandler->complain("This stack is dead: " + stack->nodeName());
|
|
return false;
|
|
}
|
|
|
|
if (battle.battleTacticDist())
|
|
{
|
|
if (stack && stack->unitSide() != battle.battleGetTacticsSide())
|
|
{
|
|
gameHandler->complain("This is not a stack of side that has tactics!");
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (stack != battle.battleActiveUnit())
|
|
{
|
|
gameHandler->complain("Action has to be about active stack!");
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool BattleActionProcessor::dispatchBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba)
|
|
{
|
|
switch(ba.actionType)
|
|
{
|
|
case EActionType::BAD_MORALE:
|
|
case EActionType::NO_ACTION:
|
|
return doEmptyAction(battle, ba);
|
|
case EActionType::END_TACTIC_PHASE:
|
|
return doEndTacticsAction(battle, ba);
|
|
case EActionType::RETREAT:
|
|
return doRetreatAction(battle, ba);
|
|
case EActionType::SURRENDER:
|
|
return doSurrenderAction(battle, ba);
|
|
case EActionType::HERO_SPELL:
|
|
return doHeroSpellAction(battle, ba);
|
|
case EActionType::WALK:
|
|
return doWalkAction(battle, ba);
|
|
case EActionType::WAIT:
|
|
return doWaitAction(battle, ba);
|
|
case EActionType::DEFEND:
|
|
return doDefendAction(battle, ba);
|
|
case EActionType::WALK_AND_ATTACK:
|
|
return doAttackAction(battle, ba);
|
|
case EActionType::SHOOT:
|
|
return doShootAction(battle, ba);
|
|
case EActionType::CATAPULT:
|
|
return doCatapultAction(battle, ba);
|
|
case EActionType::MONSTER_SPELL:
|
|
return doUnitSpellAction(battle, ba);
|
|
case EActionType::STACK_HEAL:
|
|
return doHealAction(battle, ba);
|
|
}
|
|
gameHandler->complain("Unrecognized action type received!!");
|
|
return false;
|
|
}
|
|
|
|
bool BattleActionProcessor::makeBattleActionImpl(const CBattleInfoCallback & battle, const BattleAction &ba)
|
|
{
|
|
logGlobal->trace("Making action: %s", ba.toString());
|
|
const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
|
|
|
|
// for these events client does not expects StartAction/EndAction wrapper
|
|
if (!ba.isBattleEndAction())
|
|
{
|
|
StartAction startAction(ba);
|
|
startAction.battleID = battle.getBattle()->getBattleID();
|
|
gameHandler->sendAndApply(startAction);
|
|
}
|
|
|
|
bool result = dispatchBattleAction(battle, ba);
|
|
|
|
if (!ba.isBattleEndAction())
|
|
{
|
|
EndAction endAction;
|
|
endAction.battleID = battle.getBattle()->getBattleID();
|
|
gameHandler->sendAndApply(endAction);
|
|
}
|
|
|
|
if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
|
|
battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *stack);
|
|
|
|
return result;
|
|
}
|
|
|
|
int BattleActionProcessor::moveStack(const CBattleInfoCallback & battle, int stack, BattleHex dest)
|
|
{
|
|
int ret = 0;
|
|
|
|
const CStack *curStack = battle.battleGetStackByID(stack);
|
|
const CStack *stackAtEnd = battle.battleGetStackByPos(dest);
|
|
|
|
assert(curStack);
|
|
assert(dest < GameConstants::BFIELD_SIZE);
|
|
|
|
if (battle.battleGetTacticDist())
|
|
{
|
|
assert(battle.isInTacticRange(dest));
|
|
}
|
|
|
|
auto start = curStack->getPosition();
|
|
if (start == dest)
|
|
return 0;
|
|
|
|
//initing necessary tables
|
|
auto accessibility = battle.getAccessibility(curStack);
|
|
std::set<BattleHex> passed;
|
|
//Ignore obstacles on starting position
|
|
passed.insert(curStack->getPosition());
|
|
if(curStack->doubleWide())
|
|
passed.insert(curStack->occupiedHex());
|
|
|
|
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
|
|
if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
|
|
{
|
|
BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
|
|
|
|
if(accessibility.accessible(shifted, curStack))
|
|
dest = shifted;
|
|
}
|
|
|
|
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
|
|
{
|
|
gameHandler->complain("Given destination is not accessible!");
|
|
return 0;
|
|
}
|
|
|
|
bool canUseGate = false;
|
|
auto dbState = battle.battleGetGateState();
|
|
if(battle.battleGetFortifications().wallsHealth > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
|
|
dbState != EGateState::DESTROYED &&
|
|
dbState != EGateState::BLOCKED)
|
|
{
|
|
canUseGate = true;
|
|
}
|
|
|
|
std::pair< std::vector<BattleHex>, int > path = battle.getPath(start, dest, curStack);
|
|
|
|
ret = path.second;
|
|
|
|
int creSpeed = curStack->getMovementRange(0);
|
|
|
|
if (battle.battleGetTacticDist() > 0 && creSpeed > 0)
|
|
creSpeed = GameConstants::BFIELD_SIZE;
|
|
|
|
bool hasWideMoat = vstd::contains_if(battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
|
|
{
|
|
return obst->obstacleType == CObstacleInstance::MOAT;
|
|
});
|
|
|
|
auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
|
|
{
|
|
if (hasWideMoat && hex == BattleHex::GATE_BRIDGE)
|
|
return true;
|
|
if (hex == BattleHex::GATE_OUTER)
|
|
return true;
|
|
if (hex == BattleHex::GATE_INNER)
|
|
return true;
|
|
|
|
return false;
|
|
};
|
|
|
|
auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
|
|
{
|
|
if (isGateDrawbridgeHex(hex))
|
|
return true;
|
|
|
|
if (curStack->doubleWide())
|
|
{
|
|
BattleHex otherHex = curStack->occupiedHex(hex);
|
|
if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
if (curStack->hasBonusOfType(BonusType::FLYING))
|
|
{
|
|
if (path.second <= creSpeed && path.first.size() > 0)
|
|
{
|
|
if (canUseGate && dbState != EGateState::OPENED &&
|
|
occupyGateDrawbridgeHex(dest))
|
|
{
|
|
BattleUpdateGateState db;
|
|
db.battleID = battle.getBattle()->getBattleID();
|
|
db.state = EGateState::OPENED;
|
|
gameHandler->sendAndApply(db);
|
|
}
|
|
|
|
//inform clients about move
|
|
BattleStackMoved sm;
|
|
sm.battleID = battle.getBattle()->getBattleID();
|
|
sm.stack = curStack->unitId();
|
|
std::vector<BattleHex> tiles;
|
|
tiles.push_back(path.first[0]);
|
|
sm.tilesToMove = tiles;
|
|
sm.distance = path.second;
|
|
sm.teleporting = false;
|
|
gameHandler->sendAndApply(sm);
|
|
}
|
|
}
|
|
else //for non-flying creatures
|
|
{
|
|
std::vector<BattleHex> tiles;
|
|
const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
|
|
int v = (int)path.first.size()-1;
|
|
path.first.push_back(start);
|
|
|
|
// check if gate need to be open or closed at some point
|
|
BattleHex openGateAtHex, gateMayCloseAtHex;
|
|
if (canUseGate)
|
|
{
|
|
for (int i = (int)path.first.size()-1; i >= 0; i--)
|
|
{
|
|
auto needOpenGates = [&](BattleHex hex) -> bool
|
|
{
|
|
if (hasWideMoat && hex == BattleHex::GATE_BRIDGE)
|
|
return true;
|
|
if (hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == BattleHex::GATE_OUTER)
|
|
return true;
|
|
else if (hex == BattleHex::GATE_OUTER || hex == BattleHex::GATE_INNER)
|
|
return true;
|
|
|
|
return false;
|
|
};
|
|
|
|
auto hex = path.first[i];
|
|
if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
|
|
{
|
|
if (needOpenGates(hex))
|
|
openGateAtHex = path.first[i+1];
|
|
|
|
//TODO we need find batter way to handle double-wide stacks
|
|
//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
|
|
if (curStack->doubleWide() && i + 2 < path.first.size())
|
|
{
|
|
BattleHex otherHex = curStack->occupiedHex(hex);
|
|
if (otherHex.isValid() && needOpenGates(otherHex))
|
|
openGateAtHex = path.first[i+2];
|
|
}
|
|
|
|
//gate may be opened and then closed during stack movement, but not other way around
|
|
if (openGateAtHex.isValid())
|
|
dbState = EGateState::OPENED;
|
|
}
|
|
|
|
if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
|
|
{
|
|
if (hex == BattleHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_OUTER)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
if (hasWideMoat)
|
|
{
|
|
if (hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_OUTER)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
else if (hex == BattleHex::GATE_OUTER && i-1 >= 0 &&
|
|
path.first[i-1] != BattleHex::GATE_INNER &&
|
|
path.first[i-1] != BattleHex::GATE_BRIDGE)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
}
|
|
else if (hex == BattleHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_INNER)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool stackIsMoving = true;
|
|
|
|
while(stackIsMoving)
|
|
{
|
|
if (v<tilesToMove)
|
|
{
|
|
logGlobal->error("Movement terminated abnormally");
|
|
break;
|
|
}
|
|
|
|
bool gateStateChanging = false;
|
|
//special handling for opening gate on from starting hex
|
|
if (openGateAtHex.isValid() && openGateAtHex == start)
|
|
gateStateChanging = true;
|
|
else
|
|
{
|
|
for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
|
|
{
|
|
BattleHex hex = path.first[v];
|
|
tiles.push_back(hex);
|
|
|
|
if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
|
|
(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
|
|
{
|
|
gateStateChanging = true;
|
|
}
|
|
|
|
//if we walked onto something, finalize this portion of stack movement check into obstacle
|
|
if(!battle.battleGetAllObstaclesOnPos(hex, false).empty())
|
|
obstacleHit = true;
|
|
|
|
if (curStack->doubleWide())
|
|
{
|
|
BattleHex otherHex = curStack->occupiedHex(hex);
|
|
//two hex creature hit obstacle by backside
|
|
auto obstacle2 = battle.battleGetAllObstaclesOnPos(otherHex, false);
|
|
if(otherHex.isValid() && !obstacle2.empty())
|
|
obstacleHit = true;
|
|
}
|
|
if(!obstacleHit)
|
|
passed.insert(hex);
|
|
}
|
|
}
|
|
|
|
if (!tiles.empty())
|
|
{
|
|
//commit movement
|
|
BattleStackMoved sm;
|
|
sm.battleID = battle.getBattle()->getBattleID();
|
|
sm.stack = curStack->unitId();
|
|
sm.distance = path.second;
|
|
sm.teleporting = false;
|
|
sm.tilesToMove = tiles;
|
|
gameHandler->sendAndApply(sm);
|
|
tiles.clear();
|
|
}
|
|
|
|
//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
|
|
if (curStack->getPosition() != dest)
|
|
{
|
|
if(stackIsMoving && start != curStack->getPosition())
|
|
{
|
|
stackIsMoving = battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
|
|
passed.insert(curStack->getPosition());
|
|
if(curStack->doubleWide())
|
|
passed.insert(curStack->occupiedHex());
|
|
}
|
|
if (gateStateChanging)
|
|
{
|
|
if (curStack->getPosition() == openGateAtHex)
|
|
{
|
|
openGateAtHex = BattleHex();
|
|
//only open gate if stack is still alive
|
|
if (curStack->alive())
|
|
{
|
|
BattleUpdateGateState db;
|
|
db.battleID = battle.getBattle()->getBattleID();
|
|
db.state = EGateState::OPENED;
|
|
gameHandler->sendAndApply(db);
|
|
}
|
|
}
|
|
else if (curStack->getPosition() == gateMayCloseAtHex)
|
|
{
|
|
gateMayCloseAtHex = BattleHex();
|
|
owner->updateGateState(battle);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
//movement finished normally: we reached destination
|
|
stackIsMoving = false;
|
|
}
|
|
}
|
|
//handle last hex separately for deviation
|
|
if (gameHandler->getSettings().getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
|
|
{
|
|
if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
|
|
|| start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
|
|
passed.clear(); //Just empty passed, obstacles will handled automatically
|
|
}
|
|
if(dest == start) //If dest is equal to start, then we should handle obstacles for it anyway
|
|
passed.clear(); //Just empty passed, obstacles will handled automatically
|
|
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
|
|
battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
|
|
|
|
return ret;
|
|
}
|
|
|
|
void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
|
|
{
|
|
if(defender && first && !counter)
|
|
handleAttackBeforeCasting(battle, ranged, attacker, defender);
|
|
|
|
// If the attacker or defender is not alive before the attack action, the action should be skipped.
|
|
if((attacker && !attacker->alive()) || (defender && !defender->alive()))
|
|
return;
|
|
|
|
FireShieldInfo fireShield;
|
|
BattleAttack bat;
|
|
BattleLogMessage blm;
|
|
blm.battleID = battle.getBattle()->getBattleID();
|
|
bat.battleID = battle.getBattle()->getBattleID();
|
|
bat.attackerChanges.battleID = battle.getBattle()->getBattleID();
|
|
bat.stackAttacking = attacker->unitId();
|
|
bat.tile = targetHex;
|
|
|
|
std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
|
|
|
|
if(ranged)
|
|
bat.flags |= BattleAttack::SHOT;
|
|
if(counter)
|
|
bat.flags |= BattleAttack::COUNTER;
|
|
|
|
const int attackerLuck = attacker->luckVal();
|
|
|
|
if(attackerLuck > 0)
|
|
{
|
|
auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
|
|
size_t diceIndex = std::min<size_t>(diceSize.size(), attackerLuck) - 1; // array index, so 0-indexed
|
|
|
|
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
|
bat.flags |= BattleAttack::LUCKY;
|
|
}
|
|
|
|
if(attackerLuck < 0)
|
|
{
|
|
auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
|
|
size_t diceIndex = std::min<size_t>(diceSize.size(), -attackerLuck) - 1; // array index, so 0-indexed
|
|
|
|
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
|
bat.flags |= BattleAttack::UNLUCKY;
|
|
}
|
|
|
|
if (gameHandler->getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
|
|
{
|
|
bat.flags |= BattleAttack::DEATH_BLOW;
|
|
}
|
|
|
|
const auto * owner = battle.battleGetFightingHero(attacker->unitSide());
|
|
if(owner)
|
|
{
|
|
int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, BonusSubtypeID(attacker->creatureId()));
|
|
if (chance > gameHandler->getRandomGenerator().nextInt(99))
|
|
bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
|
|
}
|
|
|
|
battle::HealInfo healInfo;
|
|
|
|
// only primary target
|
|
if(defender && defender->alive())
|
|
applyBattleEffects(battle, bat, attackerState, fireShield, defender, healInfo, distance, false);
|
|
|
|
//multiple-hex normal attack
|
|
std::set<const CStack*> attackedCreatures = battle.getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
|
|
for(const CStack * stack : attackedCreatures)
|
|
{
|
|
if(stack != defender && stack->alive()) //do not hit same stack twice
|
|
applyBattleEffects(battle, bat, attackerState, fireShield, stack, healInfo, distance, true);
|
|
}
|
|
|
|
std::shared_ptr<const Bonus> bonus = attacker->getFirstBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
|
|
if(bonus && ranged && bonus->subtype.hasValue()) //TODO: make it work in melee?
|
|
{
|
|
//this is need for displaying hit animation
|
|
bat.flags |= BattleAttack::SPELL_LIKE;
|
|
bat.spellID = bonus->subtype.as<SpellID>();
|
|
|
|
//TODO: should spell override creature`s projectile?
|
|
|
|
auto spell = bat.spellID.toSpell();
|
|
|
|
battle::Target target;
|
|
target.emplace_back(defender, targetHex);
|
|
|
|
spells::BattleCast event(&battle, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
|
|
event.setSpellLevel(bonus->val);
|
|
|
|
auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
|
|
|
|
//TODO: get exact attacked hex for defender
|
|
|
|
for(const CStack * stack : attackedCreatures)
|
|
{
|
|
if(stack != defender && stack->alive()) //do not hit same stack twice
|
|
{
|
|
applyBattleEffects(battle, bat, attackerState, fireShield, stack, healInfo, distance, true);
|
|
}
|
|
}
|
|
|
|
//now add effect info for all attacked stacks
|
|
for (BattleStackAttacked & bsa : bat.bsa)
|
|
{
|
|
if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
|
|
{
|
|
//this is need for displaying affect animation
|
|
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
|
|
bsa.spellID = bonus->subtype.as<SpellID>();
|
|
}
|
|
}
|
|
}
|
|
|
|
attackerState->afterAttack(ranged, counter);
|
|
|
|
{
|
|
UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
|
|
attackerState->save(info.data);
|
|
bat.attackerChanges.changedStacks.push_back(info);
|
|
}
|
|
|
|
if (healInfo.healedHealthPoints > 0)
|
|
bat.flags |= BattleAttack::LIFE_DRAIN;
|
|
|
|
for (BattleStackAttacked & bsa : bat.bsa)
|
|
bsa.battleID = battle.getBattle()->getBattleID();
|
|
|
|
gameHandler->sendAndApply(bat);
|
|
|
|
{
|
|
const bool multipleTargets = bat.bsa.size() > 1;
|
|
|
|
int64_t totalDamage = 0;
|
|
int32_t totalKills = 0;
|
|
|
|
for(const BattleStackAttacked & bsa : bat.bsa)
|
|
{
|
|
totalDamage += bsa.damageAmount;
|
|
totalKills += bsa.killedAmount;
|
|
}
|
|
|
|
addGenericDamageLog(blm, attackerState, totalDamage);
|
|
|
|
if(defender)
|
|
addGenericKilledLog(blm, defender, totalKills, multipleTargets);
|
|
}
|
|
|
|
// drain life effect (as well as log entry) must be applied after the attack
|
|
if(healInfo.healedHealthPoints > 0)
|
|
{
|
|
addGenericDrainedLifeLog(blm, attackerState, defender, healInfo.healedHealthPoints);
|
|
addGenericResurrectedLog(blm, attackerState, defender, healInfo.resurrectedCount);
|
|
}
|
|
|
|
if(!fireShield.empty())
|
|
{
|
|
//todo: this should be "virtual" spell instead, we only need fire spell school bonus here
|
|
const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
|
|
int64_t totalDamage = 0;
|
|
|
|
for(const auto & item : fireShield)
|
|
{
|
|
const CStack * actor = item.first;
|
|
int64_t rawDamage = item.second;
|
|
|
|
const CGHeroInstance * actorOwner = battle.battleGetFightingHero(actor->unitSide());
|
|
|
|
if(actorOwner)
|
|
{
|
|
rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
|
|
}
|
|
else
|
|
{
|
|
rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
|
|
}
|
|
|
|
totalDamage+=rawDamage;
|
|
//FIXME: add custom effect on actor
|
|
}
|
|
|
|
if (totalDamage > 0)
|
|
{
|
|
BattleStackAttacked bsa;
|
|
|
|
bsa.battleID = battle.getBattle()->getBattleID();
|
|
bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
|
|
bsa.stackAttacked = attacker->unitId(); //invert
|
|
bsa.attackerID = defender->unitId();
|
|
bsa.damageAmount = totalDamage;
|
|
attacker->prepareAttacked(bsa, gameHandler->getRandomGenerator());
|
|
|
|
StacksInjured pack;
|
|
pack.battleID = battle.getBattle()->getBattleID();
|
|
pack.stacks.push_back(bsa);
|
|
gameHandler->sendAndApply(pack);
|
|
|
|
// TODO: this is already implemented in Damage::describeEffect()
|
|
{
|
|
MetaString text;
|
|
text.appendLocalString(EMetaText::GENERAL_TXT, 376);
|
|
text.replaceName(SpellID(SpellID::FIRE_SHIELD));
|
|
text.replaceNumber(totalDamage);
|
|
blm.lines.push_back(std::move(text));
|
|
}
|
|
addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
|
|
}
|
|
}
|
|
|
|
gameHandler->sendAndApply(blm);
|
|
|
|
if(defender)
|
|
handleAfterAttackCasting(battle, ranged, attacker, defender);
|
|
}
|
|
|
|
void BattleActionProcessor::attackCasting(const CBattleInfoCallback & battle, bool ranged, BonusType attackMode, const battle::Unit * attacker, const CStack * defender)
|
|
{
|
|
if(attacker->hasBonusOfType(attackMode))
|
|
{
|
|
TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
|
|
std::set<SpellID> spellsToCast = getSpellsForAttackCasting(spells, defender);
|
|
|
|
for(SpellID spellID : spellsToCast)
|
|
{
|
|
bool castMe = false;
|
|
if(!defender->alive())
|
|
{
|
|
logGlobal->debug("attackCasting: all attacked creatures have been killed");
|
|
return;
|
|
}
|
|
int32_t spellLevel = 0;
|
|
TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, BonusSubtypeID(spellID)));
|
|
for(const auto & sf : *spellsByType)
|
|
{
|
|
int meleeRanged;
|
|
vstd::amax(spellLevel, sf->additionalInfo[0]);
|
|
meleeRanged = sf->additionalInfo[1];
|
|
|
|
if (meleeRanged == CAddInfo::NONE || meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
|
|
castMe = true;
|
|
}
|
|
int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, BonusSubtypeID(spellID))));
|
|
vstd::amin(chance, 100);
|
|
|
|
const CSpell * spell = SpellID(spellID).toSpell();
|
|
spells::AbilityCaster caster(attacker, spellLevel);
|
|
|
|
spells::Target target;
|
|
target.emplace_back(defender);
|
|
|
|
spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
|
|
|
|
auto m = spell->battleMechanics(¶meters);
|
|
|
|
spells::detail::ProblemImpl ignored;
|
|
|
|
if(!m->canBeCastAt(target, ignored))
|
|
continue;
|
|
|
|
//check if spell should be cast (probability handling)
|
|
if(gameHandler->getRandomGenerator().nextInt(99) >= chance)
|
|
continue;
|
|
|
|
//casting
|
|
if(castMe)
|
|
{
|
|
parameters.cast(gameHandler->spellEnv, target);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
std::set<SpellID> BattleActionProcessor::getSpellsForAttackCasting(TConstBonusListPtr spells, const CStack *defender)
|
|
{
|
|
std::set<SpellID> spellsToCast;
|
|
constexpr int unlayeredItemsInternalLayer = -1;
|
|
|
|
std::map<int, std::vector<std::shared_ptr<Bonus>>> spellsWithBackupLayers;
|
|
|
|
for(int i = 0; i < spells->size(); i++)
|
|
{
|
|
std::shared_ptr<Bonus> bonus = spells->operator[](i);
|
|
int layer = bonus->additionalInfo[2];
|
|
vstd::amax(layer, -1);
|
|
spellsWithBackupLayers[layer].push_back(bonus);
|
|
}
|
|
|
|
auto addSpellsFromLayer = [&](int layer) -> void
|
|
{
|
|
assert(spellsWithBackupLayers.find(layer) != spellsWithBackupLayers.end());
|
|
|
|
for(const auto & spell : spellsWithBackupLayers[layer])
|
|
{
|
|
if (spell->subtype.as<SpellID>() != SpellID())
|
|
spellsToCast.insert(spell->subtype.as<SpellID>());
|
|
else
|
|
logGlobal->error("Invalid spell to cast during attack!");
|
|
}
|
|
};
|
|
|
|
if(spellsWithBackupLayers.find(unlayeredItemsInternalLayer) != spellsWithBackupLayers.end())
|
|
{
|
|
addSpellsFromLayer(unlayeredItemsInternalLayer);
|
|
spellsWithBackupLayers.erase(unlayeredItemsInternalLayer);
|
|
}
|
|
|
|
for(auto item : spellsWithBackupLayers)
|
|
{
|
|
bool areCurrentLayerSpellsApplied = std::all_of(item.second.begin(), item.second.end(),
|
|
[&](const std::shared_ptr<Bonus> spell)
|
|
{
|
|
std::vector<SpellID> activeSpells = defender->activeSpells();
|
|
return vstd::find(activeSpells, spell->subtype.as<SpellID>()) != activeSpells.end();
|
|
});
|
|
|
|
if(!areCurrentLayerSpellsApplied || item.first == spellsWithBackupLayers.rbegin()->first)
|
|
{
|
|
addSpellsFromLayer(item.first);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return spellsToCast;
|
|
}
|
|
|
|
void BattleActionProcessor::handleAttackBeforeCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender)
|
|
{
|
|
attackCasting(battle, ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
|
|
}
|
|
|
|
void BattleActionProcessor::handleDeathStare(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender)
|
|
{
|
|
// mechanics of Death Stare as in H3:
|
|
// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
|
|
//original formula x = min(x, (gorgons_count + 9)/10);
|
|
|
|
/* mechanics of Accurate Shot as in HotA:
|
|
* each creature in an attacking stack has a X% chance of killing a creature in the attacked squad,
|
|
* but the total number of killed creatures cannot be more than (number of creatures in an attacking squad) * X/100 (rounded up).
|
|
* X = 3 multiplier for shooting without penalty and X = 2 if shooting with penalty. Ability doesn't work if shooting at creatures behind walls.
|
|
*/
|
|
|
|
auto subtype = BonusCustomSubtype::deathStareGorgon;
|
|
|
|
if (ranged)
|
|
{
|
|
bool rangePenalty = battle.battleHasDistancePenalty(attacker, attacker->getPosition(), defender->getPosition());
|
|
bool obstaclePenalty = battle.battleHasWallPenalty(attacker, attacker->getPosition(), defender->getPosition());
|
|
|
|
if(rangePenalty)
|
|
{
|
|
if(obstaclePenalty)
|
|
subtype = BonusCustomSubtype::deathStareRangeObstaclePenalty;
|
|
else
|
|
subtype = BonusCustomSubtype::deathStareRangePenalty;
|
|
}
|
|
else
|
|
{
|
|
if(obstaclePenalty)
|
|
subtype = BonusCustomSubtype::deathStareObstaclePenalty;
|
|
else
|
|
subtype = BonusCustomSubtype::deathStareNoRangePenalty;
|
|
}
|
|
}
|
|
|
|
int singleCreatureKillChancePercent = attacker->valOfBonuses(BonusType::DEATH_STARE, subtype);
|
|
double chanceToKill = singleCreatureKillChancePercent / 100.0;
|
|
vstd::amin(chanceToKill, 1); //cap at 100%
|
|
int killedCreatures = gameHandler->getRandomGenerator().nextBinomialInt(attacker->getCount(), chanceToKill);
|
|
|
|
int maxToKill = vstd::divideAndCeil(attacker->getCount() * singleCreatureKillChancePercent, 100);
|
|
vstd::amin(killedCreatures, maxToKill);
|
|
|
|
killedCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, BonusCustomSubtype::deathStareCommander)) / defender->level();
|
|
|
|
if(killedCreatures)
|
|
{
|
|
//TODO: death stare or accurate shot was not originally available for multiple-hex attacks, but...
|
|
|
|
SpellID spellID = SpellID(SpellID::DEATH_STARE); //also used as fallback spell for ACCURATE_SHOT
|
|
auto bonus = attacker->getBonus(Selector::typeSubtype(BonusType::DEATH_STARE, subtype));
|
|
if(bonus && bonus->additionalInfo[0] != SpellID::NONE)
|
|
spellID = SpellID(bonus->additionalInfo[0]);
|
|
|
|
const CSpell * spell = spellID.toSpell();
|
|
spells::AbilityCaster caster(attacker, 0);
|
|
|
|
spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
|
|
spells::Target target;
|
|
target.emplace_back(defender);
|
|
parameters.setEffectValue(killedCreatures);
|
|
parameters.cast(gameHandler->spellEnv, target);
|
|
}
|
|
}
|
|
|
|
void BattleActionProcessor::handleAfterAttackCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender)
|
|
{
|
|
if(!attacker->alive() || !defender->alive()) // can be already dead
|
|
return;
|
|
|
|
attackCasting(battle, ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
|
|
|
|
if(!defender->alive())
|
|
{
|
|
//don't try death stare or acid breath on dead stack (crash!)
|
|
return;
|
|
}
|
|
|
|
if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
|
|
handleDeathStare(battle, ranged, attacker, defender);
|
|
|
|
if(!defender->alive())
|
|
return;
|
|
|
|
int64_t acidDamage = 0;
|
|
TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
|
|
for(const auto & b : *acidBreath)
|
|
{
|
|
if(b->additionalInfo[0] > gameHandler->getRandomGenerator().nextInt(99))
|
|
acidDamage += b->val;
|
|
}
|
|
|
|
if(acidDamage > 0)
|
|
{
|
|
const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
|
|
|
|
spells::AbilityCaster caster(attacker, 0);
|
|
|
|
spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
|
|
spells::Target target;
|
|
target.emplace_back(defender);
|
|
|
|
parameters.setEffectValue(acidDamage * attacker->getCount());
|
|
parameters.cast(gameHandler->spellEnv, target);
|
|
}
|
|
|
|
|
|
if(!defender->alive())
|
|
return;
|
|
|
|
if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
|
|
{
|
|
double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
|
|
vstd::amin(chanceToTrigger, 1); //cap at 100%
|
|
|
|
if(gameHandler->getRandomGenerator().nextDouble(0, 1) > chanceToTrigger)
|
|
return;
|
|
|
|
int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
|
|
|
|
if(defender->unitType()->getIndex() == bonusAdditionalInfo ||
|
|
(bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
|
|
return;
|
|
|
|
battle::UnitInfo resurrectInfo;
|
|
resurrectInfo.id = battle.battleNextUnitId();
|
|
resurrectInfo.summoned = false;
|
|
resurrectInfo.position = defender->getPosition();
|
|
resurrectInfo.side = defender->unitSide();
|
|
|
|
if(bonusAdditionalInfo != CAddInfo::NONE)
|
|
resurrectInfo.type = CreatureID(bonusAdditionalInfo);
|
|
else
|
|
resurrectInfo.type = attacker->creatureId();
|
|
|
|
if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), BonusCustomSubtype::transmutationPerHealth))
|
|
resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
|
|
else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), BonusCustomSubtype::transmutationPerUnit))
|
|
resurrectInfo.count = defender->getCount();
|
|
else
|
|
return; //wrong subtype
|
|
|
|
BattleUnitsChanged addUnits;
|
|
addUnits.battleID = battle.getBattle()->getBattleID();
|
|
addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
|
|
resurrectInfo.save(addUnits.changedStacks.back().data);
|
|
|
|
BattleUnitsChanged removeUnits;
|
|
removeUnits.battleID = battle.getBattle()->getBattleID();
|
|
removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
|
|
gameHandler->sendAndApply(removeUnits);
|
|
gameHandler->sendAndApply(addUnits);
|
|
|
|
// send empty event to client
|
|
// temporary(?) workaround to force animations to trigger
|
|
StacksInjured fakeEvent;
|
|
fakeEvent.battleID = battle.getBattle()->getBattleID();
|
|
gameHandler->sendAndApply(fakeEvent);
|
|
}
|
|
|
|
if(attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillPercentage) || attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillAmount))
|
|
{
|
|
double chanceToTrigger = 0;
|
|
int amountToDie = 0;
|
|
|
|
if(attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillPercentage)) //killing by percentage
|
|
{
|
|
chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillPercentage) / 100.0f;
|
|
int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(BonusCustomSubtype::destructionKillPercentage)))->additionalInfo[0];
|
|
amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
|
|
}
|
|
else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillAmount)) //killing by count
|
|
{
|
|
chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillAmount) / 100.0f;
|
|
amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(BonusCustomSubtype::destructionKillAmount)))->additionalInfo[0];
|
|
}
|
|
|
|
vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
|
|
|
|
if(gameHandler->getRandomGenerator().nextDouble(0, 1) > chanceToTrigger)
|
|
return;
|
|
|
|
BattleStackAttacked bsa;
|
|
bsa.attackerID = -1;
|
|
bsa.stackAttacked = defender->unitId();
|
|
bsa.damageAmount = amountToDie * defender->getMaxHealth();
|
|
bsa.flags = BattleStackAttacked::SPELL_EFFECT;
|
|
bsa.spellID = SpellID::SLAYER;
|
|
defender->prepareAttacked(bsa, gameHandler->getRandomGenerator());
|
|
|
|
StacksInjured si;
|
|
si.battleID = battle.getBattle()->getBattleID();
|
|
si.stacks.push_back(bsa);
|
|
|
|
gameHandler->sendAndApply(si);
|
|
sendGenericKilledLog(battle, defender, bsa.killedAmount, false);
|
|
}
|
|
}
|
|
|
|
void BattleActionProcessor::applyBattleEffects(const CBattleInfoCallback & battle, BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, battle::HealInfo & healInfo, int distance, bool secondary) const
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{
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BattleStackAttacked bsa;
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if(secondary)
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bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
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bsa.attackerID = attackerState->unitId();
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bsa.stackAttacked = def->unitId();
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{
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BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
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bai.deathBlow = bat.deathBlow();
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bai.doubleDamage = bat.ballistaDoubleDmg();
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bai.luckyStrike = bat.lucky();
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bai.unluckyStrike = bat.unlucky();
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auto range = battle.calculateDmgRange(bai);
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bsa.damageAmount = battle.getBattle()->getActualDamage(range.damage, attackerState->getCount(), gameHandler->getRandomGenerator());
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CStack::prepareAttacked(bsa, gameHandler->getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
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}
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//life drain handling
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if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
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{
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int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
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healInfo += attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
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}
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//soul steal handling
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if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
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{
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//we can have two bonuses - one with subtype 0 and another with subtype 1
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//try to use permanent first, use only one of two
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for(const auto & subtype : { BonusCustomSubtype::soulStealBattle, BonusCustomSubtype::soulStealPermanent})
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{
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if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
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{
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int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
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bool permanent = subtype == BonusCustomSubtype::soulStealPermanent;
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healInfo += attackerState->heal(toHeal, EHealLevel::OVERHEAL, (permanent ? EHealPower::PERMANENT : EHealPower::ONE_BATTLE));
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break;
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}
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}
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}
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bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
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//fire shield handling
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if(!bat.shot() &&
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!def->isClone() &&
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def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
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!attackerState->hasBonusOfType(BonusType::SPELL_SCHOOL_IMMUNITY, BonusSubtypeID(SpellSchool::FIRE)) &&
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!attackerState->hasBonusOfType(BonusType::NEGATIVE_EFFECTS_IMMUNITY, BonusSubtypeID(SpellSchool::FIRE)) &&
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attackerState->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, BonusSubtypeID(SpellSchool::FIRE)) < 100 &&
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CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
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)
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{
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//TODO: use damage with bonus but without penalties
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auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
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fireShield.push_back(std::make_pair(def, fireShieldDamage));
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}
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}
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void BattleActionProcessor::sendGenericKilledLog(const CBattleInfoCallback & battle, const CStack * defender, int32_t killed, bool multiple)
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{
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if(killed > 0)
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{
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BattleLogMessage blm;
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blm.battleID = battle.getBattle()->getBattleID();
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addGenericKilledLog(blm, defender, killed, multiple);
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gameHandler->sendAndApply(blm);
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}
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}
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void BattleActionProcessor::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple) const
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{
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if(killed > 0)
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{
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MetaString line;
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if (killed > 1)
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{
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line.appendTextID("core.genrltxt.379"); // %d %s perished
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line.replaceNumber(killed);
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}
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else
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line.appendTextID("core.genrltxt.378"); // One %s perishes
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if (multiple)
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{
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if (killed > 1)
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line.replaceTextID("core.genrltxt.43"); // creatures
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else
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line.replaceTextID("core.genrltxt.42"); // creature
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}
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else
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line.replaceName(defender->unitType()->getId(), killed);
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blm.lines.push_back(line);
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}
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}
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void BattleActionProcessor::addGenericDamageLog(BattleLogMessage& blm, const std::shared_ptr<battle::CUnitState> &attackerState, int64_t damageDealt) const
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{
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MetaString text;
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attackerState->addText(text, EMetaText::GENERAL_TXT, 376);
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attackerState->addNameReplacement(text);
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text.replaceNumber(damageDealt);
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blm.lines.push_back(std::move(text));
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}
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void BattleActionProcessor::addGenericDrainedLifeLog(BattleLogMessage& blm, const std::shared_ptr<battle::CUnitState>& attackerState, const CStack* defender, int64_t drainedLife) const
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{
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MetaString text;
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attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
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attackerState->addNameReplacement(text);
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text.replaceNumber(drainedLife);
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defender->addNameReplacement(text);
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blm.lines.push_back(std::move(text));
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}
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void BattleActionProcessor::addGenericResurrectedLog(BattleLogMessage& blm, const std::shared_ptr<battle::CUnitState>& attackerState, const CStack* defender, int64_t resurrected) const
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{
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if (resurrected > 0)
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{
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auto text = blm.lines.back().toString();
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text.pop_back(); // erase '.' at the end of line with life drain info
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MetaString ms = MetaString::createFromRawString(text);
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if (resurrected == 1)
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{
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ms.appendLocalString(EMetaText::GENERAL_TXT, 363); // "\n and one rises from the dead."
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}
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else
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{
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ms.appendLocalString(EMetaText::GENERAL_TXT, 364); // "\n and %d rise from the dead."
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ms.replaceNumber(resurrected);
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}
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blm.lines[blm.lines.size() - 1] = std::move(ms);
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}
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}
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bool BattleActionProcessor::makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba)
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{
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return makeBattleActionImpl(battle, ba);
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}
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bool BattleActionProcessor::makePlayerBattleAction(const CBattleInfoCallback & battle, PlayerColor player, const BattleAction &ba)
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{
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if (ba.side != BattleSide::ATTACKER && ba.side != BattleSide::DEFENDER && gameHandler->complain("Can not make action - invalid battle side!"))
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return false;
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if(battle.battleGetTacticDist() != 0)
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{
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if(!ba.isTacticsAction())
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{
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gameHandler->complain("Can not make actions while in tactics mode!");
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return false;
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}
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if(player != battle.sideToPlayer(ba.side))
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{
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gameHandler->complain("Can not make actions in battles you are not part of!");
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return false;
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}
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}
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else
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{
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auto active = battle.battleActiveUnit();
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if(!active)
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{
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gameHandler->complain("No active unit in battle!");
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return false;
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}
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if (ba.isUnitAction() && ba.stackNumber != active->unitId())
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{
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gameHandler->complain("Can not make actions - stack is not active!");
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return false;
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}
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auto unitOwner = battle.battleGetOwner(active);
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if(player != unitOwner)
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{
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gameHandler->complain("Can not make actions in battles you are not part of!");
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return false;
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}
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}
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return makeBattleActionImpl(battle, ba);
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}
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