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vcmi/lib/BattleInfo.cpp
AlexVinS a31c28ec33 Unified war machine mechanics.
* it is possible to define new war machines
* added warMachine field to artifact configuration
2017-06-06 19:18:26 +03:00

780 lines
23 KiB
C++

/*
* BattleInfo.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleInfo.h"
#include "CStack.h"
#include "CHeroHandler.h"
#include "NetPacks.h"
#include "filesystem/Filesystem.h"
#include "mapObjects/CGTownInstance.h"
const CStack * BattleInfo::getNextStack() const
{
std::vector<const CStack *> hlp;
battleGetStackQueue(hlp, 1, -1);
if(hlp.size())
return hlp[0];
else
return nullptr;
}
int BattleInfo::getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos) const
{
bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
//bool flying = VLC->creh->creatures[creID]->isFlying();
int pos;
if (initialPos > -1)
pos = initialPos;
else //summon elementals depending on player side
{
if (attackerOwned)
pos = 0; //top left
else
pos = GameConstants::BFIELD_WIDTH - 1; //top right
}
auto accessibility = getAccesibility();
std::set<BattleHex> occupyable;
for(int i = 0; i < accessibility.size(); i++)
if(accessibility.accessible(i, twoHex, attackerOwned))
occupyable.insert(i);
if (occupyable.empty())
{
return BattleHex::INVALID; //all tiles are covered
}
return BattleHex::getClosestTile(attackerOwned, pos, occupyable);
}
std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, const CStack *stack)
{
auto reachability = getReachability(stack);
if(reachability.predecessors[dest] == -1) //cannot reach destination
{
return std::make_pair(std::vector<BattleHex>(), 0);
}
//making the Path
std::vector<BattleHex> path;
BattleHex curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = reachability.predecessors[curElem];
}
return std::make_pair(path, reachability.distances[dest]);
}
ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender,
bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand )
{
TDmgRange range = calculateDmgRange(attacker, defender, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);
if(range.first != range.second)
{
ui32 sum = 0;
ui32 howManyToAv = std::min<ui32>(10, attacker->count);
for(int g=0; g<howManyToAv; ++g)
sum += (ui32)rand.nextInt(range.first, range.second);
return sum / howManyToAv;
}
else
return range.first;
}
void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
{
for(auto & elem : stacks)//setting casualties
{
const CStack * const st = elem;
si32 killed = (st->alive() ? (st->baseAmount - st->count + st->resurrected) : st->baseAmount);
vstd::amax(killed, 0);
if(killed)
casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
}
}
CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const
{
int stackID = getIdForNewStack();
PlayerColor owner = sides[attackerOwned ? 0 : 1].color;
assert((owner >= PlayerColor::PLAYER_LIMIT) ||
(base.armyObj && base.armyObj->tempOwner == owner));
auto ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = getAvaliableHex (base.getCreatureID(), attackerOwned, position); //TODO: what if no free tile on battlefield was found?
ret->state.insert(EBattleStackState::ALIVE); //alive state indication
return ret;
}
CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, SlotID slot, BattleHex position) const
{
int stackID = getIdForNewStack();
PlayerColor owner = sides[attackerOwned ? 0 : 1].color;
auto ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = position;
ret->state.insert(EBattleStackState::ALIVE); //alive state indication
return ret;
}
void BattleInfo::localInit()
{
for(int i = 0; i < 2; i++)
{
auto armyObj = battleGetArmyObject(i);
armyObj->battle = this;
armyObj->attachTo(this);
}
for(CStack *s : stacks)
localInitStack(s);
exportBonuses();
}
void BattleInfo::localInitStack(CStack * s)
{
s->exportBonuses();
if(s->base) //stack originating from "real" stack in garrison -> attach to it
{
s->attachTo(const_cast<CStackInstance*>(s->base));
}
else //attach directly to obj to which stack belongs and creature type
{
CArmedInstance *army = battleGetArmyObject(!s->attackerOwned);
s->attachTo(army);
assert(s->type);
s->attachTo(const_cast<CCreature*>(s->type));
}
s->postInit();
}
namespace CGH
{
static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)
{
for(const JsonNode &level : node.Vector())
{
std::vector<int> pom;
for(const JsonNode &value : level.Vector())
{
pom.push_back(value.Float());
}
dest.push_back(pom);
}
}
}
//RNG that works like H3 one
struct RandGen
{
int seed;
void srand(int s)
{
seed = s;
}
void srand(int3 pos)
{
srand(110291 * pos.x + 167801 * pos.y + 81569);
}
int rand()
{
seed = 214013 * seed + 2531011;
return (seed >> 16) & 0x7FFF;
}
int rand(int min, int max)
{
if(min == max)
return min;
if(min > max)
return min;
return min + rand() % (max - min + 1);
}
};
struct RangeGenerator
{
class ExhaustedPossibilities : public std::exception
{
};
RangeGenerator(int _min, int _max, std::function<int()> _myRand):
min(_min),
remainingCount(_max - _min + 1),
remaining(remainingCount, true),
myRand(_myRand)
{
}
int generateNumber()
{
if(!remainingCount)
throw ExhaustedPossibilities();
if(remainingCount == 1)
return 0;
return myRand() % remainingCount;
}
//get number fulfilling predicate. Never gives the same number twice.
int getSuchNumber(std::function<bool(int)> goodNumberPred = nullptr)
{
int ret = -1;
do
{
int n = generateNumber();
int i = 0;
for(;;i++)
{
assert(i < (int)remaining.size());
if(!remaining[i])
continue;
if(!n)
break;
n--;
}
remainingCount--;
remaining[i] = false;
ret = i + min;
} while(goodNumberPred && !goodNumberPred(ret));
return ret;
}
int min, remainingCount;
std::vector<bool> remaining;
std::function<int()> myRand;
};
BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
{
CMP_stack cmpst;
auto curB = new BattleInfo();
for(auto i = 0u; i < curB->sides.size(); i++)
curB->sides[i].init(heroes[i], armies[i]);
std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile;
curB->battlefieldType = battlefieldType;
curB->round = -2;
curB->activeStack = -1;
if(town)
{
curB->town = town;
curB->terrainType = VLC->townh->factions[town->subID]->nativeTerrain;
}
else
{
curB->town = nullptr;
curB->terrainType = terrain;
}
//setting up siege obstacles
if (town && town->hasFort())
{
curB->si.gateState = EGateState::CLOSED;
for (int b = 0; b < curB->si.wallState.size(); ++b)
{
curB->si.wallState[b] = EWallState::INTACT;
}
if (!town->hasBuilt(BuildingID::CITADEL))
{
curB->si.wallState[EWallPart::KEEP] = EWallState::NONE;
}
if (!town->hasBuilt(BuildingID::CASTLE))
{
curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::NONE;
curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::NONE;
}
}
//randomize obstacles
if (town == nullptr && !creatureBank) //do it only when it's not siege and not creature bank
{
const int ABSOLUTE_OBSTACLES_COUNT = 34, USUAL_OBSTACLES_COUNT = 91; //shouldn't be changes if we want H3-like obstacle placement
RandGen r;
auto ourRand = [&]{ return r.rand(); };
r.srand(tile);
r.rand(1,8); //battle sound ID to play... can't do anything with it here
int tilesToBlock = r.rand(5,12);
const int specialBattlefield = battlefieldTypeToBI(battlefieldType);
std::vector<BattleHex> blockedTiles;
auto appropriateAbsoluteObstacle = [&](int id)
{
return VLC->heroh->absoluteObstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
};
auto appropriateUsualObstacle = [&](int id) -> bool
{
return VLC->heroh->obstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
};
if(r.rand(1,100) <= 40) //put cliff-like obstacle
{
RangeGenerator obidgen(0, ABSOLUTE_OBSTACLES_COUNT-1, ourRand);
try
{
auto obstPtr = std::make_shared<CObstacleInstance>();
obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
obstPtr->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(obstPtr);
for(BattleHex blocked : obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked);
tilesToBlock -= VLC->heroh->absoluteObstacles[obstPtr->ID].blockedTiles.size() / 2;
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
//silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
}
}
RangeGenerator obidgen(0, USUAL_OBSTACLES_COUNT-1, ourRand);
try
{
while(tilesToBlock > 0)
{
const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
const CObstacleInfo &obi = VLC->heroh->obstacles[obid];
auto validPosition = [&](BattleHex pos) -> bool
{
if(obi.height >= pos.getY())
return false;
if(pos.getX() == 0)
return false;
if(pos.getX() + obi.width > 15)
return false;
if(vstd::contains(blockedTiles, pos))
return false;
for(BattleHex blocked : obi.getBlocked(pos))
{
if(vstd::contains(blockedTiles, blocked))
return false;
int x = blocked.getX();
if(x <= 2 || x >= 14)
return false;
}
return true;
};
RangeGenerator posgenerator(18, 168, ourRand);
auto obstPtr = std::make_shared<CObstacleInstance>();
obstPtr->ID = obid;
obstPtr->pos = posgenerator.getSuchNumber(validPosition);
obstPtr->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(obstPtr);
for(BattleHex blocked : obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked);
tilesToBlock -= obi.blockedTiles.size();
}
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
}
}
//reading battleStartpos - add creatures AFTER random obstacles are generated
//TODO: parse once to some structure
std::vector< std::vector<int> > looseFormations[2], tightFormations[2], creBankFormations[2];
std::vector <int> commanderField, commanderBank;
const JsonNode config(ResourceID("config/battleStartpos.json"));
const JsonVector &positions = config["battle_positions"].Vector();
CGH::readBattlePositions(positions[0]["levels"], looseFormations[0]);
CGH::readBattlePositions(positions[1]["levels"], looseFormations[1]);
CGH::readBattlePositions(positions[2]["levels"], tightFormations[0]);
CGH::readBattlePositions(positions[3]["levels"], tightFormations[1]);
CGH::readBattlePositions(positions[4]["levels"], creBankFormations[0]);
CGH::readBattlePositions(positions[5]["levels"], creBankFormations[1]);
for (auto position : config["commanderPositions"]["field"].Vector())
{
commanderField.push_back (position.Float());
}
for (auto position : config["commanderPositions"]["creBank"].Vector())
{
commanderBank.push_back (position.Float());
}
//adding war machines
if(!creatureBank)
{
//Checks if hero has artifact and create appropriate stack
auto handleWarMachine= [&](int side, ArtifactPosition artslot, BattleHex hex)
{
const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
if(nullptr != warMachineArt)
{
CreatureID cre = warMachineArt->artType->warMachine;
if(cre != CreatureID::NONE)
stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cre, 1), !side, SlotID::WAR_MACHINES_SLOT, hex));
}
};
if(heroes[0])
{
handleWarMachine(0, ArtifactPosition::MACH1, 52);
handleWarMachine(0, ArtifactPosition::MACH2, 18);
handleWarMachine(0, ArtifactPosition::MACH3, 154);
if(town && town->hasFort())
handleWarMachine(0, ArtifactPosition::MACH4, 120);
}
if(heroes[1])
{
if(!town) //defending hero shouldn't receive ballista (bug #551)
handleWarMachine(1, ArtifactPosition::MACH1, 66);
handleWarMachine(1, ArtifactPosition::MACH2, 32);
handleWarMachine(1, ArtifactPosition::MACH3, 168);
}
}
//war machines added
//battleStartpos read
for(int side = 0; side < 2; side++)
{
int formationNo = armies[side]->stacksCount() - 1;
vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);
int k = 0; //stack serial
for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
{
std::vector<int> *formationVector = nullptr;
if(creatureBank)
formationVector = &creBankFormations[side][formationNo];
else if(armies[side]->formation)
formationVector = &tightFormations[side][formationNo];
else
formationVector = &looseFormations[side][formationNo];
BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);
if(creatureBank && i->second->type->isDoubleWide())
pos += side ? BattleHex::LEFT : BattleHex::RIGHT;
CStack * stack = curB->generateNewStack(*i->second, !side, i->first, pos);
stacks.push_back(stack);
}
}
//adding commanders
for (int i = 0; i < 2; ++i)
{
if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
{
CStack * stack = curB->generateNewStack (*heroes[i]->commander, !i, SlotID::COMMANDER_SLOT_PLACEHOLDER,
creatureBank ? commanderBank[i] : commanderField[i]);
stacks.push_back(stack);
}
}
if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
{
// keep tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -2);
stacks.push_back(stack);
if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
{
// lower tower + upper tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -4);
stacks.push_back(stack);
stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -3);
stacks.push_back(stack);
}
//moat
auto moat = std::make_shared<MoatObstacle>();
moat->ID = curB->town->subID;
moat->obstacleType = CObstacleInstance::MOAT;
moat->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(moat);
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
//spell level limiting bonus
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
0, -1, -1, Bonus::INDEPENDENT_MAX));
auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);
auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);
auto evil = std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL);
//giving terrain overlay premies
int bonusSubtype = -1;
switch(battlefieldType)
{
case BFieldType::MAGIC_PLAINS:
{
bonusSubtype = 0;
}
case BFieldType::FIERY_FIELDS:
{
if(bonusSubtype == -1) bonusSubtype = 1;
}
case BFieldType::ROCKLANDS:
{
if(bonusSubtype == -1) bonusSubtype = 8;
}
case BFieldType::MAGIC_CLOUDS:
{
if(bonusSubtype == -1) bonusSubtype = 2;
}
case BFieldType::LUCID_POOLS:
{
if(bonusSubtype == -1) bonusSubtype = 4;
}
{ //common part for cases 9, 14, 15, 16, 17
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, battlefieldType, bonusSubtype));
break;
}
case BFieldType::HOLY_GROUND:
{
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(good));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(evil));
break;
}
case BFieldType::CLOVER_FIELD:
{ //+2 luck bonus for neutral creatures
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LUCK, Bonus::TERRAIN_OVERLAY, +2, battlefieldType, 0)->addLimiter(neutral));
break;
}
case BFieldType::EVIL_FOG:
{
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(good));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(evil));
break;
}
case BFieldType::CURSED_GROUND:
{
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_MORALE, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_LUCK, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::BLOCK_MAGIC_ABOVE, Bonus::TERRAIN_OVERLAY, 1, battlefieldType, 0, Bonus::INDEPENDENT_MIN));
break;
}
}
//overlay premies given
//native terrain bonuses
auto nativeTerrain = std::make_shared<CreatureNativeTerrainLimiter>(curB->terrainType);
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::STACKS_SPEED, Bonus::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain));
//////////////////////////////////////////////////////////////////////////
//tactics
bool isTacticsAllowed = !creatureBank; //no tactics in creature banks
int tacticLvls[2] = {0};
for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
{
if(heroes[i])
tacticLvls[i] += heroes[i]->getSecSkillLevel(SecondarySkill::TACTICS);
}
int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
if(tacticsSkillDiff && isTacticsAllowed)
{
curB->tacticsSide = tacticsSkillDiff < 0;
curB->tacticDistance = std::abs(tacticsSkillDiff)*2 + 1;
}
else
curB->tacticDistance = 0;
// workaround — bonuses affecting only enemy - DOES NOT WORK
for(int i = 0; i < 2; i++)
{
TNodes nodes;
curB->battleGetArmyObject(i)->getRedAncestors(nodes);
for(CBonusSystemNode *n : nodes)
{
for(auto b : n->getExportedBonusList())
{
if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
{
auto bCopy = std::make_shared<Bonus>(*b);
bCopy->effectRange = Bonus::NO_LIMIT;
bCopy->propagator.reset();
bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i].color));
curB->addNewBonus(bCopy);
}
}
}
}
return curB;
}
const CGHeroInstance * BattleInfo::getHero( PlayerColor player ) const
{
for(int i = 0; i < sides.size(); i++)
if(sides[i].color == player)
return sides[i].hero;
logGlobal->errorStream() << "Player " << player << " is not in battle!";
return nullptr;
}
PlayerColor BattleInfo::theOtherPlayer(PlayerColor player) const
{
return sides[!whatSide(player)].color;
}
ui8 BattleInfo::whatSide(PlayerColor player) const
{
for(int i = 0; i < sides.size(); i++)
if(sides[i].color == player)
return i;
logGlobal->warnStream() << "BattleInfo::whatSide: Player " << player << " is not in battle!";
return -1;
}
int BattleInfo::getIdForNewStack() const
{
if(stacks.size())
{
//stacks vector may be sorted not by ID and they may be not contiguous -> find stack with max ID
auto highestIDStack = *std::max_element(stacks.begin(), stacks.end(),
[](const CStack *a, const CStack *b) { return a->ID < b->ID; });
return highestIDStack->ID + 1;
}
return 0;
}
std::shared_ptr<CObstacleInstance> BattleInfo::getObstacleOnTile(BattleHex tile) const
{
for(auto &obs : obstacles)
if(vstd::contains(obs->getAffectedTiles(), tile))
return obs;
return std::shared_ptr<CObstacleInstance>();
}
BattlefieldBI::BattlefieldBI BattleInfo::battlefieldTypeToBI(BFieldType bfieldType)
{
static const std::map<BFieldType, BattlefieldBI::BattlefieldBI> theMap =
{
{BFieldType::CLOVER_FIELD, BattlefieldBI::CLOVER_FIELD},
{BFieldType::CURSED_GROUND, BattlefieldBI::CURSED_GROUND},
{BFieldType::EVIL_FOG, BattlefieldBI::EVIL_FOG},
{BFieldType::FAVORABLE_WINDS, BattlefieldBI::NONE},
{BFieldType::FIERY_FIELDS, BattlefieldBI::FIERY_FIELDS},
{BFieldType::HOLY_GROUND, BattlefieldBI::HOLY_GROUND},
{BFieldType::LUCID_POOLS, BattlefieldBI::LUCID_POOLS},
{BFieldType::MAGIC_CLOUDS, BattlefieldBI::MAGIC_CLOUDS},
{BFieldType::MAGIC_PLAINS, BattlefieldBI::MAGIC_PLAINS},
{BFieldType::ROCKLANDS, BattlefieldBI::ROCKLANDS},
{BFieldType::SAND_SHORE, BattlefieldBI::COASTAL}
};
auto itr = theMap.find(bfieldType);
if(itr != theMap.end())
return itr->second;
return BattlefieldBI::NONE;
}
CStack * BattleInfo::getStack(int stackID, bool onlyAlive /*= true*/)
{
return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
}
BattleInfo::BattleInfo()
: round(-1), activeStack(-1), selectedStack(-1), town(nullptr), tile(-1,-1,-1),
battlefieldType(BFieldType::NONE), terrainType(ETerrainType::WRONG),
tacticsSide(0), tacticDistance(0)
{
setBattle(this);
setNodeType(BATTLE);
}
CArmedInstance * BattleInfo::battleGetArmyObject(ui8 side) const
{
return const_cast<CArmedInstance*>(CBattleInfoEssentials::battleGetArmyObject(side));
}
CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const
{
return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
}
bool CMP_stack::operator()( const CStack* a, const CStack* b )
{
switch(phase)
{
case 0: //catapult moves after turrets
return a->getCreature()->idNumber > b->getCreature()->idNumber; //catapult is 145 and turrets are 149
case 1: //fastest first, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as > bs;
else
return a->slot < b->slot;
}
case 2: //fastest last, upper slot first
//TODO: should be replaced with order of receiving morale!
case 3: //fastest last, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as < bs;
else
return a->slot < b->slot;
}
default:
assert(0);
return false;
}
}
CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
{
phase = Phase;
turn = Turn;
}