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vcmi/lib/CBattleCallback.cpp
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

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

2268 lines
66 KiB
C++

#include "StdInc.h"
#include "CBattleCallback.h"
#include "BattleState.h"
#include "CGameState.h"
#include "NetPacks.h"
#include "spells/CSpellHandler.h"
#include "VCMI_Lib.h"
#include "CTownHandler.h"
#include "mapObjects/CGTownInstance.h"
/*
* CBattleCallback.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
*
*/
#define RETURN_IF_NOT_BATTLE(X) if(!duringBattle()) {logGlobal->errorStream() << __FUNCTION__ << " called when no battle!"; return X; }
namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
{
static void retreiveTurretDamageRange(const CGTownInstance * town, const CStack *turret, double &outMinDmg, double &outMaxDmg)
{
assert(turret->getCreature()->idNumber == CreatureID::ARROW_TOWERS);
assert(town);
assert(turret->position >= -4 && turret->position <= -2);
float multiplier = (turret->position == -2) ? 1 : 0.5;
int baseMin = 6;
int baseMax = 10;
outMinDmg = multiplier * (baseMin + town->getTownLevel() * 2);
outMaxDmg = multiplier * (baseMax + town->getTownLevel() * 3);
}
static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
{
static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
return lineToHex[line];
}
static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
{
const int wallInStackLine = lineToWallHex(pos1.getY());
const int wallInDestLine = lineToWallHex(pos2.getY());
const bool stackLeft = pos1 < wallInStackLine;
const bool destLeft = pos2 < wallInDestLine;
return stackLeft != destLeft;
}
// parts of wall
static const std::pair<int, EWallPart::EWallPart> wallParts[] =
{
std::make_pair(50, EWallPart::KEEP),
std::make_pair(183, EWallPart::BOTTOM_TOWER),
std::make_pair(182, EWallPart::BOTTOM_WALL),
std::make_pair(130, EWallPart::BELOW_GATE),
std::make_pair(62, EWallPart::OVER_GATE),
std::make_pair(29, EWallPart::UPPER_WALL),
std::make_pair(12, EWallPart::UPPER_TOWER),
std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
std::make_pair(96, EWallPart::GATE),
std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(78, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART)
};
static EWallPart::EWallPart hexToWallPart(BattleHex hex)
{
for(auto & elem : wallParts)
{
if(elem.first == hex)
return elem.second;
}
return EWallPart::INVALID; //not found!
}
static BattleHex WallPartToHex(EWallPart::EWallPart part)
{
for(auto & elem : wallParts)
{
if(elem.second == part)
return elem.first;
}
return BattleHex::INVALID; //not found!
}
}
using namespace SiegeStuffThatShouldBeMovedToHandlers;
boost::shared_mutex& CCallbackBase::getGsMutex()
{
return *gs->mx;
}
bool CCallbackBase::duringBattle() const
{
return getBattle() != nullptr;
}
void CCallbackBase::setBattle(const BattleInfo *B)
{
battle = B;
}
boost::optional<PlayerColor> CCallbackBase::getPlayerID() const
{
return player;
}
ETerrainType CBattleInfoEssentials::battleTerrainType() const
{
RETURN_IF_NOT_BATTLE(ETerrainType::WRONG);
return getBattle()->terrainType;
}
BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const
{
RETURN_IF_NOT_BATTLE(BFieldType::NONE);
return getBattle()->battlefieldType;
}
std::vector<std::shared_ptr<const CObstacleInstance> > CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective /*= boost::none*/) const
{
std::vector<std::shared_ptr<const CObstacleInstance> > ret;
RETURN_IF_NOT_BATTLE(ret);
if(!perspective)
{
//if no particular perspective request, use default one
perspective = battleGetMySide();
}
else
{
if(!!player && *perspective != battleGetMySide())
{
logGlobal->errorStream() << "Unauthorized access attempt!";
assert(0); //I want to notice if that happens
//perspective = battleGetMySide();
}
}
for(auto oi : getBattle()->obstacles)
{
if(getBattle()->battleIsObstacleVisibleForSide(*oi, *perspective))
ret.push_back(oi);
}
return ret;
}
bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
{
RETURN_IF_NOT_BATTLE(false);
return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
}
bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
for(const CStack *s : battleGetAllStacks())
{
if(s->attackerOwned == !side && s->getCreature()->isItNativeTerrain(getBattle()->terrainType))
return true;
}
return false;
}
TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets /*= false*/) const
{
return battleGetStacksIf([](const CStack * s){return true;},includeTurrets);
}
TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate, bool includeTurrets /*= false*/) const
{
TStacks ret;
RETURN_IF_NOT_BATTLE(ret);
vstd::copy_if(getBattle()->stacks, std::back_inserter(ret), [=](const CStack * s){
return predicate(s) && (includeTurrets || !(s->type->idNumber == CreatureID::ARROW_TOWERS));
});
return ret;
}
TStacks CBattleInfoEssentials::battleAliveStacks() const
{
return battleGetStacksIf([](const CStack * s){
return s->alive();
});
}
TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const
{
return battleGetStacksIf([=](const CStack * s){
return s->alive() && s->attackerOwned == !side;
});
}
int CBattleInfoEssentials::battleGetMoatDmg() const
{
RETURN_IF_NOT_BATTLE(0);
auto town = getBattle()->town;
if(!town)
return 0;
return town->town->moatDamage;
}
const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(!getBattle() || getBattle()->town == nullptr)
return nullptr;
return getBattle()->town;
}
BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
{
RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
if(!player)
return BattlePerspective::ALL_KNOWING;
if(*player == getBattle()->sides[0].color)
return BattlePerspective::LEFT_SIDE;
if(*player == getBattle()->sides[1].color)
return BattlePerspective::RIGHT_SIDE;
logGlobal->errorStream() << "Cannot find player " << *player << " in battle!";
return BattlePerspective::INVALID;
}
const CStack * CBattleInfoEssentials::battleActiveStack() const
{
RETURN_IF_NOT_BATTLE(nullptr);
return battleGetStackByID(getBattle()->activeStack);
}
const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
for(auto s : battleGetAllStacks(true))
if(s->ID == ID && (!onlyAlive || s->alive()))
return s;
return nullptr;
}
bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
auto p = battleGetMySide();
return p == BattlePerspective::ALL_KNOWING || p == side;
}
si8 CBattleInfoEssentials::battleTacticDist() const
{
RETURN_IF_NOT_BATTLE(0);
return getBattle()->tacticDistance;
}
si8 CBattleInfoEssentials::battleGetTacticsSide() const
{
RETURN_IF_NOT_BATTLE(-1);
return getBattle()->tacticsSide;
}
const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(side > 1)
{
logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
return nullptr;
}
if(!battleDoWeKnowAbout(side))
{
logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
return nullptr;
}
return getBattle()->sides[side].hero;
}
const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(side > 1)
{
logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
return nullptr;
}
if(!battleDoWeKnowAbout(side))
{
logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
return nullptr;
}
return getBattle()->sides[side].armyObject;
}
InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo( ui8 side ) const
{
auto hero = getBattle()->sides[side].hero;
if(!hero)
{
logGlobal->warnStream() << __FUNCTION__ << ": side " << (int)side << " does not have hero!";
return InfoAboutHero();
}
return InfoAboutHero(hero, battleDoWeKnowAbout(side));
}
int CBattleInfoEssentials::battleCastSpells(ui8 side) const
{
RETURN_IF_NOT_BATTLE(-1);
return getBattle()->sides[side].castSpellsCount;
}
const IBonusBearer * CBattleInfoEssentials::getBattleNode() const
{
return getBattle();
}
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(PlayerColor player, ECastingMode::ECastingMode mode) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
const ui8 side = playerToSide(player);
if(!battleDoWeKnowAbout(side))
{
logGlobal->warnStream() << "You can't check if enemy can cast given spell!";
return ESpellCastProblem::INVALID;
}
switch (mode)
{
case ECastingMode::HERO_CASTING:
{
if(battleTacticDist())
return ESpellCastProblem::ONGOING_TACTIC_PHASE;
if(battleCastSpells(side) > 0)
return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
auto hero = battleGetFightingHero(side);
if(!hero)
return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
if(!hero->getArt(ArtifactPosition::SPELLBOOK))
return ESpellCastProblem::NO_SPELLBOOK;
if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
return ESpellCastProblem::MAGIC_IS_BLOCKED;
}
break;
default:
break;
}
return ESpellCastProblem::OK;
}
bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
{
RETURN_IF_NOT_BATTLE(false);
ui8 mySide = playerToSide(player);
const CGHeroInstance *myHero = battleGetFightingHero(mySide);
//current player have no hero
if(!myHero)
return false;
//eg. one of heroes is wearing shakles of war
if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
return false;
//we are besieged defender
if(mySide == BattleSide::DEFENDER && battleGetSiegeLevel())
{
auto town = battleGetDefendedTown();
if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
return false;
}
return true;
}
ui8 CBattleInfoEssentials::playerToSide(PlayerColor player) const
{
RETURN_IF_NOT_BATTLE(-1);
int ret = vstd::find_pos_if(getBattle()->sides, [=](const SideInBattle &side){ return side.color == player; });
if(ret < 0)
logGlobal->warnStream() << "Cannot find side for player " << player;
return ret;
}
ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
{
RETURN_IF_NOT_BATTLE(0);
return getBattle()->town ? getBattle()->town->fortLevel() : CGTownInstance::NONE;
}
bool CBattleInfoEssentials::battleCanSurrender(PlayerColor player) const
{
RETURN_IF_NOT_BATTLE(false);
//conditions like for fleeing + enemy must have a hero
return battleCanFlee(player) && battleHasHero(!playerToSide(player));
}
bool CBattleInfoEssentials::battleHasHero(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
assert(side < 2);
return getBattle()->sides[side].hero;
}
si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
{
RETURN_IF_NOT_BATTLE(0);
if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)
return EWallState::NONE;
assert(partOfWall >= 0 && partOfWall < EWallPart::PARTS_COUNT);
return getBattle()->si.wallState[partOfWall];
}
si8 CBattleInfoCallback::battleHasWallPenalty( const CStack * stack, BattleHex destHex ) const
{
return battleHasWallPenalty(stack, stack->position, destHex);
}
si8 CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
{
RETURN_IF_NOT_BATTLE(false);
if (!battleGetSiegeLevel() || bonusBearer->hasBonusOfType(Bonus::NO_WALL_PENALTY))
return false;
const int wallInStackLine = lineToWallHex(shooterPosition.getY());
const int wallInDestLine = lineToWallHex(destHex.getY());
const bool stackLeft = shooterPosition < wallInStackLine;
const bool destRight = destHex > wallInDestLine;
if (stackLeft && destRight) //shooting from outside to inside
{
int row = (shooterPosition + destHex) / (2 * GameConstants::BFIELD_WIDTH);
if (shooterPosition > destHex && ((destHex % GameConstants::BFIELD_WIDTH - shooterPosition % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
row -= 2;
const int wallPos = lineToWallHex(row);
if (!isWallPartPotentiallyAttackable(battleHexToWallPart(wallPos))) return true;
}
return false;
}
si8 CBattleInfoCallback::battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
{
RETURN_IF_NOT_BATTLE(false);
if (!getAccesibility(stack).accessible(destHex, stack))
return false;
if (battleGetSiegeLevel() && telportLevel < 2) //check for wall
return sameSideOfWall(stack->position, destHex);
return true;
}
std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
{
std::set<BattleHex> attackedHexes;
RETURN_IF_NOT_BATTLE(attackedHexes);
AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
for (BattleHex tile : at.hostileCreaturePositions)
{
const CStack * st = battleGetStackByPos(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
attackedHexes.insert(tile);
}
}
for (BattleHex tile : at.friendlyCreaturePositions)
{
if(battleGetStackByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
{
attackedHexes.insert(tile);
}
}
return attackedHexes;
}
SpellID CBattleInfoCallback::battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const
{
switch (mode)
{
case RANDOM_GENIE:
return getRandomBeneficialSpell(stack); //target
break;
case RANDOM_AIMED:
return getRandomCastedSpell(stack); //caster
break;
default:
logGlobal->errorStream() << "Incorrect mode of battleGetRandomSpell (" << mode <<")";
return SpellID::NONE;
}
}
const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
for(auto s : battleGetAllStacks(true))
if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
return s;
return nullptr;
}
void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn /*= 0*/, int lastMoved /*= -1*/) const
{
RETURN_IF_NOT_BATTLE();
//let's define a huge lambda
auto takeStack = [&](std::vector<const CStack *> &st) -> const CStack*
{
const CStack *ret = nullptr;
unsigned i, //fastest stack
j=0; //fastest stack of the other side
for(i = 0; i < st.size(); i++)
if(st[i])
break;
//no stacks left
if(i == st.size())
return nullptr;
const CStack *fastest = st[i], *other = nullptr;
int bestSpeed = fastest->Speed(turn);
//FIXME: comparison between bool and integer. Logic does not makes sense either
if(fastest->attackerOwned != lastMoved)
{
ret = fastest;
}
else
{
for(j = i + 1; j < st.size(); j++)
{
if(!st[j]) continue;
if(st[j]->attackerOwned != lastMoved || st[j]->Speed(turn) != bestSpeed)
break;
}
if(j >= st.size())
{
ret = fastest;
}
else
{
other = st[j];
if(other->Speed(turn) != bestSpeed)
ret = fastest;
else
ret = other;
}
}
assert(ret);
if(ret == fastest)
st[i] = nullptr;
else
st[j] = nullptr;
lastMoved = ret->attackerOwned;
return ret;
};
//We'll split creatures with remaining movement to 4 buckets
// [0] - turrets/catapult,
// [1] - normal (unmoved) creatures, other war machines,
// [2] - waited cres that had morale,
// [3] - rest of waited cres
std::vector<const CStack *> phase[4];
int toMove = 0; //how many stacks still has move
const CStack *active = battleActiveStack();
//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
if(!turn && active && active->willMove() && !active->waited())
{
out.push_back(active);
if(out.size() == howMany)
return;
}
auto allStacks = battleGetAllStacks(true);
if(!vstd::contains_if(allStacks, [](const CStack *stack) { return stack->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
{
//No stack will be able to move, battle is over.
out.clear();
return;
}
for(auto s : battleGetAllStacks(true))
{
if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move
|| (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds
|| (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue
{
continue;
}
int p = -1; //in which phase this tack will move?
if(turn <= 0 && s->waited()) //consider waiting state only for ongoing round
{
if(vstd::contains(s->state, EBattleStackState::HAD_MORALE))
p = 2;
else
p = 3;
}
else if(s->getCreature()->idNumber == CreatureID::CATAPULT || s->getCreature()->idNumber == CreatureID::ARROW_TOWERS) //catapult and turrets are first
{
p = 0;
}
else
{
p = 1;
}
phase[p].push_back(s);
toMove++;
}
for(int i = 0; i < 4; i++)
boost::sort(phase[i], CMP_stack(i, turn > 0 ? turn : 0));
for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
out.push_back(phase[0][i]);
if(out.size() == howMany)
return;
if(lastMoved == -1)
{
if(active)
{
//FIXME: both branches contain same code!!!
if(out.size() && out.front() == active)
lastMoved = active->attackerOwned;
else
lastMoved = active->attackerOwned;
}
else
{
lastMoved = 0;
}
}
int pi = 1;
while(out.size() < howMany)
{
const CStack *hlp = takeStack(phase[pi]);
if(!hlp)
{
pi++;
if(pi > 3)
{
//if(turn != 2)
battleGetStackQueue(out, howMany, turn + 1, lastMoved);
return;
}
}
else
{
out.push_back(hlp);
}
}
}
void CBattleInfoCallback::battleGetStackCountOutsideHexes(bool *ac) const
{
RETURN_IF_NOT_BATTLE();
auto accessibility = getAccesibility();
for(int i = 0; i < accessibility.size(); i++)
ac[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable) const
{
std::vector<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
if(!stack->position.isValid()) //turrets
return ret;
auto reachability = getReachability(stack);
for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
{
// If obstacles or other stacks makes movement impossible, it can't be helped.
if(!reachability.isReachable(i))
continue;
if(battleTacticDist() && battleGetTacticsSide() == !stack->attackerOwned)
{
//Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
if(!isInTacticRange(i))
continue;
}
else
{
//Not tactics phase -> destination must be reachable and within stack range.
if(reachability.distances[i] > stack->Speed(0, true))
continue;
}
ret.push_back(i);
if(addOccupiable && stack->doubleWide())
{
//If two-hex stack can stand on hex i then obviously it can occupy its second hex from that position
ret.push_back(stack->occupiedHex(i));
}
}
if(attackable)
{
auto meleeAttackable = [&](BattleHex hex) -> bool
{
// Return true if given hex has at least one available neighbour.
// Available hexes are already present in ret vector.
auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
{ return BattleHex::mutualPosition(hex, availableHex) >= 0; });
return availableNeighbor != ret.end();
};
for(const CStack * otherSt : battleAliveStacks(stack->attackerOwned))
{
if(!otherSt->isValidTarget(false))
continue;
std::vector<BattleHex> occupied = otherSt->getHexes();
if(battleCanShoot(stack, otherSt->position))
{
attackable->insert(attackable->end(), occupied.begin(), occupied.end());
continue;
}
for(BattleHex he : occupied)
{
if(meleeAttackable(he))
attackable->push_back(he);
}
}
}
//adding occupiable likely adds duplicates to ret -> clean it up
boost::sort(ret);
ret.erase(boost::unique(ret).end(), ret.end());
return ret;
}
bool CBattleInfoCallback::battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
if(battleTacticDist())
return false;
if (!stack || !target)
return false;
if (stack->owner == target->owner)
return false;
auto &id = stack->getCreature()->idNumber;
if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
return false;
if (!target->alive())
return false;
return true;
}
bool CBattleInfoCallback::battleCanShoot(const CStack * stack, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
if(battleTacticDist()) //no shooting during tactics
return false;
const CStack *dst = battleGetStackByPos(dest);
if(!stack || !dst)
return false;
if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
return false;
if(stack->getCreature()->idNumber == CreatureID::CATAPULT && dst) //catapult cannot attack creatures
return false;
//const CGHeroInstance * stackHero = battleGetOwner(stack);
if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
&& stack->owner != dst->owner
&& dst->alive()
&& (!battleIsStackBlocked(stack) || stack->hasBonusOfType(Bonus::FREE_SHOOTING))
&& stack->shots
)
return true;
return false;
}
TDmgRange CBattleInfoCallback::calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting,
ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const
{
return calculateDmgRange(attacker, defender, attacker->count, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);
}
TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) const
{
auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
{
auto noLimit = Selector::effectRange(Bonus::NO_LIMIT);
auto limitMatches = info.shooting
? Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)
: Selector::effectRange(Bonus::ONLY_MELEE_FIGHT);
//any regular bonuses or just ones for melee/ranged
return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
};
double additiveBonus = 1.0, multBonus = 1.0,
minDmg = info.attackerBonuses->getMinDamage() * info.attackerCount,//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerCount;
const CCreature *attackerType = info.attacker->getCreature(),
*defenderType = info.defender->getCreature();
if(attackerType->idNumber == CreatureID::ARROW_TOWERS)
{
SiegeStuffThatShouldBeMovedToHandlers::retreiveTurretDamageRange(battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
}
if(info.attackerBonuses->hasBonusOfType(Bonus::SIEGE_WEAPON) && attackerType->idNumber != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
{ //minDmg and maxDmg are multiplied by hero attack + 1
auto retreiveHeroPrimSkill = [&](int skill) -> int
{
const Bonus *b = info.attackerBonuses->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
};
minDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
maxDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
}
int attackDefenceDifference = 0;
double multAttackReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::GENERAL_ATTACK_REDUCTION))) / 100.0;
attackDefenceDifference += battleBonusValue (info.attackerBonuses, Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK)) * multAttackReduction;
double multDefenceReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::ENEMY_DEFENCE_REDUCTION))) / 100.0;
attackDefenceDifference -= info.defenderBonuses->Defense() * multDefenceReduction;
if(const Bonus *slayerEffect = info.attackerBonuses->getEffect(SpellID::SLAYER)) //slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
{
std::vector<int> affectedIds;
int spLevel = slayerEffect->val;
for(int g = 0; g < VLC->creh->creatures.size(); ++g)
{
for(const Bonus *b : VLC->creh->creatures[g]->getBonusList())
{
if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
{
affectedIds.push_back(g);
break;
}
}
}
for(auto & affectedId : affectedIds)
{
if(defenderType->idNumber == affectedId)
{
attackDefenceDifference += SpellID(SpellID::SLAYER).toSpell()->getPower(spLevel);
break;
}
}
}
//bonus from attack/defense skills
if(attackDefenceDifference < 0) //decreasing dmg
{
const double dec = std::min(0.025 * (-attackDefenceDifference), 0.7);
multBonus *= 1.0 - dec;
}
else //increasing dmg
{
const double inc = std::min(0.05 * attackDefenceDifference, 4.0);
additiveBonus += inc;
}
//applying jousting bonus
if( info.attackerBonuses->hasBonusOfType(Bonus::JOUSTING) && !info.defenderBonuses->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
additiveBonus += info.chargedFields * 0.05;
//handling secondary abilities and artifacts giving premies to them
if(info.shooting)
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY) / 100.0;
else
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE) / 100.0;
if(info.defenderBonuses)
multBonus *= (std::max(0, 100 - info.defenderBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER))) / 100.0;
//handling hate effect
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::HATE, defenderType->idNumber.toEnum()) / 100.;
//luck bonus
if (info.luckyHit)
{
additiveBonus += 1.0;
}
//unlucky hit, used only if negative luck is enabled
if (info.unluckyHit)
{
additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
}
//ballista double dmg
if(info.ballistaDoubleDamage)
{
additiveBonus += 1.0;
}
if (info.deathBlow) //Dread Knight and many WoGified creatures
{
additiveBonus += 1.0;
}
//handling spell effects
if(!info.shooting) //eg. shield
{
multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0;
}
else if(info.shooting) //eg. air shield
{
multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0;
}
TBonusListPtr curseEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE));
TBonusListPtr blessEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE));
int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo))->additionalInfo : 0;
if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
{
multBonus *= 1.0 - curseMultiplicativePenalty/100;
}
auto isAdvancedAirShield = [](const Bonus *bonus)
{
return bonus->source == Bonus::SPELL_EFFECT
&& bonus->sid == SpellID::AIR_SHIELD
&& bonus->val >= SecSkillLevel::ADVANCED;
};
//wall / distance penalty + advanced air shield
const bool distPenalty = !info.attackerBonuses->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY) && battleHasDistancePenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
const bool obstaclePenalty = battleHasWallPenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
if (info.shooting)
{
if (distPenalty || info.defenderBonuses->hasBonus(isAdvancedAirShield))
{
multBonus *= 0.5;
}
if (obstaclePenalty)
{
multBonus *= 0.5; //cumulative
}
}
if(!info.shooting && info.attackerBonuses->hasBonusOfType(Bonus::SHOOTER) && !info.attackerBonuses->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
{
multBonus *= 0.5;
}
// TODO attack on petrified unit 50%
// psychic elementals versus mind immune units 50%
// blinded unit retaliates
minDmg *= additiveBonus * multBonus;
maxDmg *= additiveBonus * multBonus;
TDmgRange returnedVal;
if(curseEffects->size()) //curse handling (rest)
{
minDmg += curseBlessAdditiveModifier;
returnedVal = std::make_pair(int(minDmg), int(minDmg));
}
else if(blessEffects->size()) //bless handling
{
maxDmg += curseBlessAdditiveModifier;
returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
}
else
{
returnedVal = std::make_pair(int(minDmg), int(maxDmg));
}
//damage cannot be less than 1
vstd::amax(returnedVal.first, 1);
vstd::amax(returnedVal.second, 1);
return returnedVal;
}
TDmgRange CBattleInfoCallback::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount,
bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg ) const
{
BattleAttackInfo bai(attacker, defender, shooting);
bai.attackerCount = attackerCount;
bai.chargedFields = charge;
bai.luckyHit = lucky;
bai.unluckyHit = unlucky;
bai.deathBlow = deathBlow;
bai.ballistaDoubleDamage = ballistaDoubleDmg;
return calculateDmgRange(bai);
}
TDmgRange CBattleInfoCallback::battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg) const
{
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
const bool shooting = battleCanShoot(attacker, defender->position);
const BattleAttackInfo bai(attacker, defender, shooting);
return battleEstimateDamage(bai, retaliationDmg);
}
std::pair<ui32, ui32> CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg /*= nullptr*/) const
{
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
//const bool shooting = battleCanShoot(bai.attacker, bai.defenderPosition); //TODO handle bonus bearer
//const ui8 mySide = !attacker->attackerOwned;
TDmgRange ret = calculateDmgRange(bai);
if(retaliationDmg)
{
if(bai.shooting)
{
retaliationDmg->first = retaliationDmg->second = 0;
}
else
{
ui32 TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
for (int i=0; i<2; ++i)
{
BattleStackAttacked bsa;
bsa.damageAmount = ret.*pairElems[i];
bai.defender->prepareAttacked(bsa, gs->getRandomGenerator(), bai.defenderCount);
auto retaliationAttack = bai.reverse();
retaliationAttack.attackerCount = bsa.newAmount;
retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
}
}
}
return ret;
}
std::shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking /*= true*/) const
{
RETURN_IF_NOT_BATTLE(std::shared_ptr<const CObstacleInstance>());
for(auto &obs : battleGetAllObstacles())
{
if(vstd::contains(obs->getBlockedTiles(), tile)
|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
{
return obs;
}
}
return std::shared_ptr<const CObstacleInstance>();
}
AccessibilityInfo CBattleInfoCallback::getAccesibility() const
{
AccessibilityInfo ret;
ret.fill(EAccessibility::ACCESSIBLE);
//removing accessibility for side columns of hexes
for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
{
ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
}
//gate -> should be before stacks
if(battleGetSiegeLevel() > 0 && battleGetWallState(EWallPart::GATE) != EWallState::DESTROYED)
{
ret[95] = ret[96] = EAccessibility::GATE; //block gate's hexes
}
//tiles occupied by standing stacks
for(auto stack : battleAliveStacks())
{
for(auto hex : stack->getHexes())
if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
ret[hex] = EAccessibility::ALIVE_STACK;
}
//obstacles
for(const auto &obst : battleGetAllObstacles())
{
for(auto hex : obst->getBlockedTiles())
ret[hex] = EAccessibility::OBSTACLE;
}
//walls
if(battleGetSiegeLevel() > 0)
{
static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
for(auto hex : permanentlyLocked)
ret[hex] = EAccessibility::UNAVAILABLE;
//TODO likely duplicated logic
static const std::pair<int, BattleHex> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
{std::make_pair(2, BattleHex(182)), std::make_pair(3, BattleHex(130)),
std::make_pair(4, BattleHex(62)), std::make_pair(5, BattleHex(29))};
for(auto & elem : lockedIfNotDestroyed)
{
if(battleGetWallState(elem.first) != EWallState::DESTROYED)
ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
}
}
return ret;
}
AccessibilityInfo CBattleInfoCallback::getAccesibility(const CStack *stack) const
{
return getAccesibility(stack->getHexes());
}
AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> &accessibleHexes) const
{
auto ret = getAccesibility();
for(auto hex : accessibleHexes)
if(hex.isValid())
ret[hex] = EAccessibility::ACCESSIBLE;
return ret;
}
ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters &params) const
{
ReachabilityInfo ret;
ret.accessibility = accessibility;
ret.params = params;
ret.predecessors.fill(BattleHex::INVALID);
ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
if(!params.startPosition.isValid()) //if got call for arrow turrets
return ret;
const std::set<BattleHex> quicksands = getStoppers(params.perspective);
//const bool twoHexCreature = params.doubleWide;
std::queue<BattleHex> hexq; //bfs queue
//first element
hexq.push(params.startPosition);
ret.distances[params.startPosition] = 0;
while(!hexq.empty()) //bfs loop
{
const BattleHex curHex = hexq.front();
hexq.pop();
//walking stack can't step past the quicksands
//TODO what if second hex of two-hex creature enters quicksand
if(curHex != params.startPosition && vstd::contains(quicksands, curHex))
continue;
const int costToNeighbour = ret.distances[curHex] + 1;
for(BattleHex neighbour : curHex.neighbouringTiles())
{
const bool accessible = accessibility.accessible(neighbour, params.doubleWide, params.attackerOwned);
const int costFoundSoFar = ret.distances[neighbour];
if(accessible && costToNeighbour < costFoundSoFar)
{
hexq.push(neighbour);
ret.distances[neighbour] = costToNeighbour;
ret.predecessors[neighbour] = curHex;
}
}
}
return ret;
}
ReachabilityInfo CBattleInfoCallback::makeBFS(const CStack *stack) const
{
return makeBFS(getAccesibility(stack), ReachabilityInfo::Parameters(stack));
}
std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
{
std::set<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
for(auto &oi : battleGetAllObstacles(whichSidePerspective))
{
if(battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
{
range::copy(oi->getStoppingTile(), vstd::set_inserter(ret));
}
}
return ret;
}
std::pair<const CStack *, BattleHex> CBattleInfoCallback::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
{
auto reachability = getReachability(closest);
auto avHexes = battleGetAvailableHexes(closest, false);
// I hate std::pairs with their undescriptive member names first / second
struct DistStack
{
int distanceToPred;
BattleHex destination;
const CStack *stack;
};
std::vector<DistStack> stackPairs;
std::vector<const CStack *> possibleStacks = battleGetStacksIf([=](const CStack * s)
{
return s != closest && s->alive() && (boost::logic::indeterminate(attackerOwned) || s->attackerOwned == attackerOwned);
}, false);
for(const CStack * st : possibleStacks)
for(BattleHex hex : avHexes)
if(CStack::isMeleeAttackPossible(closest, st, hex))
{
DistStack hlp = {reachability.distances[st->position], hex, st};
stackPairs.push_back(hlp);
}
if (stackPairs.size())
{
auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
auto minimal = boost::min_element(stackPairs, comparator);
return std::make_pair(minimal->stack, minimal->destination);
}
else
return std::make_pair<const CStack * , BattleHex>(nullptr, BattleHex::INVALID);
}
si8 CBattleInfoCallback::battleGetTacticDist() const
{
RETURN_IF_NOT_BATTLE(0);
//TODO get rid of this method
if(battleDoWeKnowAbout(battleGetTacticsSide()))
return battleTacticDist();
return 0;
}
bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
auto side = battleGetTacticsSide();
auto dist = battleGetTacticDist();
return ((!side && dest.getX() > 0 && dest.getX() <= dist)
|| (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
}
ReachabilityInfo CBattleInfoCallback::getReachability(const CStack *stack) const
{
ReachabilityInfo::Parameters params(stack);
if(!battleDoWeKnowAbout(!stack->attackerOwned))
{
//Stack is held by enemy, we can't use his perspective to check for reachability.
// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
params.perspective = battleGetMySide();
}
return getReachability(params);
}
ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters &params) const
{
if(params.flying)
return getFlyingReachability(params);
else
return makeBFS(getAccesibility(params.knownAccessible), params);
}
ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters &params) const
{
ReachabilityInfo ret;
ret.accessibility = getAccesibility(params.knownAccessible);
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
{
if(ret.accessibility.accessible(i, params.doubleWide, params.attackerOwned))
{
ret.predecessors[i] = params.startPosition;
ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
}
}
return ret;
}
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
//TODO: apply rotation to two-hex attackers
bool isAttacker = attacker->attackerOwned;
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);
const int WN = GameConstants::BFIELD_WIDTH;
ui16 hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
//FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
bool reverse = isToReverse (hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
if (reverse)
{
hex = attacker->occupiedHex(hex); //the other hex stack stands on
}
if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
{
boost::copy (attacker->getSurroundingHexes (attackerPos), vstd::set_inserter (at.hostileCreaturePositions));
}
if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
{
std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
for (BattleHex tile : hexes)
{
if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition (tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
{
const CStack * st = battleGetStackByPos(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
at.hostileCreaturePositions.insert(tile);
}
}
}
}
if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition (destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
{
std::vector<BattleHex> hexes; //only one, in fact
int pseudoVector = destinationTile.hex - hex;
switch (pseudoVector)
{
case 1:
case -1:
BattleHex::checkAndPush (destinationTile.hex + pseudoVector, hexes);
break;
case WN: //17 //left-down or right-down
case -WN: //-17 //left-up or right-up
case WN + 1: //18 //right-down
case -WN + 1: //-16 //right-up
BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : -1 ), hexes);
break;
case WN-1: //16 //left-down
case -WN-1: //-18 //left-up
BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : 0), hexes);
break;
}
for (BattleHex tile : hexes)
{
//friendly stacks can also be damaged by Dragon Breath
if (battleGetStackByPos (tile, true))
at.friendlyCreaturePositions.insert (tile);
}
}
return at;
}
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
{
std::set<const CStack*> attackedCres;
RETURN_IF_NOT_BATTLE(attackedCres);
AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
{
const CStack * st = battleGetStackByPos(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
attackedCres.insert(st);
}
}
for (BattleHex tile : at.friendlyCreaturePositions)
{
const CStack * st = battleGetStackByPos(tile, true);
if(st) //friendly stacks can also be damaged by Dragon Breath
{
attackedCres.insert(st);
}
}
return attackedCres;
}
//TODO: this should apply also to mechanics and cursor interface
bool CBattleInfoCallback::isToReverseHlp (BattleHex hexFrom, BattleHex hexTo, bool curDir) const
{
int fromX = hexFrom.getX();
int fromY = hexFrom.getY();
int toX = hexTo.getX();
int toY = hexTo.getY();
if (curDir) // attacker, facing right
{
if (fromX < toX)
return false;
if (fromX > toX)
return true;
if (fromY % 2 == 0 && toY % 2 == 1)
return true;
return false;
}
else // defender, facing left
{
if(fromX < toX)
return true;
if(fromX > toX)
return false;
if (fromY % 2 == 1 && toY % 2 == 0)
return true;
return false;
}
}
//TODO: this should apply also to mechanics and cursor interface
bool CBattleInfoCallback::isToReverse (BattleHex hexFrom, BattleHex hexTo, bool curDir, bool toDoubleWide, bool toDir) const
{
if (hexTo < 0 || hexFrom < 0) //turret
return false;
if (toDoubleWide)
{
if (isToReverseHlp (hexFrom, hexTo, curDir))
{
if (toDir)
return isToReverseHlp (hexFrom, hexTo-1, curDir);
else
return isToReverseHlp (hexFrom, hexTo+1, curDir);
}
return false;
}
else
{
return isToReverseHlp(hexFrom, hexTo, curDir);
}
}
ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= nullptr*/) const
{
ReachabilityInfo::TDistances ret;
ret.fill(-1);
RETURN_IF_NOT_BATTLE(ret);
ReachabilityInfo::Parameters params(stack);
params.perspective = battleGetMySide();
params.startPosition = hex.isValid() ? hex : stack->position;
auto reachability = getReachability(params);
boost::copy(reachability.distances, ret.begin());
if(predecessors)
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
predecessors[i] = reachability.predecessors[i];
return ret;
}
si8 CBattleInfoCallback::battleHasDistancePenalty(const CStack * stack, BattleHex destHex) const
{
return battleHasDistancePenalty(stack, stack->position, destHex);
}
si8 CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
{
RETURN_IF_NOT_BATTLE(false);
if(bonusBearer->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY))
return false;
if(const CStack * dstStack = battleGetStackByPos(destHex, false))
{
//If any hex of target creature is within range, there is no penalty
for(auto hex : dstStack->getHexes())
if(BattleHex::getDistance(shooterPosition, hex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
return false;
//TODO what about two-hex shooters?
}
else
{
if (BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
return false;
}
return true;
}
BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart::EWallPart part) const
{
RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
return WallPartToHex(part);
}
EWallPart::EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
{
RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
return hexToWallPart(hex);
}
bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const
{
RETURN_IF_NOT_BATTLE(false);
return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
wallPart != EWallPart::INVALID;
}
std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
{
std::vector<BattleHex> attackableBattleHexes;
RETURN_IF_NOT_BATTLE(attackableBattleHexes);
for(auto & wallPartPair : wallParts)
{
if(isWallPartPotentiallyAttackable(wallPartPair.second))
{
auto wallState = static_cast<EWallState::EWallState>(battleGetWallState(static_cast<int>(wallPartPair.second)));
if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
{
attackableBattleHexes.push_back(BattleHex(wallPartPair.first));
}
}
}
return attackableBattleHexes;
}
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
if(caster == nullptr)
{
logGlobal->errorStream() << "CBattleInfoCallback::battleCanCastThisSpell: no spellcaster.";
return ESpellCastProblem::INVALID;
}
const PlayerColor player = caster->getOwner();
const ui8 side = playerToSide(player);
if(!battleDoWeKnowAbout(side))
return ESpellCastProblem::INVALID;
ESpellCastProblem::ESpellCastProblem genProblem = battleCanCastSpell(player, mode);
if(genProblem != ESpellCastProblem::OK)
return genProblem;
switch(mode)
{
case ECastingMode::HERO_CASTING:
{
const CGHeroInstance * castingHero = dynamic_cast<const CGHeroInstance *>(caster);//todo: unify hero|creature spell cost
assert(castingHero);
if(!castingHero->canCastThisSpell(spell))
return ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
if(castingHero->mana < battleGetSpellCost(spell, castingHero)) //not enough mana
return ESpellCastProblem::NOT_ENOUGH_MANA;
}
break;
}
if(!spell->combatSpell)
return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
const ESpellCastProblem::ESpellCastProblem specificProblem = spell->canBeCast(this, player);
if(specificProblem != ESpellCastProblem::OK)
return specificProblem;
if(spell->isNegative() || spell->hasEffects())
{
bool allStacksImmune = true;
//we are interested only in enemy stacks when casting offensive spells
//TODO: should hero be able to cast non-smart negative spell if all enemy stacks are immune?
auto stacks = spell->isNegative() ? battleAliveStacks(!side) : battleAliveStacks();
for(auto stack : stacks)
{
if(ESpellCastProblem::OK == spell->isImmuneByStack(caster, stack))
{
allStacksImmune = false;
break;
}
}
if(allStacksImmune)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
if(battleMaxSpellLevel(side) < spell->level) //effect like Recanter's Cloak or Orb of Inhibition
return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
//checking if there exists an appropriate target
switch(spell->getTargetType())
{
case CSpell::CREATURE:
if(mode == ECastingMode::HERO_CASTING)
{
const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell));
bool targetExists = false;
for(const CStack * stack : battleGetAllStacks()) //dead stacks will be immune anyway
{
bool immune = ESpellCastProblem::OK != spell->isImmuneByStack(caster, stack);
bool casterStack = stack->owner == caster->getOwner();
if(!immune)
{
switch (spell->positiveness)
{
case CSpell::POSITIVE:
if(casterStack || !ti.smart)
{
targetExists = true;
break;
}
break;
case CSpell::NEUTRAL:
targetExists = true;
break;
case CSpell::NEGATIVE:
if(!casterStack || !ti.smart)
{
targetExists = true;
break;
}
break;
}
}
}
if(!targetExists)
{
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
}
break;
case CSpell::OBSTACLE:
break;
}
return ESpellCastProblem::OK;
}
std::vector<BattleHex> CBattleInfoCallback::battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const
{
std::vector<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
switch(spell->getTargetType())
{
case CSpell::CREATURE:
{
const CGHeroInstance * caster = battleGetFightingHero(playerToSide(player)); //TODO
const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell));
for(const CStack * stack : battleAliveStacks())
{
bool immune = ESpellCastProblem::OK != spell->isImmuneByStack(caster, stack);
bool casterStack = stack->owner == caster->getOwner();
if(!immune)
switch (spell->positiveness)
{
case CSpell::POSITIVE:
if(casterStack || ti.smart)
ret.push_back(stack->position);
break;
case CSpell::NEUTRAL:
ret.push_back(stack->position);
break;
case CSpell::NEGATIVE:
if(!casterStack || ti.smart)
ret.push_back(stack->position);
break;
}
}
}
break;
default:
logGlobal->errorStream() << "FIXME " << __FUNCTION__ << " doesn't work with target type " << spell->getTargetType();
}
return ret;
}
ui32 CBattleInfoCallback::battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
{
RETURN_IF_NOT_BATTLE(-1);
//TODO should be replaced using bonus system facilities (propagation onto battle node)
ui32 ret = caster->getSpellCost(sp);
//checking for friendly stacks reducing cost of the spell and
//enemy stacks increasing it
si32 manaReduction = 0;
si32 manaIncrease = 0;
for(auto stack : battleAliveStacks())
{
if(stack->owner == caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
{
vstd::amax(manaReduction, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
}
if( stack->owner != caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
{
vstd::amax(manaIncrease, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
}
}
return ret - manaReduction + manaIncrease;
}
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpellHere(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
if(caster == nullptr)
{
logGlobal->errorStream() << "CBattleInfoCallback::battleCanCastThisSpellHere: no spellcaster.";
return ESpellCastProblem::INVALID;
}
const PlayerColor player = caster->getOwner();
ESpellCastProblem::ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell(caster, spell, mode);
if(moreGeneralProblem != ESpellCastProblem::OK)
return moreGeneralProblem;
if(spell->getTargetType() == CSpell::OBSTACLE)
{
if(spell->id == SpellID::REMOVE_OBSTACLE)
{
if(auto obstacle = battleGetObstacleOnPos(dest, false))
{
switch (obstacle->obstacleType)
{
case CObstacleInstance::ABSOLUTE_OBSTACLE: //cliff-like obstacles can't be removed
case CObstacleInstance::MOAT:
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
case CObstacleInstance::USUAL:
return ESpellCastProblem::OK;
// //TODO FIRE_WALL only for ADVANCED level casters
// case CObstacleInstance::FIRE_WALL:
// return
// //TODO other magic obstacles for EXPERT
// case CObstacleInstance::QUICKSAND:
// case CObstacleInstance::LAND_MINE:
// case CObstacleInstance::FORCE_FIELD:
// return
default:
// assert(0);
return ESpellCastProblem::OK;
}
}
}
//isObstacleOnTile(dest)
//
//
//TODO
//assert that it's remove obstacle
//rules whether we can remove spell-created obstacle
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
//get dead stack if we cast resurrection or animate dead
const CStack *deadStack = getStackIf([dest](const CStack *s) { return !s->alive() && s->coversPos(dest); });
const CStack *aliveStack = getStackIf([dest](const CStack *s) { return s->alive() && s->coversPos(dest);});
if(spell->isRisingSpell())
{
if(!deadStack && !aliveStack)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(deadStack && deadStack->owner != player) //you can resurrect only your own stacks //FIXME: it includes alive stacks as well
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
else if(spell->getTargetType() == CSpell::CREATURE)
{
if(!aliveStack)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(spell->isNegative() && aliveStack->owner == player)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(spell->isPositive() && aliveStack->owner != player)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
return spell->isImmuneAt(this, caster, mode, dest);
}
const CStack * CBattleInfoCallback::getStackIf(std::function<bool(const CStack*)> pred) const
{
RETURN_IF_NOT_BATTLE(nullptr);
auto stacks = battleGetAllStacks();
auto stackItr = range::find_if(stacks, pred);
return stackItr == stacks.end()
? nullptr
: *stackItr;
}
bool CBattleInfoCallback::battleIsStackBlocked(const CStack * stack) const
{
RETURN_IF_NOT_BATTLE(false);
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
return false;
for(const CStack * s : batteAdjacentCreatures(stack))
{
if (s->owner != stack->owner) //blocked by enemy stack
return true;
}
return false;
}
std::set<const CStack*> CBattleInfoCallback:: batteAdjacentCreatures(const CStack * stack) const
{
std::set<const CStack*> stacks;
RETURN_IF_NOT_BATTLE(stacks);
for (BattleHex hex : stack->getSurroundingHexes())
if(const CStack *neighbour = battleGetStackByPos(hex, true))
stacks.insert(neighbour);
return stacks;
}
SpellID CBattleInfoCallback::getRandomBeneficialSpell(const CStack * subject) const
{
RETURN_IF_NOT_BATTLE(SpellID::NONE);
//This is complete list. No spells from mods.
//todo: this should be Spellbook of caster Stack
static const std::set<SpellID> allPossibleSpells =
{
SpellID::AIR_SHIELD,
SpellID::ANTI_MAGIC,
SpellID::BLESS,
SpellID::BLOODLUST,
SpellID::COUNTERSTRIKE,
SpellID::CURE,
SpellID::FIRE_SHIELD,
SpellID::FORTUNE,
SpellID::HASTE,
SpellID::MAGIC_MIRROR,
SpellID::MIRTH,
SpellID::PRAYER,
SpellID::PRECISION,
SpellID::PROTECTION_FROM_AIR,
SpellID::PROTECTION_FROM_EARTH,
SpellID::PROTECTION_FROM_FIRE,
SpellID::PROTECTION_FROM_WATER,
SpellID::SHIELD,
SpellID::SLAYER,
SpellID::STONE_SKIN
};
std::vector<SpellID> beneficialSpells;
auto getAliveEnemy = [=](const std::function<bool(const CStack * )> & pred)
{
return getStackIf([=](const CStack * stack)
{
return pred(stack) && stack->owner != subject->owner && stack->alive();
});
};
for(const SpellID spellID : allPossibleSpells)
{
if (subject->hasBonusFrom(Bonus::SPELL_EFFECT, spellID)
//TODO: this ability has special limitations
|| battleCanCastThisSpellHere(subject, spellID.toSpell(), ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
continue;
switch (spellID)
{
case SpellID::SHIELD:
case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
{
auto walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
{
return !stack->shots;
});
if (!walker)
continue;
}
break;
case SpellID::AIR_SHIELD: //only against active shooters
{
auto shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
{
return stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots;
});
if (!shooter)
continue;
}
break;
case SpellID::ANTI_MAGIC:
case SpellID::MAGIC_MIRROR:
case SpellID::PROTECTION_FROM_AIR:
case SpellID::PROTECTION_FROM_EARTH:
case SpellID::PROTECTION_FROM_FIRE:
case SpellID::PROTECTION_FROM_WATER:
{
const ui8 enemySide = (ui8)subject->attackerOwned;
//todo: only if enemy has spellbook
if (!battleHasHero(enemySide)) //only if there is enemy hero
continue;
}
break;
case SpellID::CURE: //only damaged units
{
//do not cast on affected by debuffs
if (subject->firstHPleft >= subject->MaxHealth())
continue;
}
break;
case SpellID::BLOODLUST:
{
if (subject->shots) //if can shoot - only if enemy uits are adjacent
continue;
}
break;
case SpellID::PRECISION:
{
if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))
continue;
}
break;
case SpellID::SLAYER://only if monsters are present
{
auto kingMonster = getAliveEnemy([&](const CStack *stack) -> bool //look for enemy, non-shooting stack
{
const auto isKing = Selector::type(Bonus::KING1)
.Or(Selector::type(Bonus::KING2))
.Or(Selector::type(Bonus::KING3));
return stack->hasBonus(isKing);
});
if (!kingMonster)
continue;
}
break;
}
beneficialSpells.push_back(spellID);
}
if(!beneficialSpells.empty())
{
return *RandomGeneratorUtil::nextItem(beneficialSpells, gs->getRandomGenerator());
}
else
{
return SpellID::NONE;
}
}
SpellID CBattleInfoCallback::getRandomCastedSpell(const CStack * caster) const
{
RETURN_IF_NOT_BATTLE(SpellID::NONE);
TBonusListPtr bl = caster->getBonuses(Selector::type(Bonus::SPELLCASTER));
if (!bl->size())
return SpellID::NONE;
int totalWeight = 0;
for(Bonus * b : *bl)
{
totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1
}
int randomPos = gs->getRandomGenerator().nextInt(totalWeight - 1);
for(Bonus * b : *bl)
{
randomPos -= std::max(b->additionalInfo, 1);
if(randomPos < 0)
{
return SpellID(b->subtype);
}
}
return SpellID::NONE;
}
int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
{
RETURN_IF_NOT_BATTLE(-3);
if(!battleCanSurrender(Player))
return -1;
int ret = 0;
double discount = 0;
for(const CStack *s : battleAliveStacks(playerToSide(Player)))
if(s->base) //we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
ret += s->getCreature()->cost[Res::GOLD] * s->count;
if(const CGHeroInstance *h = battleGetFightingHero(playerToSide(Player)))
discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
ret *= (100.0 - discount) / 100.0;
vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
return ret;
}
si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
{
const IBonusBearer *node = nullptr;
if(const CGHeroInstance * h = battleGetFightingHero(side))
node = h;
else
node = getBattleNode();
if(!node)
return GameConstants::SPELL_LEVELS;
//We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
auto b = node->getBonuses(Selector::type(Bonus::BLOCK_MAGIC_ABOVE));
if(b->size())
return b->totalValue();
return GameConstants::SPELL_LEVELS;
}
boost::optional<int> CBattleInfoCallback::battleIsFinished() const
{
auto stacks = battleGetAllStacks();
//checking winning condition
bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
hasStack[0] = hasStack[1] = false;
for(auto & stack : stacks)
{
if(stack->alive() && !stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
{
hasStack[1-stack->attackerOwned] = true;
}
}
if(!hasStack[0] && !hasStack[1])
return 2;
if(!hasStack[1])
return 0;
if(!hasStack[0])
return 1;
return boost::none;
}
bool AccessibilityInfo::accessible(BattleHex tile, const CStack *stack) const
{
return accessible(tile, stack->doubleWide(), stack->attackerOwned);
}
bool AccessibilityInfo::accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const
{
// All hexes that stack would cover if standing on tile have to be accessible.
for(auto hex : CStack::getHexes(tile, doubleWide, attackerOwned))
{
// If the hex is out of range then the tile isn't accessible
if(!hex.isValid())
return false;
// If we're no defender which step on gate and the hex isn't accessible, then the tile
// isn't accessible
else if(at(hex) != EAccessibility::ACCESSIBLE &&
!(at(hex) == EAccessibility::GATE && !attackerOwned))
return false;
}
return true;
}
bool AccessibilityInfo::occupiable(const CStack *stack, BattleHex tile) const
{
//obviously, we can occupy tile by standing on it
if(accessible(tile, stack))
return true;
if(stack->doubleWide())
{
//Check the tile next to -> if stack stands there, it'll also occupy considered hex
const BattleHex anotherTile = tile + (stack->attackerOwned ? BattleHex::RIGHT : BattleHex::LEFT);
if(accessible(anotherTile, stack))
return true;
}
return false;
}
ReachabilityInfo::Parameters::Parameters()
{
stack = nullptr;
perspective = BattlePerspective::ALL_KNOWING;
attackerOwned = doubleWide = flying = false;
}
ReachabilityInfo::Parameters::Parameters(const CStack *Stack)
{
stack = Stack;
perspective = (BattlePerspective::BattlePerspective)(!Stack->attackerOwned);
startPosition = Stack->position;
doubleWide = stack->doubleWide();
attackerOwned = stack->attackerOwned;
flying = stack->hasBonusOfType(Bonus::FLYING);
knownAccessible = stack->getHexes();
}
ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCastThisSpell(const CSpell * spell) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
ASSERT_IF_CALLED_WITH_PLAYER
const ISpellCaster * hero = battleGetMyHero();
if(hero == nullptr)
return ESpellCastProblem::INVALID;
else
return CBattleInfoCallback::battleCanCastThisSpell(hero, spell, ECastingMode::HERO_CASTING);
}
bool CPlayerBattleCallback::battleCanFlee() const
{
RETURN_IF_NOT_BATTLE(false);
ASSERT_IF_CALLED_WITH_PLAYER
return CBattleInfoEssentials::battleCanFlee(*player);
}
TStacks CPlayerBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/) const
{
if(whose != MINE_AND_ENEMY)
{
ASSERT_IF_CALLED_WITH_PLAYER
}
return battleGetStacksIf([=](const CStack * s){
const bool ownerMatches = (whose == MINE_AND_ENEMY)
|| (whose == ONLY_MINE && s->owner == player)
|| (whose == ONLY_ENEMY && s->owner != player);
const bool alivenessMatches = s->alive() || !onlyAlive;
return ownerMatches && alivenessMatches;
});
}
int CPlayerBattleCallback::battleGetSurrenderCost() const
{
RETURN_IF_NOT_BATTLE(-3)
ASSERT_IF_CALLED_WITH_PLAYER
return CBattleInfoCallback::battleGetSurrenderCost(*player);
}
bool CPlayerBattleCallback::battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem /*= nullptr*/) const
{
RETURN_IF_NOT_BATTLE(false);
ASSERT_IF_CALLED_WITH_PLAYER
auto problem = CBattleInfoCallback::battleCanCastSpell(*player, ECastingMode::HERO_CASTING);
if(outProblem)
*outProblem = problem;
return problem == ESpellCastProblem::OK;
}
const CGHeroInstance * CPlayerBattleCallback::battleGetMyHero() const
{
return CBattleInfoEssentials::battleGetFightingHero(battleGetMySide());
}
InfoAboutHero CPlayerBattleCallback::battleGetEnemyHero() const
{
return battleGetHeroInfo(!battleGetMySide());
}
BattleAttackInfo::BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting)
{
attacker = Attacker;
defender = Defender;
attackerBonuses = Attacker;
defenderBonuses = Defender;
attackerPosition = Attacker->position;
defenderPosition = Defender->position;
attackerCount = Attacker->count;
defenderCount = Defender->count;
shooting = Shooting;
chargedFields = 0;
luckyHit = false;
unluckyHit = false;
deathBlow = false;
ballistaDoubleDamage = false;
}
BattleAttackInfo BattleAttackInfo::reverse() const
{
BattleAttackInfo ret = *this;
std::swap(ret.attacker, ret.defender);
std::swap(ret.attackerBonuses, ret.defenderBonuses);
std::swap(ret.attackerPosition, ret.defenderPosition);
std::swap(ret.attackerCount, ret.defenderCount);
ret.shooting = false;
ret.chargedFields = 0;
ret.luckyHit = ret.ballistaDoubleDamage = ret.deathBlow = false;
return ret;
}