mirror of
https://github.com/vcmi/vcmi.git
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36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
1973 lines
58 KiB
C++
1973 lines
58 KiB
C++
/*
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* CBattleInfoCallback.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CBattleInfoCallback.h"
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#include <vcmi/scripting/Service.h>
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#include <vstd/RNG.h>
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#include "../CStack.h"
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#include "BattleInfo.h"
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#include "CObstacleInstance.h"
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#include "DamageCalculator.h"
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#include "PossiblePlayerBattleAction.h"
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#include "../entities/building/TownFortifications.h"
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#include "../spells/ObstacleCasterProxy.h"
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#include "../spells/ISpellMechanics.h"
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#include "../spells/Problem.h"
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#include "../spells/CSpellHandler.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../networkPacks/PacksForClientBattle.h"
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#include "../BattleFieldHandler.h"
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#include "../Rect.h"
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VCMI_LIB_NAMESPACE_BEGIN
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namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
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{
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static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
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{
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static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 96, 112, 130, 147, 165, 182};
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return lineToHex[line];
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}
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static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
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{
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const int wallInStackLine = lineToWallHex(pos1.getY());
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const int wallInDestLine = lineToWallHex(pos2.getY());
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const bool stackLeft = pos1 < wallInStackLine;
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const bool destLeft = pos2 < wallInDestLine;
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return stackLeft == destLeft;
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}
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static bool isInsideWalls(BattleHex pos)
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{
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const int wallInStackLine = lineToWallHex(pos.getY());
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return wallInStackLine < pos;
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}
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// parts of wall
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static const std::pair<int, EWallPart> wallParts[] =
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{
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std::make_pair(50, EWallPart::KEEP),
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std::make_pair(183, EWallPart::BOTTOM_TOWER),
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std::make_pair(182, EWallPart::BOTTOM_WALL),
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std::make_pair(130, EWallPart::BELOW_GATE),
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std::make_pair(78, EWallPart::OVER_GATE),
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std::make_pair(29, EWallPart::UPPER_WALL),
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std::make_pair(12, EWallPart::UPPER_TOWER),
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std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
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std::make_pair(96, EWallPart::GATE),
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std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
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};
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static EWallPart hexToWallPart(BattleHex hex)
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{
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for(const auto & elem : wallParts)
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{
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if(elem.first == hex)
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return elem.second;
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}
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return EWallPart::INVALID; //not found!
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}
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static BattleHex WallPartToHex(EWallPart part)
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{
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for(const auto & elem : wallParts)
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{
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if(elem.second == part)
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return elem.first;
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}
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return BattleHex::INVALID; //not found!
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}
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}
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using namespace SiegeStuffThatShouldBeMovedToHandlers;
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ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const
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{
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RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
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if(caster == nullptr)
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{
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logGlobal->error("CBattleInfoCallback::battleCanCastSpell: no spellcaster.");
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return ESpellCastProblem::INVALID;
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}
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const PlayerColor player = caster->getCasterOwner();
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const auto side = playerToSide(player);
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if(side == BattleSide::NONE)
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return ESpellCastProblem::INVALID;
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if(!battleDoWeKnowAbout(side))
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{
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logGlobal->warn("You can't check if enemy can cast given spell!");
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return ESpellCastProblem::INVALID;
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}
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if(battleTacticDist())
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return ESpellCastProblem::ONGOING_TACTIC_PHASE;
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switch(mode)
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{
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case spells::Mode::HERO:
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{
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if(battleCastSpells(side) > 0)
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return ESpellCastProblem::CASTS_PER_TURN_LIMIT;
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const auto * hero = dynamic_cast<const CGHeroInstance *>(caster);
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if(!hero)
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return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
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if(hero->hasBonusOfType(BonusType::BLOCK_ALL_MAGIC))
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return ESpellCastProblem::MAGIC_IS_BLOCKED;
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if(!hero->hasSpellbook())
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return ESpellCastProblem::NO_SPELLBOOK;
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}
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break;
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default:
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break;
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}
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return ESpellCastProblem::OK;
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}
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std::pair< std::vector<BattleHex>, int > CBattleInfoCallback::getPath(BattleHex start, BattleHex dest, const battle::Unit * stack) const
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{
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auto reachability = getReachability(stack);
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if(reachability.predecessors[dest] == -1) //cannot reach destination
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{
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return std::make_pair(std::vector<BattleHex>(), 0);
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}
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//making the Path
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std::vector<BattleHex> path;
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BattleHex curElem = dest;
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while(curElem != start)
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{
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path.push_back(curElem);
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curElem = reachability.predecessors[curElem];
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}
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return std::make_pair(path, reachability.distances[dest]);
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}
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bool CBattleInfoCallback::battleIsInsideWalls(BattleHex from) const
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{
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return isInsideWalls(from);
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}
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bool CBattleInfoCallback::battleHasPenaltyOnLine(BattleHex from, BattleHex dest, bool checkWall, bool checkMoat) const
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{
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if (!from.isAvailable() || !dest.isAvailable())
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throw std::runtime_error("Invalid hex (" + std::to_string(from.hex) + " and " + std::to_string(dest.hex) + ") received in battleHasPenaltyOnLine!" );
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auto isTileBlocked = [&](BattleHex tile)
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{
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EWallPart wallPart = battleHexToWallPart(tile);
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if (wallPart == EWallPart::INVALID)
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return false; // there is no wall here
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if (wallPart == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
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return false; // does not blocks ranged attacks
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if (wallPart == EWallPart::INDESTRUCTIBLE_PART)
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return true; // always blocks ranged attacks
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return isWallPartAttackable(wallPart);
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};
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// Count wall penalty requirement by shortest path, not by arbitrary line, to avoid various OH3 bugs
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auto getShortestPath = [](BattleHex from, BattleHex dest) -> std::vector<BattleHex>
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{
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//Out early
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if(from == dest)
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return {};
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std::vector<BattleHex> ret;
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auto next = from;
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//Not a real direction, only to indicate to which side we should search closest tile
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auto direction = from.getX() > dest.getX() ? BattleSide::DEFENDER : BattleSide::ATTACKER;
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while (next != dest)
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{
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auto tiles = next.neighbouringTiles();
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std::set<BattleHex> possibilities = {tiles.begin(), tiles.end()};
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next = BattleHex::getClosestTile(direction, dest, possibilities);
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ret.push_back(next);
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}
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assert(!ret.empty());
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ret.pop_back(); //Remove destination hex
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return ret;
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};
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RETURN_IF_NOT_BATTLE(false);
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auto checkNeeded = !sameSideOfWall(from, dest);
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bool pathHasWall = false;
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bool pathHasMoat = false;
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for(const auto & hex : getShortestPath(from, dest))
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{
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pathHasWall |= isTileBlocked(hex);
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if(!checkMoat)
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continue;
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auto obstacles = battleGetAllObstaclesOnPos(hex, false);
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if(hex != BattleHex::GATE_BRIDGE || (battleIsGatePassable()))
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for(const auto & obst : obstacles)
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if(obst->obstacleType == CObstacleInstance::MOAT)
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pathHasMoat |= true;
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}
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return checkNeeded && ( (checkWall && pathHasWall) || (checkMoat && pathHasMoat) );
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}
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bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
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{
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RETURN_IF_NOT_BATTLE(false);
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if(battleGetFortifications().wallsHealth == 0)
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return false;
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const std::string cachingStrNoWallPenalty = "type_NO_WALL_PENALTY";
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static const auto selectorNoWallPenalty = Selector::type()(BonusType::NO_WALL_PENALTY);
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if(shooter->hasBonus(selectorNoWallPenalty, cachingStrNoWallPenalty))
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return false;
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const auto shooterOutsideWalls = shooterPosition < lineToWallHex(shooterPosition.getY());
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return shooterOutsideWalls && battleHasPenaltyOnLine(shooterPosition, destHex, true, false);
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}
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std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data)
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{
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RETURN_IF_NOT_BATTLE(std::vector<PossiblePlayerBattleAction>());
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std::vector<PossiblePlayerBattleAction> allowedActionList;
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if(data.tacticsMode) //would "if(battleGetTacticDist() > 0)" work?
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{
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allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_TACTICS);
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allowedActionList.push_back(PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK);
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}
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else
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{
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if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
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{
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if(stack->hasBonusOfType(BonusType::SPELLCASTER))
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{
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for(const auto & spellID : data.creatureSpellsToCast)
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{
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const CSpell *spell = spellID.toSpell();
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PossiblePlayerBattleAction act = getCasterAction(spell, stack, spells::Mode::CREATURE_ACTIVE);
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allowedActionList.push_back(act);
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}
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}
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if(stack->hasBonusOfType(BonusType::RANDOM_SPELLCASTER))
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allowedActionList.push_back(PossiblePlayerBattleAction::RANDOM_GENIE_SPELL);
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}
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if(stack->canShoot())
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allowedActionList.push_back(PossiblePlayerBattleAction::SHOOT);
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if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE))
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allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK_AND_RETURN);
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allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK); //all active stacks can attack
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allowedActionList.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
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if(stack->canMove() && stack->getMovementRange(0)) //probably no reason to try move war machines or bound stacks
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allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_STACK);
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const auto * siegedTown = battleGetDefendedTown();
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if(siegedTown && siegedTown->fortificationsLevel().wallsHealth > 0 && stack->hasBonusOfType(BonusType::CATAPULT)) //TODO: check shots
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allowedActionList.push_back(PossiblePlayerBattleAction::CATAPULT);
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if(stack->hasBonusOfType(BonusType::HEALER))
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allowedActionList.push_back(PossiblePlayerBattleAction::HEAL);
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}
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return allowedActionList;
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}
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PossiblePlayerBattleAction CBattleInfoCallback::getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const
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{
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RETURN_IF_NOT_BATTLE(PossiblePlayerBattleAction::INVALID);
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auto spellSelMode = PossiblePlayerBattleAction::ANY_LOCATION;
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const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode);
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if(ti.massive || ti.type == spells::AimType::NO_TARGET)
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spellSelMode = PossiblePlayerBattleAction::NO_LOCATION;
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else if(ti.type == spells::AimType::LOCATION && ti.clearAffected)
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spellSelMode = PossiblePlayerBattleAction::FREE_LOCATION;
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else if(ti.type == spells::AimType::CREATURE)
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spellSelMode = PossiblePlayerBattleAction::AIMED_SPELL_CREATURE;
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else if(ti.type == spells::AimType::OBSTACLE)
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spellSelMode = PossiblePlayerBattleAction::OBSTACLE;
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return PossiblePlayerBattleAction(spellSelMode, spell->id);
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}
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std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
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{
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std::set<BattleHex> attackedHexes;
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RETURN_IF_NOT_BATTLE(attackedHexes);
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AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
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for (BattleHex tile : at.hostileCreaturePositions)
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{
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const auto * st = battleGetUnitByPos(tile, true);
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if(st && st->unitOwner() != attacker->unitOwner()) //only hostile stacks - does it work well with Berserk?
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{
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attackedHexes.insert(tile);
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}
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}
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for (BattleHex tile : at.friendlyCreaturePositions)
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{
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if(battleGetUnitByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
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{
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attackedHexes.insert(tile);
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}
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}
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return attackedHexes;
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}
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const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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for(const auto * s : battleGetAllStacks(true))
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if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
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return s;
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return nullptr;
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}
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const battle::Unit * CBattleInfoCallback::battleGetUnitByPos(BattleHex pos, bool onlyAlive) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
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{
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return !unit->isGhost()
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&& unit->coversPos(pos)
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&& (!onlyAlive || unit->alive());
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});
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if(!ret.empty())
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return ret.front();
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else
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return nullptr;
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}
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battle::Units CBattleInfoCallback::battleAliveUnits() const
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{
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return battleGetUnitsIf([](const battle::Unit * unit)
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{
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return unit->isValidTarget(false);
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});
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}
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battle::Units CBattleInfoCallback::battleAliveUnits(BattleSide side) const
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{
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return battleGetUnitsIf([=](const battle::Unit * unit)
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{
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return unit->isValidTarget(false) && unit->unitSide() == side;
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});
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}
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using namespace battle;
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//T is battle::Unit descendant
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template <typename T>
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const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, BattleSide & sideThatLastMoved, int phase)
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{
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const T * returnedUnit = nullptr;
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size_t currentUnitIndex = 0;
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for(size_t i = 0; i < allUnits.size(); i++)
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{
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int32_t currentUnitInitiative = -1;
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int32_t returnedUnitInitiative = -1;
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if(returnedUnit)
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returnedUnitInitiative = returnedUnit->getInitiative(turn);
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if(!allUnits[i])
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continue;
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auto currentUnit = allUnits[i];
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currentUnitInitiative = currentUnit->getInitiative(turn);
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switch(phase)
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{
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case BattlePhases::NORMAL: // Faster first, attacker priority, higher slot first
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if(returnedUnit == nullptr || currentUnitInitiative > returnedUnitInitiative)
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{
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returnedUnit = currentUnit;
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currentUnitIndex = i;
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}
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else if(currentUnitInitiative == returnedUnitInitiative)
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{
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if(sideThatLastMoved == BattleSide::NONE && turn <= 0 && currentUnit->unitSide() == BattleSide::ATTACKER
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&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Turn 0 attacker priority
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{
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returnedUnit = currentUnit;
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currentUnitIndex = i;
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}
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else if(sideThatLastMoved != BattleSide::NONE && currentUnit->unitSide() != sideThatLastMoved
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&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
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{
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returnedUnit = currentUnit;
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currentUnitIndex = i;
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}
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}
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break;
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case BattlePhases::WAIT_MORALE: // Slower first, higher slot first
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case BattlePhases::WAIT:
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if(returnedUnit == nullptr || currentUnitInitiative < returnedUnitInitiative)
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{
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returnedUnit = currentUnit;
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currentUnitIndex = i;
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}
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else if(currentUnitInitiative == returnedUnitInitiative && sideThatLastMoved != BattleSide::NONE && currentUnit->unitSide() != sideThatLastMoved
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&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
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{
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returnedUnit = currentUnit;
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currentUnitIndex = i;
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}
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break;
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default:
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break;
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}
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}
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if(!returnedUnit)
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return nullptr;
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allUnits[currentUnitIndex] = nullptr;
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return returnedUnit;
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}
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void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns, const size_t maxUnits, const int maxTurns, const int turn, BattleSide sideThatLastMoved) const
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{
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RETURN_IF_NOT_BATTLE();
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if(maxUnits == 0 && maxTurns == 0)
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{
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logGlobal->error("Attempt to get infinite battle queue");
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return;
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}
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auto actualTurn = turn > 0 ? turn : 0;
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auto turnsIsFull = [&]() -> bool
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{
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if(maxUnits == 0)
|
|
return false;//no limit
|
|
|
|
size_t turnsSize = 0;
|
|
for(const auto & oneTurn : turns)
|
|
turnsSize += oneTurn.size();
|
|
return turnsSize >= maxUnits;
|
|
};
|
|
|
|
turns.emplace_back();
|
|
|
|
// We'll split creatures with remaining movement to 4 buckets (SIEGE, NORMAL, WAIT_MORALE, WAIT)
|
|
std::array<battle::Units, BattlePhases::NUMBER_OF_PHASES> phases; // Access using BattlePhases enum
|
|
|
|
const battle::Unit * activeUnit = battleActiveUnit();
|
|
|
|
if(activeUnit)
|
|
{
|
|
//its first turn and active unit hasn't taken any action yet - must be placed at the beginning of queue, no matter what
|
|
if(turn == 0 && activeUnit->willMove())
|
|
{
|
|
turns.back().push_back(activeUnit);
|
|
if(turnsIsFull())
|
|
return;
|
|
}
|
|
|
|
//its first or current turn, turn priority for active stack side
|
|
//TODO: what if active stack mind-controlled?
|
|
if(turn <= 0 && sideThatLastMoved == BattleSide::NONE)
|
|
sideThatLastMoved = activeUnit->unitSide();
|
|
}
|
|
|
|
auto allUnits = battleGetUnitsIf([](const battle::Unit * unit)
|
|
{
|
|
return !unit->isGhost();
|
|
});
|
|
|
|
// If no unit will be EVER! able to move, battle is over.
|
|
if(!vstd::contains_if(allUnits, [](const battle::Unit * unit) { return unit->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
|
|
{
|
|
turns.clear();
|
|
return;
|
|
}
|
|
|
|
for(const auto * unit : allUnits)
|
|
{
|
|
if((actualTurn == 0 && !unit->willMove()) //we are considering current round and unit won't move
|
|
|| (actualTurn > 0 && !unit->canMove(turn)) //unit won't be able to move in later rounds
|
|
|| (actualTurn == 0 && unit == activeUnit && !turns.at(0).empty() && unit == turns.front().front())) //it's active unit already added at the beginning of queue
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int unitPhase = unit->battleQueuePhase(turn);
|
|
|
|
phases[unitPhase].push_back(unit);
|
|
}
|
|
|
|
boost::sort(phases[BattlePhases::SIEGE], CMP_stack(BattlePhases::SIEGE, actualTurn, sideThatLastMoved));
|
|
std::copy(phases[BattlePhases::SIEGE].begin(), phases[BattlePhases::SIEGE].end(), std::back_inserter(turns.back()));
|
|
|
|
if(turnsIsFull())
|
|
return;
|
|
|
|
for(uint8_t phase = BattlePhases::NORMAL; phase < BattlePhases::NUMBER_OF_PHASES; phase++)
|
|
boost::sort(phases[phase], CMP_stack(phase, actualTurn, sideThatLastMoved));
|
|
|
|
uint8_t phase = BattlePhases::NORMAL;
|
|
while(!turnsIsFull() && phase < BattlePhases::NUMBER_OF_PHASES)
|
|
{
|
|
const battle::Unit * currentUnit = nullptr;
|
|
if(phases[phase].empty())
|
|
phase++;
|
|
else
|
|
{
|
|
currentUnit = takeOneUnit(phases[phase], actualTurn, sideThatLastMoved, phase);
|
|
if(!currentUnit)
|
|
{
|
|
phase++;
|
|
}
|
|
else
|
|
{
|
|
turns.back().push_back(currentUnit);
|
|
sideThatLastMoved = currentUnit->unitSide();
|
|
}
|
|
}
|
|
}
|
|
|
|
if(sideThatLastMoved == BattleSide::NONE)
|
|
sideThatLastMoved = BattleSide::ATTACKER;
|
|
|
|
if(!turnsIsFull() && (maxTurns == 0 || turns.size() < maxTurns))
|
|
battleGetTurnOrder(turns, maxUnits, maxTurns, actualTurn + 1, sideThatLastMoved);
|
|
}
|
|
|
|
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool obtainMovementRange) const
|
|
{
|
|
|
|
RETURN_IF_NOT_BATTLE(std::vector<BattleHex>());
|
|
if(!unit->getPosition().isValid()) //turrets
|
|
return std::vector<BattleHex>();
|
|
|
|
auto reachability = getReachability(unit);
|
|
|
|
return battleGetAvailableHexes(reachability, unit, obtainMovementRange);
|
|
}
|
|
|
|
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool obtainMovementRange) const
|
|
{
|
|
std::vector<BattleHex> ret;
|
|
|
|
RETURN_IF_NOT_BATTLE(ret);
|
|
if(!unit->getPosition().isValid()) //turrets
|
|
return ret;
|
|
|
|
auto unitSpeed = unit->getMovementRange(0);
|
|
|
|
const bool tacticsPhase = battleTacticDist() && battleGetTacticsSide() == unit->unitSide();
|
|
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
|
|
{
|
|
// If obstacles or other stacks makes movement impossible, it can't be helped.
|
|
if(!cache.isReachable(i))
|
|
continue;
|
|
|
|
if(tacticsPhase && !obtainMovementRange) // if obtainMovementRange requested do not return tactics range
|
|
{
|
|
// Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
|
|
if(!isInTacticRange(i))
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// Not tactics phase -> destination must be reachable and within unit range.
|
|
if(cache.distances[i] > static_cast<int>(unitSpeed))
|
|
continue;
|
|
}
|
|
|
|
ret.emplace_back(i);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool obtainMovementRange, bool addOccupiable, std::vector<BattleHex> * attackable) const
|
|
{
|
|
std::vector<BattleHex> ret = battleGetAvailableHexes(unit, obtainMovementRange);
|
|
|
|
if(ret.empty())
|
|
return ret;
|
|
|
|
if(addOccupiable && unit->doubleWide())
|
|
{
|
|
std::vector<BattleHex> occupiable;
|
|
|
|
occupiable.reserve(ret.size());
|
|
for(auto hex : ret)
|
|
occupiable.push_back(unit->occupiedHex(hex));
|
|
|
|
vstd::concatenate(ret, occupiable);
|
|
}
|
|
|
|
|
|
if(attackable)
|
|
{
|
|
auto meleeAttackable = [&](BattleHex hex) -> bool
|
|
{
|
|
// Return true if given hex has at least one available neighbour.
|
|
// Available hexes are already present in ret vector.
|
|
auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
|
|
{
|
|
return BattleHex::mutualPosition(hex, availableHex) >= 0;
|
|
});
|
|
return availableNeighbor != ret.end();
|
|
};
|
|
for(const auto * otherSt : battleAliveUnits(otherSide(unit->unitSide())))
|
|
{
|
|
if(!otherSt->isValidTarget(false))
|
|
continue;
|
|
|
|
std::vector<BattleHex> occupied = otherSt->getHexes();
|
|
|
|
if(battleCanShoot(unit, otherSt->getPosition()))
|
|
{
|
|
attackable->insert(attackable->end(), occupied.begin(), occupied.end());
|
|
continue;
|
|
}
|
|
|
|
for(BattleHex he : occupied)
|
|
{
|
|
if(meleeAttackable(he))
|
|
attackable->push_back(he);
|
|
}
|
|
}
|
|
}
|
|
|
|
//adding occupiable likely adds duplicates to ret -> clean it up
|
|
boost::sort(ret);
|
|
ret.erase(boost::unique(ret).end(), ret.end());
|
|
return ret;
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleCanAttack(const battle::Unit * stack, const battle::Unit * target, BattleHex dest) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
if(battleTacticDist())
|
|
return false;
|
|
|
|
if (!stack || !target)
|
|
return false;
|
|
|
|
if(!battleMatchOwner(stack, target))
|
|
return false;
|
|
|
|
auto id = stack->unitType()->getId();
|
|
if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
|
|
return false;
|
|
|
|
return target->alive();
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
if(battleTacticDist()) //no shooting during tactics
|
|
return false;
|
|
|
|
if (!attacker)
|
|
return false;
|
|
if (attacker->creatureIndex() == CreatureID::CATAPULT) //catapult cannot attack creatures
|
|
return false;
|
|
|
|
//forgetfulness
|
|
TConstBonusListPtr forgetfulList = attacker->getBonuses(Selector::type()(BonusType::FORGETFULL));
|
|
if(!forgetfulList->empty())
|
|
{
|
|
int forgetful = forgetfulList->valOfBonuses(Selector::type()(BonusType::FORGETFULL));
|
|
|
|
//advanced+ level
|
|
if(forgetful > 1)
|
|
return false;
|
|
}
|
|
|
|
return attacker->canShoot() && (!battleIsUnitBlocked(attacker)
|
|
|| attacker->hasBonusOfType(BonusType::FREE_SHOOTING));
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
const battle::Unit * defender = battleGetUnitByPos(dest);
|
|
if(!attacker || !defender)
|
|
return false;
|
|
|
|
if(battleMatchOwner(attacker, defender) && defender->alive())
|
|
{
|
|
if(battleCanShoot(attacker))
|
|
{
|
|
auto limitedRangeBonus = attacker->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
|
|
if(limitedRangeBonus == nullptr)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int shootingRange = limitedRangeBonus->val;
|
|
return isEnemyUnitWithinSpecifiedRange(attacker->getPosition(), defender, shootingRange);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
DamageEstimation CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
|
|
{
|
|
DamageCalculator calculator(*this, info);
|
|
|
|
return calculator.calculateDmgRange();
|
|
}
|
|
|
|
DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE({});
|
|
auto reachability = battleGetDistances(attacker, attacker->getPosition());
|
|
int movementRange = attackerPosition.isValid() ? reachability[attackerPosition] : 0;
|
|
return battleEstimateDamage(attacker, defender, movementRange, retaliationDmg);
|
|
}
|
|
|
|
DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementRange, DamageEstimation * retaliationDmg) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE({});
|
|
const bool shooting = battleCanShoot(attacker, defender->getPosition());
|
|
const BattleAttackInfo bai(attacker, defender, movementRange, shooting);
|
|
return battleEstimateDamage(bai, retaliationDmg);
|
|
}
|
|
|
|
DamageEstimation CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo & bai, DamageEstimation * retaliationDmg) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE({});
|
|
|
|
DamageEstimation ret = calculateDmgRange(bai);
|
|
|
|
if(retaliationDmg == nullptr)
|
|
return ret;
|
|
|
|
*retaliationDmg = DamageEstimation();
|
|
|
|
if(bai.shooting) //FIXME: handle RANGED_RETALIATION
|
|
return ret;
|
|
|
|
if (!bai.defender->ableToRetaliate())
|
|
return ret;
|
|
|
|
if (bai.attacker->hasBonusOfType(BonusType::BLOCKS_RETALIATION))
|
|
return ret;
|
|
|
|
//TODO: rewrite using boost::numeric::interval
|
|
//TODO: rewire once more using interval-based fuzzy arithmetic
|
|
|
|
const auto & estimateRetaliation = [&](int64_t damage)
|
|
{
|
|
auto retaliationAttack = bai.reverse();
|
|
auto state = retaliationAttack.attacker->acquireState();
|
|
state->damage(damage);
|
|
retaliationAttack.attacker = state.get();
|
|
if (state->alive())
|
|
return calculateDmgRange(retaliationAttack);
|
|
else
|
|
return DamageEstimation();
|
|
};
|
|
|
|
DamageEstimation retaliationMin = estimateRetaliation(ret.damage.min);
|
|
DamageEstimation retaliationMax = estimateRetaliation(ret.damage.max);
|
|
|
|
retaliationDmg->damage.min = std::min(retaliationMin.damage.min, retaliationMax.damage.min);
|
|
retaliationDmg->damage.max = std::max(retaliationMin.damage.max, retaliationMax.damage.max);
|
|
|
|
retaliationDmg->kills.min = std::min(retaliationMin.kills.min, retaliationMax.kills.min);
|
|
retaliationDmg->kills.max = std::max(retaliationMin.kills.max, retaliationMax.kills.max);
|
|
|
|
return ret;
|
|
}
|
|
|
|
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking) const
|
|
{
|
|
auto obstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
|
|
RETURN_IF_NOT_BATTLE(obstacles);
|
|
for(auto & obs : battleGetAllObstacles())
|
|
{
|
|
if(vstd::contains(obs->getBlockedTiles(), tile)
|
|
|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
|
|
{
|
|
obstacles.push_back(obs);
|
|
}
|
|
}
|
|
return obstacles;
|
|
}
|
|
|
|
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const
|
|
{
|
|
auto affectedObstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
|
|
RETURN_IF_NOT_BATTLE(affectedObstacles);
|
|
if(unit->alive())
|
|
{
|
|
if(!passed.count(unit->getPosition()))
|
|
affectedObstacles = battleGetAllObstaclesOnPos(unit->getPosition(), false);
|
|
if(unit->doubleWide())
|
|
{
|
|
BattleHex otherHex = unit->occupiedHex();
|
|
if(otherHex.isValid() && !passed.count(otherHex))
|
|
for(auto & i : battleGetAllObstaclesOnPos(otherHex, false))
|
|
if(!vstd::contains(affectedObstacles, i))
|
|
affectedObstacles.push_back(i);
|
|
}
|
|
for(auto hex : unit->getHexes())
|
|
if(hex == BattleHex::GATE_BRIDGE && battleIsGatePassable())
|
|
for(int i=0; i<affectedObstacles.size(); i++)
|
|
if(affectedObstacles.at(i)->obstacleType == CObstacleInstance::MOAT)
|
|
affectedObstacles.erase(affectedObstacles.begin()+i);
|
|
}
|
|
return affectedObstacles;
|
|
}
|
|
|
|
bool CBattleInfoCallback::handleObstacleTriggersForUnit(SpellCastEnvironment & spellEnv, const battle::Unit & unit, const std::set<BattleHex> & passed) const
|
|
{
|
|
if(!unit.alive())
|
|
return false;
|
|
bool movementStopped = false;
|
|
for(auto & obstacle : getAllAffectedObstaclesByStack(&unit, passed))
|
|
{
|
|
//helper info
|
|
const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
|
|
|
|
if(spellObstacle)
|
|
{
|
|
auto revealObstacles = [&](const SpellCreatedObstacle & spellObstacle) -> void
|
|
{
|
|
// For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
|
|
auto operation = ObstacleChanges::EOperation::UPDATE;
|
|
if (spellObstacle.removeOnTrigger)
|
|
operation = ObstacleChanges::EOperation::REMOVE;
|
|
|
|
SpellCreatedObstacle changedObstacle;
|
|
changedObstacle.uniqueID = spellObstacle.uniqueID;
|
|
changedObstacle.revealed = true;
|
|
|
|
BattleObstaclesChanged bocp;
|
|
bocp.battleID = getBattle()->getBattleID();
|
|
bocp.changes.emplace_back(spellObstacle.uniqueID, operation);
|
|
changedObstacle.toInfo(bocp.changes.back(), operation);
|
|
spellEnv.apply(&bocp);
|
|
};
|
|
const auto side = unit.unitSide();
|
|
auto shouldReveal = !spellObstacle->hidden || !battleIsObstacleVisibleForSide(*obstacle, side);
|
|
const auto * hero = battleGetFightingHero(spellObstacle->casterSide);
|
|
auto caster = spells::ObstacleCasterProxy(getBattle()->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
|
|
|
|
if(obstacle->triggersEffects() && obstacle->getTrigger().hasValue())
|
|
{
|
|
const auto * sp = obstacle->getTrigger().toSpell();
|
|
auto cast = spells::BattleCast(this, &caster, spells::Mode::PASSIVE, sp);
|
|
spells::detail::ProblemImpl ignored;
|
|
auto target = spells::Target(1, spells::Destination(&unit));
|
|
if(sp->battleMechanics(&cast)->canBeCastAt(target, ignored)) // Obstacles should not be revealed by immune creatures
|
|
{
|
|
if(shouldReveal) { //hidden obstacle triggers effects after revealed
|
|
revealObstacles(*spellObstacle);
|
|
cast.cast(&spellEnv, target);
|
|
}
|
|
}
|
|
}
|
|
else if(shouldReveal)
|
|
revealObstacles(*spellObstacle);
|
|
}
|
|
|
|
if(!unit.alive())
|
|
return false;
|
|
|
|
if(obstacle->stopsMovement())
|
|
movementStopped = true;
|
|
}
|
|
|
|
return unit.alive() && !movementStopped;
|
|
}
|
|
|
|
AccessibilityInfo CBattleInfoCallback::getAccessibility() const
|
|
{
|
|
AccessibilityInfo ret;
|
|
ret.fill(EAccessibility::ACCESSIBLE);
|
|
|
|
//removing accessibility for side columns of hexes
|
|
for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
|
|
{
|
|
ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
|
|
ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
|
|
}
|
|
|
|
//special battlefields with logically unavailable tiles
|
|
auto bFieldType = battleGetBattlefieldType();
|
|
|
|
if(bFieldType != BattleField::NONE)
|
|
{
|
|
std::vector<BattleHex> impassableHexes = bFieldType.getInfo()->impassableHexes;
|
|
|
|
for(auto hex : impassableHexes)
|
|
ret[hex] = EAccessibility::UNAVAILABLE;
|
|
}
|
|
|
|
//gate -> should be before stacks
|
|
if(battleGetFortifications().wallsHealth > 0)
|
|
{
|
|
EAccessibility accessibility = EAccessibility::ACCESSIBLE;
|
|
switch(battleGetGateState())
|
|
{
|
|
case EGateState::CLOSED:
|
|
accessibility = EAccessibility::GATE;
|
|
break;
|
|
|
|
case EGateState::BLOCKED:
|
|
accessibility = EAccessibility::UNAVAILABLE;
|
|
break;
|
|
}
|
|
ret[BattleHex::GATE_OUTER] = ret[BattleHex::GATE_INNER] = accessibility;
|
|
}
|
|
|
|
//tiles occupied by standing stacks
|
|
for(const auto * unit : battleAliveUnits())
|
|
{
|
|
for(auto hex : unit->getHexes())
|
|
if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
|
|
ret[hex] = EAccessibility::ALIVE_STACK;
|
|
}
|
|
|
|
//obstacles
|
|
for(const auto &obst : battleGetAllObstacles())
|
|
{
|
|
for(auto hex : obst->getBlockedTiles())
|
|
ret[hex] = EAccessibility::OBSTACLE;
|
|
}
|
|
|
|
//walls
|
|
if(battleGetFortifications().wallsHealth > 0)
|
|
{
|
|
static const int permanentlyLocked[] = {12, 45, 62, 112, 147, 165};
|
|
for(auto hex : permanentlyLocked)
|
|
ret[hex] = EAccessibility::UNAVAILABLE;
|
|
|
|
//TODO likely duplicated logic
|
|
static const std::pair<EWallPart, BattleHex> lockedIfNotDestroyed[] =
|
|
{
|
|
//which part of wall, which hex is blocked if this part of wall is not destroyed
|
|
std::make_pair(EWallPart::BOTTOM_WALL, BattleHex(BattleHex::DESTRUCTIBLE_WALL_4)),
|
|
std::make_pair(EWallPart::BELOW_GATE, BattleHex(BattleHex::DESTRUCTIBLE_WALL_3)),
|
|
std::make_pair(EWallPart::OVER_GATE, BattleHex(BattleHex::DESTRUCTIBLE_WALL_2)),
|
|
std::make_pair(EWallPart::UPPER_WALL, BattleHex(BattleHex::DESTRUCTIBLE_WALL_1))
|
|
};
|
|
|
|
for(const auto & elem : lockedIfNotDestroyed)
|
|
{
|
|
if(battleGetWallState(elem.first) != EWallState::DESTROYED)
|
|
ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
AccessibilityInfo CBattleInfoCallback::getAccessibility(const battle::Unit * stack) const
|
|
{
|
|
return getAccessibility(battle::Unit::getHexes(stack->getPosition(), stack->doubleWide(), stack->unitSide()));
|
|
}
|
|
|
|
AccessibilityInfo CBattleInfoCallback::getAccessibility(const std::vector<BattleHex> & accessibleHexes) const
|
|
{
|
|
auto ret = getAccessibility();
|
|
for(auto hex : accessibleHexes)
|
|
if(hex.isValid())
|
|
ret[hex] = EAccessibility::ACCESSIBLE;
|
|
|
|
return ret;
|
|
}
|
|
|
|
ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters & params) const
|
|
{
|
|
ReachabilityInfo ret;
|
|
ret.accessibility = accessibility;
|
|
ret.params = params;
|
|
|
|
ret.predecessors.fill(BattleHex::INVALID);
|
|
ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
|
|
|
|
if(!params.startPosition.isValid()) //if got call for arrow turrets
|
|
return ret;
|
|
|
|
const std::set<BattleHex> obstacles = getStoppers(params.perspective);
|
|
auto checkParams = params;
|
|
checkParams.ignoreKnownAccessible = true; //Ignore starting hexes obstacles
|
|
|
|
std::queue<BattleHex> hexq; //bfs queue
|
|
|
|
//first element
|
|
hexq.push(params.startPosition);
|
|
ret.distances[params.startPosition] = 0;
|
|
|
|
std::array<bool, GameConstants::BFIELD_SIZE> accessibleCache{};
|
|
for(int hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
|
|
accessibleCache[hex] = accessibility.accessible(hex, params.doubleWide, params.side);
|
|
|
|
while(!hexq.empty()) //bfs loop
|
|
{
|
|
const BattleHex curHex = hexq.front();
|
|
hexq.pop();
|
|
|
|
//walking stack can't step past the obstacles
|
|
if(isInObstacle(curHex, obstacles, checkParams))
|
|
continue;
|
|
|
|
const int costToNeighbour = ret.distances.at(curHex.hex) + 1;
|
|
|
|
for(BattleHex neighbour : BattleHex::neighbouringTilesCache[curHex.hex])
|
|
{
|
|
if(neighbour.isValid())
|
|
{
|
|
auto additionalCost = 0;
|
|
|
|
if(params.bypassEnemyStacks)
|
|
{
|
|
auto enemyToBypass = params.destructibleEnemyTurns.find(neighbour);
|
|
|
|
if(enemyToBypass != params.destructibleEnemyTurns.end())
|
|
{
|
|
additionalCost = enemyToBypass->second;
|
|
}
|
|
}
|
|
|
|
const int costFoundSoFar = ret.distances[neighbour.hex];
|
|
|
|
if(accessibleCache[neighbour.hex] && costToNeighbour + additionalCost < costFoundSoFar)
|
|
{
|
|
hexq.push(neighbour);
|
|
ret.distances[neighbour.hex] = costToNeighbour + additionalCost;
|
|
ret.predecessors[neighbour.hex] = curHex;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CBattleInfoCallback::isInObstacle(
|
|
BattleHex hex,
|
|
const std::set<BattleHex> & obstacles,
|
|
const ReachabilityInfo::Parameters & params) const
|
|
{
|
|
auto occupiedHexes = battle::Unit::getHexes(hex, params.doubleWide, params.side);
|
|
|
|
for(auto occupiedHex : occupiedHexes)
|
|
{
|
|
if(params.ignoreKnownAccessible && vstd::contains(params.knownAccessible, occupiedHex))
|
|
continue;
|
|
|
|
if(vstd::contains(obstacles, occupiedHex))
|
|
{
|
|
if(occupiedHex == BattleHex::GATE_BRIDGE)
|
|
{
|
|
if(battleGetGateState() != EGateState::DESTROYED && params.side == BattleSide::ATTACKER)
|
|
return true;
|
|
}
|
|
else
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
std::set<BattleHex> CBattleInfoCallback::getStoppers(BattleSide whichSidePerspective) const
|
|
{
|
|
std::set<BattleHex> ret;
|
|
RETURN_IF_NOT_BATTLE(ret);
|
|
|
|
for(auto &oi : battleGetAllObstacles(whichSidePerspective))
|
|
{
|
|
if(!battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
|
|
continue;
|
|
|
|
for(const auto & hex : oi->getStoppingTile())
|
|
{
|
|
if(hex == BattleHex::GATE_BRIDGE && oi->obstacleType == CObstacleInstance::MOAT)
|
|
{
|
|
if(battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED)
|
|
continue; // this tile is disabled by drawbridge on top of it
|
|
}
|
|
ret.insert(hex);
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
std::pair<const battle::Unit *, BattleHex> CBattleInfoCallback::getNearestStack(const battle::Unit * closest) const
|
|
{
|
|
auto reachability = getReachability(closest);
|
|
auto avHexes = battleGetAvailableHexes(reachability, closest, false);
|
|
|
|
// I hate std::pairs with their undescriptive member names first / second
|
|
struct DistStack
|
|
{
|
|
uint32_t distanceToPred;
|
|
BattleHex destination;
|
|
const battle::Unit * stack;
|
|
};
|
|
|
|
std::vector<DistStack> stackPairs;
|
|
|
|
std::vector<const battle::Unit *> possible = battleGetUnitsIf([=](const battle::Unit * unit)
|
|
{
|
|
return unit->isValidTarget(false) && unit != closest;
|
|
});
|
|
|
|
for(const battle::Unit * st : possible)
|
|
{
|
|
for(BattleHex hex : avHexes)
|
|
if(CStack::isMeleeAttackPossible(closest, st, hex))
|
|
{
|
|
DistStack hlp = {reachability.distances[hex], hex, st};
|
|
stackPairs.push_back(hlp);
|
|
}
|
|
}
|
|
|
|
if(!stackPairs.empty())
|
|
{
|
|
auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
|
|
auto minimal = boost::min_element(stackPairs, comparator);
|
|
return std::make_pair(minimal->stack, minimal->destination);
|
|
}
|
|
else
|
|
return std::make_pair<const battle::Unit * , BattleHex>(nullptr, BattleHex::INVALID);
|
|
}
|
|
|
|
BattleHex CBattleInfoCallback::getAvailableHex(const CreatureID & creID, BattleSide side, int initialPos) const
|
|
{
|
|
bool twoHex = VLC->creatures()->getById(creID)->isDoubleWide();
|
|
|
|
int pos;
|
|
if (initialPos > -1)
|
|
pos = initialPos;
|
|
else //summon elementals depending on player side
|
|
{
|
|
if(side == BattleSide::ATTACKER)
|
|
pos = 0; //top left
|
|
else
|
|
pos = GameConstants::BFIELD_WIDTH - 1; //top right
|
|
}
|
|
|
|
auto accessibility = getAccessibility();
|
|
|
|
std::set<BattleHex> occupyable;
|
|
for(int i = 0; i < accessibility.size(); i++)
|
|
if(accessibility.accessible(i, twoHex, side))
|
|
occupyable.insert(i);
|
|
|
|
if(occupyable.empty())
|
|
{
|
|
return BattleHex::INVALID; //all tiles are covered
|
|
}
|
|
|
|
return BattleHex::getClosestTile(side, pos, occupyable);
|
|
}
|
|
|
|
si8 CBattleInfoCallback::battleGetTacticDist() const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(0);
|
|
|
|
//TODO get rid of this method
|
|
if(battleDoWeKnowAbout(battleGetTacticsSide()))
|
|
return battleTacticDist();
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
auto side = battleGetTacticsSide();
|
|
auto dist = battleGetTacticDist();
|
|
|
|
if (side == BattleSide::ATTACKER && dest.getX() > 0 && dest.getX() <= dist)
|
|
return true;
|
|
|
|
if (side == BattleSide::DEFENDER && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
ReachabilityInfo CBattleInfoCallback::getReachability(const battle::Unit * unit) const
|
|
{
|
|
ReachabilityInfo::Parameters params(unit, unit->getPosition());
|
|
|
|
if(!battleDoWeKnowAbout(unit->unitSide()))
|
|
{
|
|
//Stack is held by enemy, we can't use his perspective to check for reachability.
|
|
// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
|
|
params.perspective = battleGetMySide();
|
|
}
|
|
|
|
return getReachability(params);
|
|
}
|
|
|
|
ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters ¶ms) const
|
|
{
|
|
if(params.flying)
|
|
return getFlyingReachability(params);
|
|
else
|
|
{
|
|
auto accessibility = getAccessibility(params.knownAccessible);
|
|
|
|
accessibility.destructibleEnemyTurns = params.destructibleEnemyTurns;
|
|
|
|
return makeBFS(accessibility, params);
|
|
}
|
|
}
|
|
|
|
ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const
|
|
{
|
|
ReachabilityInfo ret;
|
|
ret.accessibility = getAccessibility(params.knownAccessible);
|
|
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
{
|
|
if(ret.accessibility.accessible(i, params.doubleWide, params.side))
|
|
{
|
|
ret.predecessors[i] = params.startPosition;
|
|
ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(
|
|
const battle::Unit * attacker,
|
|
BattleHex destinationTile,
|
|
BattleHex attackerPos) const
|
|
{
|
|
const auto * defender = battleGetUnitByPos(destinationTile, true);
|
|
|
|
if(!defender)
|
|
return AttackableTiles(); // can't attack thin air
|
|
|
|
return getPotentiallyAttackableHexes(
|
|
attacker,
|
|
defender,
|
|
destinationTile,
|
|
attackerPos,
|
|
defender->getPosition());
|
|
}
|
|
|
|
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(
|
|
const battle::Unit* attacker,
|
|
const battle::Unit * defender,
|
|
BattleHex destinationTile,
|
|
BattleHex attackerPos,
|
|
BattleHex defenderPos) const
|
|
{
|
|
//does not return hex attacked directly
|
|
AttackableTiles at;
|
|
RETURN_IF_NOT_BATTLE(at);
|
|
|
|
BattleHex attackOriginHex = (attackerPos != BattleHex::INVALID) ? attackerPos : attacker->getPosition(); //real or hypothetical (cursor) position
|
|
|
|
defenderPos = (defenderPos != BattleHex::INVALID) ? defenderPos : defender->getPosition(); //real or hypothetical (cursor) position
|
|
|
|
bool reverse = isToReverse(attacker, defender, attackerPos, defenderPos);
|
|
if(reverse && attacker->doubleWide())
|
|
{
|
|
attackOriginHex = attacker->occupiedHex(attackOriginHex); //the other hex stack stands on
|
|
}
|
|
if(attacker->hasBonusOfType(BonusType::ATTACKS_ALL_ADJACENT))
|
|
{
|
|
boost::copy(attacker->getSurroundingHexes(attackerPos), vstd::set_inserter(at.hostileCreaturePositions));
|
|
}
|
|
if(attacker->hasBonusOfType(BonusType::THREE_HEADED_ATTACK))
|
|
{
|
|
std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
|
|
for(BattleHex tile : hexes)
|
|
{
|
|
if((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, attackOriginHex) > -1)) //adjacent both to attacker's head and attacked tile
|
|
{
|
|
const auto * st = battleGetUnitByPos(tile, true);
|
|
if(st && battleMatchOwner(st, attacker)) //only hostile stacks - does it work well with Berserk?
|
|
at.hostileCreaturePositions.insert(tile);
|
|
}
|
|
}
|
|
}
|
|
if(attacker->hasBonusOfType(BonusType::WIDE_BREATH))
|
|
{
|
|
std::vector<BattleHex> hexes = destinationTile.neighbouringTiles();
|
|
for(int i = 0; i<hexes.size(); i++)
|
|
{
|
|
if(hexes.at(i) == attackOriginHex)
|
|
{
|
|
hexes.erase(hexes.begin() + i);
|
|
i = 0;
|
|
}
|
|
}
|
|
for(BattleHex tile : hexes)
|
|
{
|
|
//friendly stacks can also be damaged by Dragon Breath
|
|
const auto * st = battleGetUnitByPos(tile, true);
|
|
if(st && st != attacker)
|
|
at.friendlyCreaturePositions.insert(tile);
|
|
}
|
|
}
|
|
else if(attacker->hasBonusOfType(BonusType::TWO_HEX_ATTACK_BREATH))
|
|
{
|
|
auto direction = BattleHex::mutualPosition(attackOriginHex, destinationTile);
|
|
|
|
if(direction == BattleHex::NONE
|
|
&& defender->doubleWide()
|
|
&& attacker->doubleWide()
|
|
&& defenderPos == destinationTile)
|
|
{
|
|
direction = BattleHex::mutualPosition(attackOriginHex, defender->occupiedHex(defenderPos));
|
|
}
|
|
|
|
if(direction != BattleHex::NONE) //only adjacent hexes are subject of dragon breath calculation
|
|
{
|
|
BattleHex nextHex = destinationTile.cloneInDirection(direction, false);
|
|
|
|
if ( defender->doubleWide() )
|
|
{
|
|
auto secondHex = destinationTile == defenderPos ? defender->occupiedHex(defenderPos) : defenderPos;
|
|
|
|
// if targeted double-wide creature is attacked from above or below ( -> second hex is also adjacent to attack origin)
|
|
// then dragon breath should target tile on the opposite side of targeted creature
|
|
if(BattleHex::mutualPosition(attackOriginHex, secondHex) != BattleHex::NONE)
|
|
nextHex = secondHex.cloneInDirection(direction, false);
|
|
}
|
|
|
|
if (nextHex.isValid())
|
|
{
|
|
//friendly stacks can also be damaged by Dragon Breath
|
|
const auto * st = battleGetUnitByPos(nextHex, true);
|
|
if(st != nullptr)
|
|
at.friendlyCreaturePositions.insert(nextHex);
|
|
}
|
|
}
|
|
}
|
|
return at;
|
|
}
|
|
|
|
AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
|
|
{
|
|
//does not return hex attacked directly
|
|
AttackableTiles at;
|
|
RETURN_IF_NOT_BATTLE(at);
|
|
|
|
if(attacker->hasBonusOfType(BonusType::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
|
|
{
|
|
std::vector<BattleHex> targetHexes = destinationTile.neighbouringTiles();
|
|
targetHexes.push_back(destinationTile);
|
|
boost::copy(targetHexes, vstd::set_inserter(at.hostileCreaturePositions));
|
|
}
|
|
|
|
return at;
|
|
}
|
|
|
|
std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(
|
|
const battle::Unit * attacker,
|
|
const battle::Unit * defender,
|
|
BattleHex destinationTile,
|
|
bool rangedAttack,
|
|
BattleHex attackerPos,
|
|
BattleHex defenderPos) const
|
|
{
|
|
std::vector<const battle::Unit*> units;
|
|
RETURN_IF_NOT_BATTLE(units);
|
|
|
|
if(attackerPos == BattleHex::INVALID)
|
|
attackerPos = attacker->getPosition();
|
|
|
|
if(defenderPos == BattleHex::INVALID)
|
|
defenderPos = defender->getPosition();
|
|
|
|
AttackableTiles at;
|
|
|
|
if (rangedAttack)
|
|
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
|
|
else
|
|
at = getPotentiallyAttackableHexes(attacker, defender, destinationTile, attackerPos, defenderPos);
|
|
|
|
units = battleGetUnitsIf([=](const battle::Unit * unit)
|
|
{
|
|
if (unit->isGhost() || !unit->alive())
|
|
return false;
|
|
|
|
for (BattleHex hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
|
|
{
|
|
if (vstd::contains(at.hostileCreaturePositions, hex))
|
|
return true;
|
|
if (vstd::contains(at.friendlyCreaturePositions, hex))
|
|
return true;
|
|
}
|
|
return false;
|
|
});
|
|
|
|
return units;
|
|
}
|
|
|
|
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
|
|
{
|
|
std::set<const CStack*> attackedCres;
|
|
RETURN_IF_NOT_BATTLE(attackedCres);
|
|
|
|
AttackableTiles at;
|
|
|
|
if(rangedAttack)
|
|
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
|
|
else
|
|
at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
|
|
|
|
for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
|
|
{
|
|
const CStack * st = battleGetStackByPos(tile, true);
|
|
if(st && st->unitOwner() != attacker->unitOwner()) //only hostile stacks - does it work well with Berserk?
|
|
{
|
|
attackedCres.insert(st);
|
|
}
|
|
}
|
|
for (BattleHex tile : at.friendlyCreaturePositions)
|
|
{
|
|
const CStack * st = battleGetStackByPos(tile, true);
|
|
if(st) //friendly stacks can also be damaged by Dragon Breath
|
|
{
|
|
attackedCres.insert(st);
|
|
}
|
|
}
|
|
return attackedCres;
|
|
}
|
|
|
|
static bool isHexInFront(BattleHex hex, BattleHex testHex, BattleSide side )
|
|
{
|
|
static const std::set<BattleHex::EDir> rightDirs { BattleHex::BOTTOM_RIGHT, BattleHex::TOP_RIGHT, BattleHex::RIGHT };
|
|
static const std::set<BattleHex::EDir> leftDirs { BattleHex::BOTTOM_LEFT, BattleHex::TOP_LEFT, BattleHex::LEFT };
|
|
|
|
auto mutualPos = BattleHex::mutualPosition(hex, testHex);
|
|
|
|
if (side == BattleSide::ATTACKER)
|
|
return rightDirs.count(mutualPos);
|
|
else
|
|
return leftDirs.count(mutualPos);
|
|
}
|
|
|
|
//TODO: this should apply also to mechanics and cursor interface
|
|
bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerHex, BattleHex defenderHex) const
|
|
{
|
|
if(!defenderHex.isValid())
|
|
defenderHex = defender->getPosition();
|
|
|
|
if(!attackerHex.isValid())
|
|
attackerHex = attacker->getPosition();
|
|
|
|
if (attackerHex < 0 ) //turret
|
|
return false;
|
|
|
|
if(isHexInFront(attackerHex, defenderHex, attacker->unitSide()))
|
|
return false;
|
|
|
|
auto defenderOtherHex = defenderHex;
|
|
auto attackerOtherHex = defenderHex;
|
|
|
|
if (defender->doubleWide())
|
|
{
|
|
defenderOtherHex = battle::Unit::occupiedHex(defenderHex, true, defender->unitSide());
|
|
|
|
if(isHexInFront(attackerHex, defenderOtherHex, attacker->unitSide()))
|
|
return false;
|
|
}
|
|
|
|
if (attacker->doubleWide())
|
|
{
|
|
attackerOtherHex = battle::Unit::occupiedHex(attackerHex, true, attacker->unitSide());
|
|
|
|
if(isHexInFront(attackerOtherHex, defenderHex, attacker->unitSide()))
|
|
return false;
|
|
}
|
|
|
|
// a bit weird case since here defender is slightly behind attacker, so reversing seems preferable,
|
|
// but this is how H3 handles it which is important, e.g. for direction of dragon breath attacks
|
|
if (attacker->doubleWide() && defender->doubleWide())
|
|
{
|
|
if(isHexInFront(attackerOtherHex, defenderOtherHex, attacker->unitSide()))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const
|
|
{
|
|
ReachabilityInfo::TDistances ret;
|
|
ret.fill(-1);
|
|
RETURN_IF_NOT_BATTLE(ret);
|
|
|
|
auto reachability = getReachability(unit);
|
|
|
|
boost::copy(reachability.distances, ret.begin());
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
const std::string cachingStrNoDistancePenalty = "type_NO_DISTANCE_PENALTY";
|
|
static const auto selectorNoDistancePenalty = Selector::type()(BonusType::NO_DISTANCE_PENALTY);
|
|
|
|
if(shooter->hasBonus(selectorNoDistancePenalty, cachingStrNoDistancePenalty))
|
|
return false;
|
|
|
|
if(const auto * target = battleGetUnitByPos(destHex, true))
|
|
{
|
|
//If any hex of target creature is within range, there is no penalty
|
|
int range = GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE;
|
|
|
|
auto bonus = shooter->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
|
|
if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
|
|
range = bonus->additionalInfo[0];
|
|
|
|
if(isEnemyUnitWithinSpecifiedRange(shooterPosition, target, range))
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if(BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CBattleInfoCallback::isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosition, const battle::Unit * defenderUnit, unsigned int range) const
|
|
{
|
|
for(auto hex : defenderUnit->getHexes())
|
|
if(BattleHex::getDistance(attackerPosition, hex) <= range)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart part) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
|
|
return WallPartToHex(part);
|
|
}
|
|
|
|
EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
|
|
return hexToWallPart(hex);
|
|
}
|
|
|
|
bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart wallPart) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
|
|
wallPart != EWallPart::INVALID;
|
|
}
|
|
|
|
bool CBattleInfoCallback::isWallPartAttackable(EWallPart wallPart) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
if(isWallPartPotentiallyAttackable(wallPart))
|
|
{
|
|
auto wallState = battleGetWallState(wallPart);
|
|
return (wallState != EWallState::NONE && wallState != EWallState::DESTROYED);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
|
|
{
|
|
std::vector<BattleHex> attackableBattleHexes;
|
|
RETURN_IF_NOT_BATTLE(attackableBattleHexes);
|
|
|
|
for(const auto & wallPartPair : wallParts)
|
|
{
|
|
if(isWallPartAttackable(wallPartPair.second))
|
|
attackableBattleHexes.emplace_back(wallPartPair.first);
|
|
}
|
|
|
|
return attackableBattleHexes;
|
|
}
|
|
|
|
int32_t CBattleInfoCallback::battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(-1);
|
|
//TODO should be replaced using bonus system facilities (propagation onto battle node)
|
|
|
|
int32_t ret = caster->getSpellCost(sp);
|
|
|
|
//checking for friendly stacks reducing cost of the spell and
|
|
//enemy stacks increasing it
|
|
int32_t manaReduction = 0;
|
|
int32_t manaIncrease = 0;
|
|
|
|
for(const auto * unit : battleAliveUnits())
|
|
{
|
|
if(unit->unitOwner() == caster->tempOwner && unit->hasBonusOfType(BonusType::CHANGES_SPELL_COST_FOR_ALLY))
|
|
{
|
|
vstd::amax(manaReduction, unit->valOfBonuses(BonusType::CHANGES_SPELL_COST_FOR_ALLY));
|
|
}
|
|
if(unit->unitOwner() != caster->tempOwner && unit->hasBonusOfType(BonusType::CHANGES_SPELL_COST_FOR_ENEMY))
|
|
{
|
|
vstd::amax(manaIncrease, unit->valOfBonuses(BonusType::CHANGES_SPELL_COST_FOR_ENEMY));
|
|
}
|
|
}
|
|
|
|
return std::max(0, ret - manaReduction + manaIncrease);
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const
|
|
{
|
|
return battleHasDistancePenalty(shooter, shooter->getPosition(), destHex) || battleHasWallPenalty(shooter, shooter->getPosition(), destHex);
|
|
}
|
|
|
|
bool CBattleInfoCallback::battleIsUnitBlocked(const battle::Unit * unit) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(false);
|
|
|
|
if(unit->hasBonusOfType(BonusType::SIEGE_WEAPON)) //siege weapons cannot be blocked
|
|
return false;
|
|
|
|
for(const auto * adjacent : battleAdjacentUnits(unit))
|
|
{
|
|
if(adjacent->unitOwner() != unit->unitOwner()) //blocked by enemy stack
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
std::set<const battle::Unit *> CBattleInfoCallback::battleAdjacentUnits(const battle::Unit * unit) const
|
|
{
|
|
std::set<const battle::Unit *> ret;
|
|
RETURN_IF_NOT_BATTLE(ret);
|
|
|
|
for(auto hex : unit->getSurroundingHexes())
|
|
{
|
|
if(const auto * neighbour = battleGetUnitByPos(hex, true))
|
|
ret.insert(neighbour);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
SpellID CBattleInfoCallback::getRandomBeneficialSpell(vstd::RNG & rand, const battle::Unit * caster, const battle::Unit * subject) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(SpellID::NONE);
|
|
//This is complete list. No spells from mods.
|
|
//todo: this should be Spellbook of caster Stack
|
|
static const std::set<SpellID> allPossibleSpells =
|
|
{
|
|
SpellID::AIR_SHIELD,
|
|
SpellID::ANTI_MAGIC,
|
|
SpellID::BLESS,
|
|
SpellID::BLOODLUST,
|
|
SpellID::COUNTERSTRIKE,
|
|
SpellID::CURE,
|
|
SpellID::FIRE_SHIELD,
|
|
SpellID::FORTUNE,
|
|
SpellID::HASTE,
|
|
SpellID::MAGIC_MIRROR,
|
|
SpellID::MIRTH,
|
|
SpellID::PRAYER,
|
|
SpellID::PRECISION,
|
|
SpellID::PROTECTION_FROM_AIR,
|
|
SpellID::PROTECTION_FROM_EARTH,
|
|
SpellID::PROTECTION_FROM_FIRE,
|
|
SpellID::PROTECTION_FROM_WATER,
|
|
SpellID::SHIELD,
|
|
SpellID::SLAYER,
|
|
SpellID::STONE_SKIN
|
|
};
|
|
std::vector<SpellID> beneficialSpells;
|
|
|
|
auto getAliveEnemy = [=](const std::function<bool(const CStack *)> & pred) -> const CStack *
|
|
{
|
|
auto stacks = battleGetStacksIf([=](const CStack * stack)
|
|
{
|
|
return pred(stack) && stack->unitOwner() != subject->unitOwner() && stack->isValidTarget(false);
|
|
});
|
|
|
|
if(stacks.empty())
|
|
return nullptr;
|
|
else
|
|
return stacks.front();
|
|
};
|
|
|
|
for(const SpellID& spellID : allPossibleSpells)
|
|
{
|
|
std::stringstream cachingStr;
|
|
cachingStr << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT) << "id_" << spellID.num;
|
|
|
|
if(subject->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(spellID)), Selector::all, cachingStr.str()))
|
|
continue;
|
|
|
|
auto spellPtr = spellID.toSpell();
|
|
spells::Target target;
|
|
target.emplace_back(subject);
|
|
|
|
spells::BattleCast cast(this, caster, spells::Mode::CREATURE_ACTIVE, spellPtr);
|
|
|
|
auto m = spellPtr->battleMechanics(&cast);
|
|
spells::detail::ProblemImpl problem;
|
|
|
|
if (!m->canBeCastAt(target, problem))
|
|
continue;
|
|
|
|
switch (spellID.toEnum())
|
|
{
|
|
case SpellID::SHIELD:
|
|
case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
|
|
{
|
|
const auto * walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
|
|
{
|
|
return !stack->canShoot();
|
|
});
|
|
|
|
if(!walker)
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::AIR_SHIELD: //only against active shooters
|
|
{
|
|
const auto * shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
|
|
{
|
|
return stack->canShoot();
|
|
});
|
|
if(!shooter)
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::ANTI_MAGIC:
|
|
case SpellID::MAGIC_MIRROR:
|
|
case SpellID::PROTECTION_FROM_AIR:
|
|
case SpellID::PROTECTION_FROM_EARTH:
|
|
case SpellID::PROTECTION_FROM_FIRE:
|
|
case SpellID::PROTECTION_FROM_WATER:
|
|
{
|
|
const BattleSide enemySide = otherSide(subject->unitSide());
|
|
//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->getFirstHPleft() == subject->getMaxHealth())
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::BLOODLUST:
|
|
{
|
|
if(subject->canShoot()) //TODO: if can shoot - only if enemy units are adjacent
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::PRECISION:
|
|
{
|
|
if(!subject->canShoot())
|
|
continue;
|
|
}
|
|
break;
|
|
case SpellID::SLAYER://only if monsters are present
|
|
{
|
|
const auto * kingMonster = getAliveEnemy([&](const CStack * stack) -> bool //look for enemy, non-shooting stack
|
|
{
|
|
const auto isKing = Selector::type()(BonusType::KING);
|
|
|
|
return stack->hasBonus(isKing);
|
|
});
|
|
|
|
if (!kingMonster)
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
beneficialSpells.push_back(spellID);
|
|
}
|
|
|
|
if(!beneficialSpells.empty())
|
|
{
|
|
return *RandomGeneratorUtil::nextItem(beneficialSpells, rand);
|
|
}
|
|
else
|
|
{
|
|
return SpellID::NONE;
|
|
}
|
|
}
|
|
|
|
SpellID CBattleInfoCallback::getRandomCastedSpell(vstd::RNG & rand,const CStack * caster) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(SpellID::NONE);
|
|
|
|
TConstBonusListPtr bl = caster->getBonuses(Selector::type()(BonusType::SPELLCASTER));
|
|
if (!bl->size())
|
|
return SpellID::NONE;
|
|
|
|
if(bl->size() == 1)
|
|
return bl->front()->subtype.as<SpellID>();
|
|
|
|
int totalWeight = 0;
|
|
for(const auto & b : *bl)
|
|
{
|
|
totalWeight += std::max(b->additionalInfo[0], 0); //spells with 0 weight are non-random, exclude them
|
|
}
|
|
|
|
if (totalWeight == 0)
|
|
return SpellID::NONE;
|
|
|
|
int randomPos = rand.nextInt(totalWeight - 1);
|
|
for(const auto & b : *bl)
|
|
{
|
|
randomPos -= std::max(b->additionalInfo[0], 0);
|
|
if(randomPos < 0)
|
|
{
|
|
return b->subtype.as<SpellID>();
|
|
}
|
|
}
|
|
|
|
return SpellID::NONE;
|
|
}
|
|
|
|
int CBattleInfoCallback::battleGetSurrenderCost(const PlayerColor & Player) const
|
|
{
|
|
RETURN_IF_NOT_BATTLE(-3);
|
|
if(!battleCanSurrender(Player))
|
|
return -1;
|
|
|
|
const BattleSide side = playerToSide(Player);
|
|
if(side == BattleSide::NONE)
|
|
return -1;
|
|
|
|
int ret = 0;
|
|
double discount = 0;
|
|
|
|
for(const auto * unit : battleAliveUnits(side))
|
|
ret += unit->getRawSurrenderCost();
|
|
|
|
if(const CGHeroInstance * h = battleGetFightingHero(side))
|
|
discount += h->valOfBonuses(BonusType::SURRENDER_DISCOUNT);
|
|
|
|
ret = static_cast<int>(ret * (100.0 - discount) / 100.0);
|
|
vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
|
|
return ret;
|
|
}
|
|
|
|
si8 CBattleInfoCallback::battleMinSpellLevel(BattleSide side) const
|
|
{
|
|
const IBonusBearer * node = nullptr;
|
|
if(const CGHeroInstance * h = battleGetFightingHero(side))
|
|
node = h;
|
|
else
|
|
node = getBonusBearer();
|
|
|
|
if(!node)
|
|
return 0;
|
|
|
|
auto b = node->getBonuses(Selector::type()(BonusType::BLOCK_MAGIC_BELOW));
|
|
if(b->size())
|
|
return b->totalValue();
|
|
|
|
return 0;
|
|
}
|
|
|
|
si8 CBattleInfoCallback::battleMaxSpellLevel(BattleSide side) const
|
|
{
|
|
const IBonusBearer *node = nullptr;
|
|
if(const CGHeroInstance * h = battleGetFightingHero(side))
|
|
node = h;
|
|
else
|
|
node = getBonusBearer();
|
|
|
|
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()(BonusType::BLOCK_MAGIC_ABOVE));
|
|
if(b->size())
|
|
return b->totalValue();
|
|
|
|
return GameConstants::SPELL_LEVELS;
|
|
}
|
|
|
|
std::optional<BattleSide> CBattleInfoCallback::battleIsFinished() const
|
|
{
|
|
auto units = battleGetUnitsIf([=](const battle::Unit * unit)
|
|
{
|
|
return unit->alive() && !unit->isTurret() && !unit->hasBonusOfType(BonusType::SIEGE_WEAPON);
|
|
});
|
|
|
|
BattleSideArray<bool> hasUnit = {false, false}; //index is BattleSide
|
|
|
|
for(auto & unit : units)
|
|
{
|
|
//todo: move SIEGE_WEAPON check to Unit state
|
|
hasUnit.at(unit->unitSide()) = true;
|
|
|
|
if(hasUnit[BattleSide::ATTACKER] && hasUnit[BattleSide::DEFENDER])
|
|
return std::nullopt;
|
|
}
|
|
|
|
hasUnit = {false, false};
|
|
|
|
for(auto & unit : units)
|
|
{
|
|
if(!unit->isClone() && !unit->acquireState()->summoned && !dynamic_cast <const CCommanderInstance *>(unit))
|
|
{
|
|
hasUnit.at(unit->unitSide()) = true;
|
|
}
|
|
}
|
|
|
|
if(!hasUnit[BattleSide::ATTACKER] && !hasUnit[BattleSide::DEFENDER])
|
|
return BattleSide::NONE;
|
|
if(!hasUnit[BattleSide::DEFENDER])
|
|
return BattleSide::ATTACKER;
|
|
else
|
|
return BattleSide::DEFENDER;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|