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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/server/battles/BattleProcessor.cpp
Ivan Savenko 36c1ed670f Support for configurable town fortifications
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)
2024-08-28 19:42:14 +00:00

308 lines
11 KiB
C++

/*
* BattleProcessor.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleProcessor.h"
#include "BattleActionProcessor.h"
#include "BattleFlowProcessor.h"
#include "BattleResultProcessor.h"
#include "../CGameHandler.h"
#include "../queries/QueriesProcessor.h"
#include "../queries/BattleQueries.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/TerrainHandler.h"
#include "../../lib/battle/CBattleInfoCallback.h"
#include "../../lib/battle/CObstacleInstance.h"
#include "../../lib/battle/BattleInfo.h"
#include "../../lib/entities/building/TownFortifications.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/modding/IdentifierStorage.h"
#include "../../lib/networkPacks/PacksForClient.h"
#include "../../lib/networkPacks/PacksForClientBattle.h"
#include "../../lib/CPlayerState.h"
BattleProcessor::BattleProcessor(CGameHandler * gameHandler)
: gameHandler(gameHandler)
, flowProcessor(std::make_unique<BattleFlowProcessor>(this, gameHandler))
, actionsProcessor(std::make_unique<BattleActionProcessor>(this, gameHandler))
, resultProcessor(std::make_unique<BattleResultProcessor>(this, gameHandler))
{
}
BattleProcessor::~BattleProcessor() = default;
void BattleProcessor::engageIntoBattle(PlayerColor player)
{
//notify interfaces
PlayerBlocked pb;
pb.player = player;
pb.reason = PlayerBlocked::UPCOMING_BATTLE;
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
gameHandler->sendAndApply(&pb);
}
void BattleProcessor::restartBattlePrimary(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
const CGTownInstance *town)
{
auto battle = gameHandler->gameState()->getBattle(battleID);
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::ATTACKER).color));
if(!lastBattleQuery)
lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::DEFENDER).color));
assert(lastBattleQuery);
//existing battle query for retying auto-combat
if(lastBattleQuery)
{
BattleSideArray<const CGHeroInstance*> heroes{hero1, hero2};
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
if(heroes[i])
{
SetMana restoreInitialMana;
restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
restoreInitialMana.hid = heroes[i]->id;
gameHandler->sendAndApply(&restoreInitialMana);
}
}
lastBattleQuery->result = std::nullopt;
assert(lastBattleQuery->belligerents[BattleSide::ATTACKER] == battle->getSide(BattleSide::ATTACKER).armyObject);
assert(lastBattleQuery->belligerents[BattleSide::DEFENDER] == battle->getSide(BattleSide::DEFENDER).armyObject);
}
BattleCancelled bc;
bc.battleID = battleID;
gameHandler->sendAndApply(&bc);
startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
}
void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
const CGTownInstance *town)
{
assert(gameHandler->gameState()->getBattle(army1->getOwner()) == nullptr);
assert(gameHandler->gameState()->getBattle(army2->getOwner()) == nullptr);
BattleSideArray<const CArmedInstance *> armies{army1, army2};
BattleSideArray<const CGHeroInstance*>heroes{hero1, hero2};
auto battleID = setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
const auto * battle = gameHandler->gameState()->getBattle(battleID);
assert(battle);
//add battle bonuses based from player state only when attacks neutral creatures
const auto * attackerInfo = gameHandler->getPlayerState(army1->getOwner(), false);
if(attackerInfo && !army2->getOwner().isValidPlayer())
{
for(auto bonus : attackerInfo->battleBonuses)
{
GiveBonus giveBonus(GiveBonus::ETarget::OBJECT);
giveBonus.id = hero1->id;
giveBonus.bonus = bonus;
gameHandler->sendAndApply(&giveBonus);
}
}
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::ATTACKER).color));
if(!lastBattleQuery)
lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::DEFENDER).color));
if (lastBattleQuery)
{
lastBattleQuery->battleID = battleID;
}
else
{
auto newBattleQuery = std::make_shared<CBattleQuery>(gameHandler, battle);
// store initial mana to reset if battle has been restarted
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
if(heroes[i])
newBattleQuery->initialHeroMana[i] = heroes[i]->mana;
gameHandler->queries->addQuery(newBattleQuery);
}
flowProcessor->onBattleStarted(*battle);
}
void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
{
startBattlePrimary(army1, army2, tile,
army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
creatureBank);
}
void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
{
startBattleI(army1, army2, army2->visitablePos(), creatureBank);
}
BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance *town)
{
const auto & t = *gameHandler->getTile(tile);
TerrainId terrain = t.terType->getId();
if (gameHandler->gameState()->map->isCoastalTile(tile)) //coastal tile is always ground
terrain = ETerrainId::SAND;
BattleField terType = gameHandler->gameState()->battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
if (heroes[BattleSide::ATTACKER] && heroes[BattleSide::ATTACKER]->boat && heroes[BattleSide::DEFENDER] && heroes[BattleSide::DEFENDER]->boat)
terType = BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
//send info about battles
BattleStart bs;
bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
bs.battleID = gameHandler->gameState()->nextBattleID;
engageIntoBattle(bs.info->getSide(BattleSide::ATTACKER).color);
engageIntoBattle(bs.info->getSide(BattleSide::DEFENDER).color);
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->getSide(BattleSide::ATTACKER).color));
if(!lastBattleQuery)
lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->getSide(BattleSide::DEFENDER).color));
bool isDefenderHuman = bs.info->getSide(BattleSide::DEFENDER).color.isValidPlayer() && gameHandler->getPlayerState(bs.info->getSide(BattleSide::DEFENDER).color)->isHuman();
bool isAttackerHuman = gameHandler->getPlayerState(bs.info->getSide(BattleSide::ATTACKER).color)->isHuman();
bool onlyOnePlayerHuman = isDefenderHuman != isAttackerHuman;
bs.info->replayAllowed = lastBattleQuery == nullptr && onlyOnePlayerHuman;
gameHandler->sendAndApply(&bs);
return bs.battleID;
}
bool BattleProcessor::checkBattleStateChanges(const CBattleInfoCallback & battle)
{
//check if drawbridge state need to be changes
if (battle.battleGetFortifications().wallsHealth > 0)
updateGateState(battle);
if (resultProcessor->battleIsEnding(battle))
return true;
//check if battle ended
if (auto result = battle.battleIsFinished())
{
setBattleResult(battle, EBattleResult::NORMAL, *result);
return true;
}
return false;
}
void BattleProcessor::updateGateState(const CBattleInfoCallback & battle)
{
// GATE_BRIDGE - leftmost tile, located over moat
// GATE_OUTER - central tile, mostly covered by gate image
// GATE_INNER - rightmost tile, inside the walls
// GATE_OUTER or GATE_INNER:
// - if defender moves unit on these tiles, bridge will open
// - if there is a creature (dead or alive) on these tiles, bridge will always remain open
// - blocked to attacker if bridge is closed
// GATE_BRIDGE
// - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
// - if Force Field is cast here, bridge can't open (but can close, in any town)
// - deals moat damage to attacker if bridge is closed (fortress only)
bool hasForceFieldOnBridge = !battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), true).empty();
bool hasStackAtGateInner = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_INNER), false) != nullptr;
bool hasStackAtGateOuter = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_OUTER), false) != nullptr;
bool hasStackAtGateBridge = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_BRIDGE), false) != nullptr;
bool hasWideMoat = vstd::contains_if(battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
{
return obst->obstacleType == CObstacleInstance::MOAT;
});
BattleUpdateGateState db;
db.state = battle.battleGetGateState();
db.battleID = battle.getBattle()->getBattleID();
if (battle.battleGetWallState(EWallPart::GATE) == EWallState::DESTROYED)
{
db.state = EGateState::DESTROYED;
}
else if (db.state == EGateState::OPENED)
{
bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
if (gateCanClose)
db.state = EGateState::CLOSED;
else
db.state = EGateState::OPENED;
}
else // CLOSED or BLOCKED
{
bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
if (gateBlocked)
db.state = EGateState::BLOCKED;
else
db.state = EGateState::CLOSED;
}
if (db.state != battle.battleGetGateState())
gameHandler->sendAndApply(&db);
}
bool BattleProcessor::makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction &ba)
{
const auto * battle = gameHandler->gameState()->getBattle(battleID);
if (!battle)
return false;
bool result = actionsProcessor->makePlayerBattleAction(*battle, player, ba);
if (gameHandler->gameState()->getBattle(battleID) != nullptr && !resultProcessor->battleIsEnding(*battle))
flowProcessor->onActionMade(*battle, ba);
return result;
}
void BattleProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide)
{
resultProcessor->setBattleResult(battle, resultType, victoriusSide);
resultProcessor->endBattle(battle);
}
bool BattleProcessor::makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction &ba)
{
return actionsProcessor->makeAutomaticBattleAction(battle, ba);
}
void BattleProcessor::endBattleConfirm(const BattleID & battleID)
{
auto battle = gameHandler->gameState()->getBattle(battleID);
assert(battle);
if (!battle)
return;
resultProcessor->endBattleConfirm(*battle);
}
void BattleProcessor::battleAfterLevelUp(const BattleID & battleID, const BattleResult &result)
{
resultProcessor->battleAfterLevelUp(battleID, result);
}