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