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			1008 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1008 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * BattleInfo.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 "BattleInfo.h"
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| #include "../CStack.h"
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| #include "../CHeroHandler.h"
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| #include "../NetPacks.h"
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| #include "../filesystem/Filesystem.h"
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| #include "../mapObjects/CGTownInstance.h"
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| #include "../CGeneralTextHandler.h"
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| #include "../Terrain.h"
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| #include "../BattleFieldHandler.h"
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| 
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| //TODO: remove
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| #include "../IGameCallback.h"
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| 
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| ///BattleInfo
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| std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, const CStack * stack)
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| {
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| 	auto reachability = getReachability(stack);
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| 
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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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| 
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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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| 
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| 	return std::make_pair(path, reachability.distances[dest]);
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| }
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| 
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| void BattleInfo::calculateCasualties(std::map<ui32,si32> * casualties) const
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| {
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| 	for(auto & elem : stacks)//setting casualties
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| 	{
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| 		const CStack * const st = elem;
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| 		si32 killed = st->getKilled();
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| 		if(killed > 0)
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| 			casualties[st->side][st->getCreature()->idNumber] += killed;
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| 	}
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| }
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| 
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| CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, ui8 side, SlotID slot, BattleHex position)
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| {
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| 	PlayerColor owner = sides[side].color;
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| 	assert((owner >= PlayerColor::PLAYER_LIMIT) ||
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| 		(base.armyObj && base.armyObj->tempOwner == owner));
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| 
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| 	auto ret = new CStack(&base, owner, id, side, slot);
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| 	ret->initialPosition = getAvaliableHex(base.getCreatureID(), side, position); //TODO: what if no free tile on battlefield was found?
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| 	stacks.push_back(ret);
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| 	return ret;
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| }
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| 
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| CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, ui8 side, SlotID slot, BattleHex position)
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| {
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| 	PlayerColor owner = sides[side].color;
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| 	auto ret = new CStack(&base, owner, id, side, slot);
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| 	ret->initialPosition = position;
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| 	stacks.push_back(ret);
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| 	return ret;
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| }
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| 
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| void BattleInfo::localInit()
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| {
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| 	for(int i = 0; i < 2; i++)
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| 	{
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| 		auto armyObj = battleGetArmyObject(i);
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| 		armyObj->battle = this;
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| 		armyObj->attachTo(this);
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| 	}
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| 
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| 	for(CStack * s : stacks)
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| 		s->localInit(this);
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| 
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| 	exportBonuses();
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| }
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| 
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| namespace CGH
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| {
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| 	static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)
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| 	{
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| 		for(const JsonNode &level : node.Vector())
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| 		{
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| 			std::vector<int> pom;
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| 			for(const JsonNode &value : level.Vector())
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| 			{
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| 				pom.push_back((int)value.Float());
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| 			}
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| 
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| 			dest.push_back(pom);
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| 		}
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| 	}
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| }
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| 
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| //RNG that works like H3 one
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| struct RandGen
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| {
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| 	ui32 seed;
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| 
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| 	void srand(ui32 s)
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| 	{
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| 		seed = s;
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| 	}
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| 	void srand(int3 pos)
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| 	{
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| 		srand(110291 * ui32(pos.x) + 167801 * ui32(pos.y) + 81569);
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| 	}
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| 	int rand()
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| 	{
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| 		seed = 214013 * seed + 2531011;
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| 		return (seed >> 16) & 0x7FFF;
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| 	}
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| 	int rand(int min, int max)
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| 	{
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| 		if(min == max)
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| 			return min;
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| 		if(min > max)
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| 			return min;
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| 		return min + rand() % (max - min + 1);
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| 	}
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| };
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| 
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| struct RangeGenerator
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| {
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| 	class ExhaustedPossibilities : public std::exception
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| 	{
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| 	};
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| 
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| 	RangeGenerator(int _min, int _max, std::function<int()> _myRand):
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| 		min(_min),
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| 		remainingCount(_max - _min + 1),
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| 		remaining(remainingCount, true),
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| 		myRand(_myRand)
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| 	{
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| 	}
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| 
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| 	int generateNumber()
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| 	{
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| 		if(!remainingCount)
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| 			throw ExhaustedPossibilities();
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| 		if(remainingCount == 1)
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| 			return 0;
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| 		return myRand() % remainingCount;
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| 	}
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| 
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| 	//get number fulfilling predicate. Never gives the same number twice.
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| 	int getSuchNumber(std::function<bool(int)> goodNumberPred = nullptr)
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| 	{
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| 		int ret = -1;
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| 		do
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| 		{
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| 			int n = generateNumber();
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| 			int i = 0;
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| 			for(;;i++)
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| 			{
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| 				assert(i < (int)remaining.size());
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| 				if(!remaining[i])
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| 					continue;
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| 				if(!n)
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| 					break;
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| 				n--;
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| 			}
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| 
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| 			remainingCount--;
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| 			remaining[i] = false;
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| 			ret = i + min;
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| 		} while(goodNumberPred && !goodNumberPred(ret));
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| 		return ret;
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| 	}
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| 
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| 	int min, remainingCount;
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| 	std::vector<bool> remaining;
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| 	std::function<int()> myRand;
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| };
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| 
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| BattleInfo * BattleInfo::setupBattle(const int3 & tile, const Terrain & terrain, const BattleField & battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town)
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| {
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| 	CMP_stack cmpst;
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| 	auto curB = new BattleInfo();
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| 
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| 	for(auto i = 0u; i < curB->sides.size(); i++)
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| 		curB->sides[i].init(heroes[i], armies[i]);
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| 
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| 
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| 	std::vector<CStack*> & stacks = (curB->stacks);
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| 
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| 	curB->tile = tile;
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| 	curB->battlefieldType = battlefieldType;
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| 	curB->round = -2;
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| 	curB->activeStack = -1;
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| 
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| 	if(town)
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| 	{
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| 		curB->town = town;
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| 		curB->terrainType = (*VLC->townh)[town->subID]->nativeTerrain;
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| 	}
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| 	else
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| 	{
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| 		curB->town = nullptr;
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| 		curB->terrainType = terrain;
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| 	}
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| 
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| 	//setting up siege obstacles
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| 	if (town && town->hasFort())
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| 	{
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| 		curB->si.gateState = EGateState::CLOSED;
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| 
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| 		for (int b = 0; b < curB->si.wallState.size(); ++b)
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| 		{
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| 			curB->si.wallState[b] = EWallState::INTACT;
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| 		}
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| 
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| 		if (!town->hasBuilt(BuildingID::CITADEL))
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| 		{
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| 			curB->si.wallState[EWallPart::KEEP] = EWallState::NONE;
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| 		}
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| 
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| 		if (!town->hasBuilt(BuildingID::CASTLE))
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| 		{
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| 			curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::NONE;
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| 			curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::NONE;
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| 		}
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| 	}
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| 
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| 	//randomize obstacles
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|  	if (town == nullptr && !creatureBank) //do it only when it's not siege and not creature bank
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|  	{
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| 		const int ABSOLUTE_OBSTACLES_COUNT = VLC->heroh->absoluteObstacles.size();
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| 		const int USUAL_OBSTACLES_COUNT = VLC->heroh->obstacles.size(); //shouldn't be changes if we want H3-like obstacle placement
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| 
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| 		RandGen r;
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| 		auto ourRand = [&](){ return r.rand(); };
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| 		r.srand(tile);
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| 		r.rand(1,8); //battle sound ID to play... can't do anything with it here
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| 		int tilesToBlock = r.rand(5,12);
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| 
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| 		std::vector<BattleHex> blockedTiles;
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| 
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| 		auto appropriateAbsoluteObstacle = [&](int id)
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| 		{
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| 			return VLC->heroh->absoluteObstacles[id].isAppropriate(curB->terrainType, battlefieldType);
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| 		};
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| 		auto appropriateUsualObstacle = [&](int id) -> bool
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| 		{
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| 			return VLC->heroh->obstacles[id].isAppropriate(curB->terrainType, battlefieldType);
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| 		};
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| 
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| 		if(r.rand(1,100) <= 40) //put cliff-like obstacle
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| 		{
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| 			RangeGenerator obidgen(0, ABSOLUTE_OBSTACLES_COUNT-1, ourRand);
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| 
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| 			try
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| 			{
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| 				auto obstPtr = std::make_shared<CObstacleInstance>();
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| 				obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
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| 				obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
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| 				obstPtr->uniqueID = static_cast<si32>(curB->obstacles.size());
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| 				curB->obstacles.push_back(obstPtr);
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| 
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| 				for(BattleHex blocked : obstPtr->getBlockedTiles())
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| 					blockedTiles.push_back(blocked);
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| 				tilesToBlock -= (int)VLC->heroh->absoluteObstacles[obstPtr->ID].blockedTiles.size() / 2;
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| 			}
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| 			catch(RangeGenerator::ExhaustedPossibilities &)
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| 			{
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| 				//silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
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| 				logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place absolute obstacle");
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| 			}
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| 		}
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| 
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| 		RangeGenerator obidgen(0, USUAL_OBSTACLES_COUNT-1, ourRand);
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| 		try
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| 		{
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| 			while(tilesToBlock > 0)
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| 			{
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| 				auto tileAccessibility = curB->getAccesibility();
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| 				const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
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| 				const CObstacleInfo &obi = VLC->heroh->obstacles[obid];
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| 
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| 				auto validPosition = [&](BattleHex pos) -> bool
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| 				{
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| 					if(obi.height >= pos.getY())
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| 						return false;
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| 					if(pos.getX() == 0)
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| 						return false;
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| 					if(pos.getX() + obi.width > 15)
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| 						return false;
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| 					if(vstd::contains(blockedTiles, pos))
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| 						return false;
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| 
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| 					for(BattleHex blocked : obi.getBlocked(pos))
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| 					{
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| 						if(tileAccessibility[blocked] == EAccessibility::UNAVAILABLE) //for ship-to-ship battlefield - exclude hardcoded unavailable tiles
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| 							return false;
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| 						if(vstd::contains(blockedTiles, blocked))
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| 							return false;
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| 						int x = blocked.getX();
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| 						if(x <= 2 || x >= 14)
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| 							return false;
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| 					}
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| 
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| 					return true;
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| 				};
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| 
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| 				RangeGenerator posgenerator(18, 168, ourRand);
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| 
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| 				auto obstPtr = std::make_shared<CObstacleInstance>();
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| 				obstPtr->ID = obid;
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| 				obstPtr->pos = posgenerator.getSuchNumber(validPosition);
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| 				obstPtr->uniqueID = static_cast<si32>(curB->obstacles.size());
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| 				curB->obstacles.push_back(obstPtr);
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| 
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| 				for(BattleHex blocked : obstPtr->getBlockedTiles())
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| 					blockedTiles.push_back(blocked);
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| 				tilesToBlock -= static_cast<int>(obi.blockedTiles.size());
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| 			}
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| 		}
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| 		catch(RangeGenerator::ExhaustedPossibilities &)
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| 		{
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| 			logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place usual obstacle");
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| 		}
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| 	}
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| 
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| 	//reading battleStartpos - add creatures AFTER random obstacles are generated
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| 	//TODO: parse once to some structure
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| 	std::vector< std::vector<int> > looseFormations[2], tightFormations[2], creBankFormations[2];
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| 	std::vector <int> commanderField, commanderBank;
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| 	const JsonNode config(ResourceID("config/battleStartpos.json"));
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| 	const JsonVector &positions = config["battle_positions"].Vector();
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| 
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| 	CGH::readBattlePositions(positions[0]["levels"], looseFormations[0]);
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| 	CGH::readBattlePositions(positions[1]["levels"], looseFormations[1]);
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| 	CGH::readBattlePositions(positions[2]["levels"], tightFormations[0]);
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| 	CGH::readBattlePositions(positions[3]["levels"], tightFormations[1]);
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| 	CGH::readBattlePositions(positions[4]["levels"], creBankFormations[0]);
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| 	CGH::readBattlePositions(positions[5]["levels"], creBankFormations[1]);
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| 
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| 	for (auto position : config["commanderPositions"]["field"].Vector())
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| 	{
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| 		commanderField.push_back ((int)position.Float());
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| 	}
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| 	for (auto position : config["commanderPositions"]["creBank"].Vector())
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| 	{
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| 		commanderBank.push_back ((int)position.Float());
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| 	}
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| 
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| 
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| 	//adding war machines
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| 	if(!creatureBank)
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| 	{
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| 		//Checks if hero has artifact and create appropriate stack
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| 		auto handleWarMachine= [&](int side, ArtifactPosition artslot, BattleHex hex)
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| 		{
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| 			const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
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| 
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| 			if(nullptr != warMachineArt)
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| 			{
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| 				CreatureID cre = warMachineArt->artType->warMachine;
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| 
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| 				if(cre != CreatureID::NONE)
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| 					curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex);
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| 			}
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| 		};
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| 
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| 		if(heroes[0])
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| 		{
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| 
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| 			handleWarMachine(0, ArtifactPosition::MACH1, 52);
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| 			handleWarMachine(0, ArtifactPosition::MACH2, 18);
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| 			handleWarMachine(0, ArtifactPosition::MACH3, 154);
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| 			if(town && town->hasFort())
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| 				handleWarMachine(0, ArtifactPosition::MACH4, 120);
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| 		}
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| 
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| 		if(heroes[1])
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| 		{
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| 			if(!town) //defending hero shouldn't receive ballista (bug #551)
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| 				handleWarMachine(1, ArtifactPosition::MACH1, 66);
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| 			handleWarMachine(1, ArtifactPosition::MACH2, 32);
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| 			handleWarMachine(1, ArtifactPosition::MACH3, 168);
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| 		}
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| 	}
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| 	//war machines added
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| 
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| 	//battleStartpos read
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| 	for(int side = 0; side < 2; side++)
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| 	{
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| 		int formationNo = armies[side]->stacksCount() - 1;
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| 		vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);
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| 
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| 		int k = 0; //stack serial
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| 		for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
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| 		{
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| 			std::vector<int> *formationVector = nullptr;
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| 			if(creatureBank)
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| 				formationVector = &creBankFormations[side][formationNo];
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| 			else if(armies[side]->formation)
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| 				formationVector = &tightFormations[side][formationNo];
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| 			else
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| 				formationVector = &looseFormations[side][formationNo];
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| 
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| 			BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);
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| 			if(creatureBank && i->second->type->isDoubleWide())
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| 				pos += side ? BattleHex::LEFT : BattleHex::RIGHT;
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| 
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| 			curB->generateNewStack(curB->nextUnitId(), *i->second, side, i->first, pos);
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| 		}
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| 	}
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| 
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| 	//adding commanders
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| 	for (int i = 0; i < 2; ++i)
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| 	{
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| 		if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
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| 		{
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| 			curB->generateNewStack(curB->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, creatureBank ? commanderBank[i] : commanderField[i]);
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| 		}
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| 
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| 	}
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| 
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| 	if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
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| 	{
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| 		// keep tower
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| 		curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -2);
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| 
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| 		if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
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| 		{
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| 			// lower tower + upper tower
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| 			curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -4);
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| 
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| 			curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -3);
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| 		}
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| 
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| 		//moat
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| 		auto moat = std::make_shared<MoatObstacle>();
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| 		moat->ID = curB->town->subID;
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| 		moat->obstacleType = CObstacleInstance::MOAT;
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| 		moat->uniqueID = static_cast<si32>(curB->obstacles.size());
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| 		curB->obstacles.push_back(moat);
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| 	}
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| 
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| 	std::stable_sort(stacks.begin(),stacks.end(),cmpst);
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| 
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| 	auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);
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| 	auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);
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| 	auto evil = std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL);
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| 
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| 	auto bgInfo = VLC->battlefields()->getById(battlefieldType);
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| 
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| 	for(const std::shared_ptr<Bonus> & bonus : bgInfo->bonuses)
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| 	{
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| 		curB->addNewBonus(bonus);
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| 	}
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| 
 | |
| 	//native terrain bonuses
 | |
| 	static auto nativeTerrain = std::make_shared<CreatureTerrainLimiter>();
 | |
| 	
 | |
| 	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::STACKS_SPEED, Bonus::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));
 | |
| 	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));
 | |
| 	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain));
 | |
| 	//////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
| 	//tactics
 | |
| 	bool isTacticsAllowed = !creatureBank; //no tactics in creature banks
 | |
| 
 | |
| 	int tacticLvls[2] = {0};
 | |
| 	for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
 | |
| 	{
 | |
| 		if(heroes[i])
 | |
| 			tacticLvls[i] += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::TACTICS));
 | |
| 	}
 | |
| 	int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
 | |
| 
 | |
| 	if(tacticsSkillDiff && isTacticsAllowed)
 | |
| 	{
 | |
| 		curB->tacticsSide = tacticsSkillDiff < 0;
 | |
| 		//bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics
 | |
| 		curB->tacticDistance = 1 + std::abs(tacticsSkillDiff);
 | |
| 	}
 | |
| 	else
 | |
| 		curB->tacticDistance = 0;
 | |
| 
 | |
| 	return curB;
 | |
| }
 | |
| 
 | |
| 
 | |
| const CGHeroInstance * BattleInfo::getHero(PlayerColor player) const
 | |
| {
 | |
| 	for(int i = 0; i < sides.size(); i++)
 | |
| 		if(sides[i].color == player)
 | |
| 			return sides[i].hero;
 | |
| 
 | |
| 	logGlobal->error("Player %s is not in battle!", player.getStr());
 | |
| 	return nullptr;
 | |
| }
 | |
| 
 | |
| ui8 BattleInfo::whatSide(PlayerColor player) const
 | |
| {
 | |
| 	for(int i = 0; i < sides.size(); i++)
 | |
| 		if(sides[i].color == player)
 | |
| 			return i;
 | |
| 
 | |
| 	logGlobal->warn("BattleInfo::whatSide: Player %s is not in battle!", player.getStr());
 | |
| 	return -1;
 | |
| }
 | |
| 
 | |
| CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
 | |
| {
 | |
| 	return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
 | |
| }
 | |
| 
 | |
| BattleInfo::BattleInfo()
 | |
| 	: round(-1), activeStack(-1), town(nullptr), tile(-1,-1,-1),
 | |
| 	battlefieldType(BattleField::NONE), terrainType(),
 | |
| 	tacticsSide(0), tacticDistance(0)
 | |
| {
 | |
| 	setBattle(this);
 | |
| 	setNodeType(BATTLE);
 | |
| }
 | |
| 
 | |
| BattleInfo::~BattleInfo() = default;
 | |
| 
 | |
| int32_t BattleInfo::getActiveStackID() const
 | |
| {
 | |
| 	return activeStack;
 | |
| }
 | |
| 
 | |
| TStacks BattleInfo::getStacksIf(TStackFilter predicate) const
 | |
| {
 | |
| 	TStacks ret;
 | |
| 	vstd::copy_if(stacks, std::back_inserter(ret), predicate);
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| battle::Units BattleInfo::getUnitsIf(battle::UnitFilter predicate) const
 | |
| {
 | |
| 	battle::Units ret;
 | |
| 	vstd::copy_if(stacks, std::back_inserter(ret), predicate);
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| 
 | |
| BattleField BattleInfo::getBattlefieldType() const
 | |
| {
 | |
| 	return battlefieldType;
 | |
| }
 | |
| 
 | |
| Terrain BattleInfo::getTerrainType() const
 | |
| {
 | |
| 	return terrainType;
 | |
| }
 | |
| 
 | |
| IBattleInfo::ObstacleCList BattleInfo::getAllObstacles() const
 | |
| {
 | |
| 	ObstacleCList ret;
 | |
| 
 | |
| 	for(auto iter = obstacles.cbegin(); iter != obstacles.cend(); iter++)
 | |
| 		ret.push_back(*iter);
 | |
| 
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| PlayerColor BattleInfo::getSidePlayer(ui8 side) const
 | |
| {
 | |
| 	return sides.at(side).color;
 | |
| }
 | |
| 
 | |
| const CArmedInstance * BattleInfo::getSideArmy(ui8 side) const
 | |
| {
 | |
| 	return sides.at(side).armyObject;
 | |
| }
 | |
| 
 | |
| const CGHeroInstance * BattleInfo::getSideHero(ui8 side) const
 | |
| {
 | |
| 	return sides.at(side).hero;
 | |
| }
 | |
| 
 | |
| ui8 BattleInfo::getTacticDist() const
 | |
| {
 | |
| 	return tacticDistance;
 | |
| }
 | |
| 
 | |
| ui8 BattleInfo::getTacticsSide() const
 | |
| {
 | |
| 	return tacticsSide;
 | |
| }
 | |
| 
 | |
| const CGTownInstance * BattleInfo::getDefendedTown() const
 | |
| {
 | |
| 	return town;
 | |
| }
 | |
| 
 | |
| si8 BattleInfo::getWallState(int partOfWall) const
 | |
| {
 | |
| 	return si.wallState.at(partOfWall);
 | |
| }
 | |
| 
 | |
| EGateState BattleInfo::getGateState() const
 | |
| {
 | |
| 	return si.gateState;
 | |
| }
 | |
| 
 | |
| uint32_t BattleInfo::getCastSpells(ui8 side) const
 | |
| {
 | |
| 	return sides.at(side).castSpellsCount;
 | |
| }
 | |
| 
 | |
| int32_t BattleInfo::getEnchanterCounter(ui8 side) const
 | |
| {
 | |
| 	return sides.at(side).enchanterCounter;
 | |
| }
 | |
| 
 | |
| const IBonusBearer * BattleInfo::asBearer() const
 | |
| {
 | |
| 	return this;
 | |
| }
 | |
| 
 | |
| int64_t BattleInfo::getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const
 | |
| {
 | |
| 	if(damage.first != damage.second)
 | |
| 	{
 | |
| 		int64_t sum = 0;
 | |
| 
 | |
| 		auto howManyToAv = std::min<int32_t>(10, attackerCount);
 | |
| 		auto rangeGen = rng.getInt64Range(damage.first, damage.second);
 | |
| 
 | |
| 		for(int32_t g = 0; g < howManyToAv; ++g)
 | |
| 			sum += rangeGen();
 | |
| 
 | |
| 		return sum / howManyToAv;
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		return damage.first;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void BattleInfo::nextRound(int32_t roundNr)
 | |
| {
 | |
| 	for(int i = 0; i < 2; ++i)
 | |
| 	{
 | |
| 		sides.at(i).castSpellsCount = 0;
 | |
| 		vstd::amax(--sides.at(i).enchanterCounter, 0);
 | |
| 	}
 | |
| 	round = roundNr;
 | |
| 
 | |
| 	for(CStack * s : stacks)
 | |
| 	{
 | |
| 		// new turn effects
 | |
| 		s->reduceBonusDurations(Bonus::NTurns);
 | |
| 
 | |
| 		s->afterNewRound();
 | |
| 	}
 | |
| 
 | |
| 	for(auto & obst : obstacles)
 | |
| 		obst->battleTurnPassed();
 | |
| }
 | |
| 
 | |
| void BattleInfo::nextTurn(uint32_t unitId)
 | |
| {
 | |
| 	activeStack = unitId;
 | |
| 
 | |
| 	CStack * st = getStack(activeStack);
 | |
| 
 | |
| 	//remove bonuses that last until when stack gets new turn
 | |
| 	st->removeBonusesRecursive(Bonus::UntilGetsTurn);
 | |
| 
 | |
| 	st->afterGetsTurn();
 | |
| }
 | |
| 
 | |
| void BattleInfo::addUnit(uint32_t id, const JsonNode & data)
 | |
| {
 | |
| 	battle::UnitInfo info;
 | |
| 	info.load(id, data);
 | |
| 	CStackBasicDescriptor base(info.type, info.count);
 | |
| 
 | |
| 	PlayerColor owner = getSidePlayer(info.side);
 | |
| 
 | |
| 	auto ret = new CStack(&base, owner, info.id, info.side, SlotID::SUMMONED_SLOT_PLACEHOLDER);
 | |
| 	ret->initialPosition = info.position;
 | |
| 	stacks.push_back(ret);
 | |
| 	ret->localInit(this);
 | |
| 	ret->summoned = info.summoned;
 | |
| }
 | |
| 
 | |
| void BattleInfo::moveUnit(uint32_t id, BattleHex destination)
 | |
| {
 | |
| 	auto sta = getStack(id);
 | |
| 	if(!sta)
 | |
| 	{
 | |
| 		logGlobal->error("Cannot find stack %d", id);
 | |
| 		return;
 | |
| 	}
 | |
| 	sta->position = destination;
 | |
| }
 | |
| 
 | |
| void BattleInfo::setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta)
 | |
| {
 | |
| 	CStack * changedStack = getStack(id, false);
 | |
| 	if(!changedStack)
 | |
| 		throw std::runtime_error("Invalid unit id in BattleInfo update");
 | |
| 
 | |
| 	if(!changedStack->alive() && healthDelta > 0)
 | |
| 	{
 | |
| 		//checking if we resurrect a stack that is under a living stack
 | |
| 		auto accessibility = getAccesibility();
 | |
| 
 | |
| 		if(!accessibility.accessible(changedStack->getPosition(), changedStack))
 | |
| 		{
 | |
| 			logNetwork->error("Cannot resurrect %s because hex %d is occupied!", changedStack->nodeName(), changedStack->getPosition().hex);
 | |
| 			return; //position is already occupied
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	bool killed = (-healthDelta) >= changedStack->getAvailableHealth();//todo: check using alive state once rebirth will be handled separately
 | |
| 
 | |
| 	bool resurrected = !changedStack->alive() && healthDelta > 0;
 | |
| 
 | |
| 	//applying changes
 | |
| 	changedStack->load(data);
 | |
| 
 | |
| 
 | |
| 	if(healthDelta < 0)
 | |
| 	{
 | |
| 		changedStack->removeBonusesRecursive(Bonus::UntilBeingAttacked);
 | |
| 	}
 | |
| 
 | |
| 	resurrected = resurrected || (killed && changedStack->alive());
 | |
| 
 | |
| 	if(killed)
 | |
| 	{
 | |
| 		if(changedStack->cloneID >= 0)
 | |
| 		{
 | |
| 			//remove clone as well
 | |
| 			CStack * clone = getStack(changedStack->cloneID);
 | |
| 			if(clone)
 | |
| 				clone->makeGhost();
 | |
| 
 | |
| 			changedStack->cloneID = -1;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if(resurrected || killed)
 | |
| 	{
 | |
| 		//removing all spells effects
 | |
| 		auto selector = [](const Bonus * b)
 | |
| 		{
 | |
| 			//Special case: DISRUPTING_RAY is absolutely permanent
 | |
| 			return b->source == Bonus::SPELL_EFFECT && b->sid != SpellID::DISRUPTING_RAY;
 | |
| 		};
 | |
| 		changedStack->removeBonusesRecursive(selector);
 | |
| 	}
 | |
| 
 | |
| 	if(!changedStack->alive() && changedStack->isClone())
 | |
| 	{
 | |
| 		for(CStack * s : stacks)
 | |
| 		{
 | |
| 			if(s->cloneID == changedStack->unitId())
 | |
| 				s->cloneID = -1;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void BattleInfo::removeUnit(uint32_t id)
 | |
| {
 | |
| 	std::set<uint32_t> ids;
 | |
| 	ids.insert(id);
 | |
| 
 | |
| 	while(!ids.empty())
 | |
| 	{
 | |
| 		auto toRemoveId = *ids.begin();
 | |
| 		auto toRemove = getStack(toRemoveId, false);
 | |
| 
 | |
| 		if(!toRemove)
 | |
| 		{
 | |
| 			logGlobal->error("Cannot find stack %d", toRemoveId);
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		if(!toRemove->ghost)
 | |
| 		{
 | |
| 			toRemove->onRemoved();
 | |
| 			toRemove->detachFromAll();
 | |
| 
 | |
| 			//stack may be removed instantly (not being killed first)
 | |
| 			//handle clone remove also here
 | |
| 			if(toRemove->cloneID >= 0)
 | |
| 			{
 | |
| 				ids.insert(toRemove->cloneID);
 | |
| 				toRemove->cloneID = -1;
 | |
| 			}
 | |
| 
 | |
| 			//cleanup remaining clone links if any
 | |
| 			for(auto s : stacks)
 | |
| 			{
 | |
| 				if(s->cloneID == toRemoveId)
 | |
| 					s->cloneID = -1;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		ids.erase(toRemoveId);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void BattleInfo::updateUnit(uint32_t id, const JsonNode & data)
 | |
| {
 | |
| 	//TODO
 | |
| }
 | |
| 
 | |
| void BattleInfo::addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
 | |
| {
 | |
| 	CStack * sta = getStack(id, false);
 | |
| 
 | |
| 	if(!sta)
 | |
| 	{
 | |
| 		logGlobal->error("Cannot find stack %d", id);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	for(const Bonus & b : bonus)
 | |
| 		addOrUpdateUnitBonus(sta, b, true);
 | |
| }
 | |
| 
 | |
| void BattleInfo::updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
 | |
| {
 | |
| 	CStack * sta = getStack(id, false);
 | |
| 
 | |
| 	if(!sta)
 | |
| 	{
 | |
| 		logGlobal->error("Cannot find stack %d", id);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	for(const Bonus & b : bonus)
 | |
| 		addOrUpdateUnitBonus(sta, b, false);
 | |
| }
 | |
| 
 | |
| void BattleInfo::removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
 | |
| {
 | |
| 	CStack * sta = getStack(id, false);
 | |
| 
 | |
| 	if(!sta)
 | |
| 	{
 | |
| 		logGlobal->error("Cannot find stack %d", id);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	for(const Bonus & one : bonus)
 | |
| 	{
 | |
| 		auto selector = [one](const Bonus * b)
 | |
| 		{
 | |
| 			//compare everything but turnsRemain, limiter and propagator
 | |
| 			return one.duration == b->duration
 | |
| 			&& one.type == b->type
 | |
| 			&& one.subtype == b->subtype
 | |
| 			&& one.source == b->source
 | |
| 			&& one.val == b->val
 | |
| 			&& one.sid == b->sid
 | |
| 			&& one.valType == b->valType
 | |
| 			&& one.additionalInfo == b->additionalInfo
 | |
| 			&& one.effectRange == b->effectRange
 | |
| 			&& one.description == b->description;
 | |
| 		};
 | |
| 		sta->removeBonusesRecursive(selector);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| uint32_t BattleInfo::nextUnitId() const
 | |
| {
 | |
| 	return static_cast<uint32_t>(stacks.size());
 | |
| }
 | |
| 
 | |
| void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd)
 | |
| {
 | |
| 	if(forceAdd || !sta->hasBonus(Selector::source(Bonus::SPELL_EFFECT, value.sid).And(Selector::typeSubtype(value.type, value.subtype))))
 | |
| 	{
 | |
| 		//no such effect or cumulative - add new
 | |
| 		logBonus->trace("%s receives a new bonus: %s", sta->nodeName(), value.Description());
 | |
| 		sta->addNewBonus(std::make_shared<Bonus>(value));
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		logBonus->trace("%s updated bonus: %s", sta->nodeName(), value.Description());
 | |
| 
 | |
| 		for(auto stackBonus : sta->getExportedBonusList()) //TODO: optimize
 | |
| 		{
 | |
| 			if(stackBonus->source == value.source && stackBonus->sid == value.sid && stackBonus->type == value.type && stackBonus->subtype == value.subtype)
 | |
| 			{
 | |
| 				stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, value.turnsRemain);
 | |
| 			}
 | |
| 		}
 | |
| 		CBonusSystemNode::treeHasChanged();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void BattleInfo::setWallState(int partOfWall, si8 state)
 | |
| {
 | |
| 	si.wallState.at(partOfWall) = state;
 | |
| }
 | |
| 
 | |
| void BattleInfo::addObstacle(const ObstacleChanges & changes)
 | |
| {
 | |
| 	std::shared_ptr<SpellCreatedObstacle> obstacle = std::make_shared<SpellCreatedObstacle>();
 | |
| 	obstacle->fromInfo(changes);
 | |
| 	obstacles.push_back(obstacle);
 | |
| }
 | |
| 
 | |
| void BattleInfo::updateObstacle(const ObstacleChanges& changes)
 | |
| {
 | |
| 	std::shared_ptr<SpellCreatedObstacle> changedObstacle = std::make_shared<SpellCreatedObstacle>();
 | |
| 	changedObstacle->fromInfo(changes);
 | |
| 
 | |
| 	for(int i = 0; i < obstacles.size(); ++i)
 | |
| 	{
 | |
| 		if(obstacles[i]->uniqueID == changes.id) // update this obstacle
 | |
| 		{
 | |
| 			SpellCreatedObstacle * spellObstacle = dynamic_cast<SpellCreatedObstacle *>(obstacles[i].get());
 | |
| 			assert(spellObstacle);
 | |
| 
 | |
| 			// Currently we only support to update the "revealed" property
 | |
| 			spellObstacle->revealed = changedObstacle->revealed;
 | |
| 
 | |
| 			break;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void BattleInfo::removeObstacle(uint32_t id)
 | |
| {
 | |
| 	for(int i=0; i < obstacles.size(); ++i)
 | |
| 	{
 | |
| 		if(obstacles[i]->uniqueID == id) //remove this obstacle
 | |
| 		{
 | |
| 			obstacles.erase(obstacles.begin() + i);
 | |
| 			break;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| CArmedInstance * BattleInfo::battleGetArmyObject(ui8 side) const
 | |
| {
 | |
| 	return const_cast<CArmedInstance*>(CBattleInfoEssentials::battleGetArmyObject(side));
 | |
| }
 | |
| 
 | |
| CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const
 | |
| {
 | |
| 	return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
 | |
| }
 | |
| 
 | |
| scripting::Pool * BattleInfo::getContextPool() const
 | |
| {
 | |
| 	//this is real battle, use global scripting context pool
 | |
| 	//TODO: make this line not ugly
 | |
| 	return IObjectInterface::cb->getGlobalContextPool();
 | |
| }
 | |
| 
 | |
| bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b)
 | |
| {
 | |
| 	switch(phase)
 | |
| 	{
 | |
| 	case 0: //catapult moves after turrets
 | |
| 		return a->creatureIndex() > b->creatureIndex(); //catapult is 145 and turrets are 149
 | |
| 	case 1:
 | |
| 	case 2:
 | |
| 	case 3:
 | |
| 		{
 | |
| 			int as = a->getInitiative(turn), bs = b->getInitiative(turn);
 | |
| 
 | |
| 			if(as != bs)
 | |
| 				return as > bs;
 | |
| 
 | |
| 			if(a->unitSide() == b->unitSide())
 | |
| 				return a->unitSlot() < b->unitSlot();
 | |
| 
 | |
| 			return (a->unitSide() == side || b->unitSide() == side)
 | |
| 				? a->unitSide() != side
 | |
| 				: a->unitSide() < b->unitSide();
 | |
| 			}
 | |
| 	default:
 | |
| 		assert(false);
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	assert(false);
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| CMP_stack::CMP_stack(int Phase, int Turn, uint8_t Side)
 | |
| {
 | |
| 	phase = Phase;
 | |
| 	turn = Turn;
 | |
| 	side = Side;
 | |
| }
 |