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vcmi/lib/BattleState.cpp
Michał W. Urbańczyk 7dc0d6878e Rewritten battle obstacles. New file for lib: CObstacleInstance.cpp.
Now obstacles should be placed exactly like they were in OH3. 
All problems with displaying obstacles in battlefield should be gone. They should be now matched to the single pixel. 
If there are still some discrepancies, please report them.
2012-04-23 19:56:37 +00:00

3116 lines
96 KiB
C++

#include "StdInc.h"
#include "BattleState.h"
#include <numeric>
#include <boost/random/linear_congruential.hpp>
#include "VCMI_Lib.h"
#include "CObjectHandler.h"
#include "CHeroHandler.h"
#include "CCreatureHandler.h"
#include "CSpellHandler.h"
#include "CTownHandler.h"
#include "NetPacks.h"
#include "../lib/JsonNode.h"
/*
* BattleState.h, 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
*
*/
extern boost::rand48 ran;
const CStack * BattleInfo::getNextStack() const
{
std::vector<const CStack *> hlp;
getStackQueue(hlp, 1, -1);
if(hlp.size())
return hlp[0];
else
return NULL;
}
static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
{
const CStack *ret = NULL;
unsigned i, //fastest stack
j; //fastest stack of the other side
for(i = 0; i < st.size(); i++)
if(st[i])
break;
//no stacks left
if(i == st.size())
return NULL;
const CStack *fastest = st[i], *other = NULL;
int bestSpeed = fastest->Speed(turn);
if(fastest->attackerOwned != curside)
{
ret = fastest;
}
else
{
for(j = i + 1; j < st.size(); j++)
{
if(!st[j]) continue;
if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
break;
}
if(j >= st.size())
{
ret = fastest;
}
else
{
other = st[j];
if(other->Speed(turn) != bestSpeed)
ret = fastest;
else
ret = other;
}
}
assert(ret);
if(ret == fastest)
st[i] = NULL;
else
st[j] = NULL;
curside = ret->attackerOwned;
return ret;
}
CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
{
for(ui32 g=0; g<stacks.size(); ++g)
{
if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
return stacks[g];
}
return NULL;
}
const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
{
return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
}
CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive)
{
for(ui32 g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == tileID
|| (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
|| (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
{
if(!onlyAlive || stacks[g]->alive())
{
return stacks[g];
}
}
}
return NULL;
}
const CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive) const
{
return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
}
void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack * stackToOmmit) const
{
memset(accessibility, 1, GameConstants::BFIELD_SIZE); //initialize array with trues
//removing accessibility for side columns of hexes
for(int v = 0; v < GameConstants::BFIELD_SIZE; ++v)
{
if( v % GameConstants::BFIELD_WIDTH == 0 || v % GameConstants::BFIELD_WIDTH == (GameConstants::BFIELD_WIDTH - 1) )
accessibility[v] = false;
}
for(ui32 g=0; g<stacks.size(); ++g)
{
if(!stacks[g]->alive() || (stackToOmmit && stacks[g]->ID==stackToOmmit->ID) || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
continue;
accessibility[stacks[g]->position] = false;
if(stacks[g]->doubleWide()) //if it's a double hex creature
{
if(stacks[g]->attackerOwned)
accessibility[stacks[g]->position-1] = false;
else
accessibility[stacks[g]->position+1] = false;
}
}
//obstacles
for(ui32 b=0; b<obstacles.size(); ++b)
{
std::vector<BattleHex> blocked = obstacles[b].getBlocked();
for(ui32 c=0; c<blocked.size(); ++c)
{
if(blocked[c] >=0 && blocked[c] < GameConstants::BFIELD_SIZE)
accessibility[blocked[c]] = false;
}
}
//walls
if(siege > 0)
{
static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
{
accessibility[permanentlyLocked[b]] = false;
}
static const std::pair<int, BattleHex> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
{std::make_pair(2, BattleHex(182)), std::make_pair(3, BattleHex(130)),
std::make_pair(4, BattleHex(62)), std::make_pair(5, BattleHex(29))};
for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
{
if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
{
accessibility[lockedIfNotDestroyed[b].second] = false;
}
}
//gate
if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
{
accessibility[95] = accessibility[96] = false; //block gate's hexes
}
}
//occupyability
if(addOccupiable && twoHex)
{
std::set<BattleHex> rem; //tiles to unlock
for(int h=0; h<GameConstants::BFIELD_HEIGHT; ++h)
{
for(int w=1; w<GameConstants::BFIELD_WIDTH-1; ++w)
{
BattleHex hex(w, h);
if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
&& (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
)
rem.insert(hex);
}
}
occupyable = rem;
/*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
{
accessibility[*it] = true;
}*/
}
}
bool BattleInfo::isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
{
if(flying && !lastPos)
return true;
if(twoHex)
{
//if given hex is accessible and appropriate adjacent one is free too
return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
}
else
{
return accessibility[hex];
}
}
void BattleInfo::makeBFS(BattleHex start, bool *accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
{
//inits
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
predecessor[b] = -1;
for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
dists[g] = 100000000;
std::queue< std::pair<BattleHex, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
hexq.push(std::make_pair(start, true));
dists[hexq.front().first] = 0;
int curNext = -1; //for bfs loop only (helper var)
while(!hexq.empty()) //bfs loop
{
std::pair<BattleHex, bool> curHex = hexq.front();
std::vector<BattleHex> neighbours = curHex.first.neighbouringTiles();
hexq.pop();
for(ui32 nr=0; nr<neighbours.size(); nr++)
{
curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
if( dists[curHex.first]+1 >= dists[curNext] )
continue;
if(accessible && curHex.second)
{
hexq.push(std::make_pair(curNext, true));
dists[curNext] = dists[curHex.first] + 1;
}
else if(fillPredecessors && !(accessible && !curHex.second))
{
hexq.push(std::make_pair(curNext, false));
dists[curNext] = dists[curHex.first] + 1;
}
predecessor[curNext] = curHex.first;
}
}
};
std::vector<BattleHex> BattleInfo::getAccessibility( const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable /*= NULL*/, bool forPassingBy /*= false*/ ) const
{
std::vector<BattleHex> ret;
bool ac[GameConstants::BFIELD_SIZE];
if(stack->position < 0) //turrets
return std::vector<BattleHex>();
std::set<BattleHex> occupyable;
getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, addOccupiable, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
BattleHex pr[GameConstants::BFIELD_SIZE];
int dist[GameConstants::BFIELD_SIZE];
makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);
if(stack->doubleWide())
{
if(!addOccupiable)
{
std::vector<BattleHex> rem;
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
//don't take into account most left and most right columns of hexes
if( b % GameConstants::BFIELD_WIDTH == 0 || b % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1 )
continue;
if( ac[b] && !(stack->attackerOwned ? ac[b-1] : ac[b+1]) )
{
rem.push_back(b);
}
}
for(ui32 g=0; g<rem.size(); ++g)
{
ac[rem[g]] = false;
}
//removing accessibility for side hexes
for(int v=0; v<GameConstants::BFIELD_SIZE; ++v)
if(stack->attackerOwned ? (v%GameConstants::BFIELD_WIDTH)==1 : (v%GameConstants::BFIELD_WIDTH)==(GameConstants::BFIELD_WIDTH - 2))
ac[v] = false;
}
}
for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
{
bool rangeFits;
if (tacticDistance)
{
rangeFits = pr[i] >= 0; //reachable in terms of obstacles
if(!forPassingBy) //only if we're passing through, we may step out of the tactic range -> otherwise check range
rangeFits = rangeFits && isInTacticRange(i);
}
else
rangeFits = dist[i] <= stack->Speed(0, true); //we can reach the stack
if( ( !addOccupiable && rangeFits && ac[i] )
|| ( addOccupiable && rangeFits && isAccessible(i, ac, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), true) )//we can reach it
|| (vstd::contains(occupyable, i) && (!tacticDistance && dist[ i + (stack->attackerOwned ? 1 : -1 ) ] <= stack->Speed(0, true) ) && ac[i + (stack->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
)
{
ret.push_back(i);
}
}
if(attackable)
{
struct HLP
{
static bool meleeAttackable(BattleHex hex, const std::vector<BattleHex> & baseRng)
{
BOOST_FOREACH(BattleHex h, baseRng)
{
if(BattleHex::mutualPosition(h, hex) > 0)
return true;
}
return false;
}
};
BOOST_FOREACH(const CStack * otherSt, stacks)
{
if(otherSt->owner == stack->owner || !otherSt->isValidTarget(false))
continue;
std::vector<BattleHex> occupiedBySecond;
occupiedBySecond.push_back(otherSt->position);
if(otherSt->doubleWide())
occupiedBySecond.push_back(otherSt->occupiedHex());
if(battleCanShoot(stack, otherSt->position))
{
attackable->insert(attackable->end(), occupiedBySecond.begin(), occupiedBySecond.end());
continue;
}
BOOST_FOREACH(BattleHex he, occupiedBySecond)
{
if(HLP::meleeAttackable(he, ret))
attackable->push_back(he);
}
}
}
return ret;
}
BattleHex BattleInfo::getClosestTile (bool attackerOwned, int initialPos, std::set<BattleHex> & possibilities) const
{
std::vector<BattleHex> sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :(
BattleHex initialHex = BattleHex(initialPos);
auto compareDistance = [initialPos, initialHex](const BattleHex left, const BattleHex right) -> bool
{
return initialHex.getDistance (initialHex, left) < initialHex.getDistance (initialHex, right);
};
boost::sort (sortedTiles, compareDistance); //closest tiles at front
int closestDistance = initialHex.getDistance(initialPos, sortedTiles.front()); //sometimes closest tiles can be many hexes away
auto notClosest = [closestDistance, initialPos](const BattleHex here) -> bool
{
return closestDistance < here.getDistance (initialPos, here);
};
boost::remove_if (sortedTiles, notClosest); //only closest tiles are interesting
auto compareHorizontal = [attackerOwned](const BattleHex left, const BattleHex right) -> bool
{
if (attackerOwned)
return left.getX() > right.getX(); //find furthest right
else
return left.getX() < right.getX(); //find furthest left
};
boost::sort (sortedTiles, compareHorizontal);
return sortedTiles.front();
}
int BattleInfo::getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos) const
{
int pos;
if (initialPos > -1)
pos = initialPos;
else
{
if (attackerOwned)
pos = 0; //top left
else
pos = GameConstants::BFIELD_WIDTH; //top right
}
bool ac[GameConstants::BFIELD_SIZE];
std::set<BattleHex> occupyable;
bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
bool flying = VLC->creh->creatures[creID]->isFlying();// vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
getAccessibilityMap (ac, twoHex, attackerOwned, true, occupyable, flying);
if (!occupyable.size())
return -1; //all tiles are covered
return getClosestTile (attackerOwned, initialPos, occupyable);
}
bool BattleInfo::isStackBlocked(const CStack * stack) const
{
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
return false;
BOOST_FOREACH(CStack * s, getAdjacentCreatures(stack))
{
if (s->owner != stack->owner) //blocked by enemy stack
return true;
}
return false;
}
std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
{
BattleHex predecessor[GameConstants::BFIELD_SIZE]; //for getting the Path
int dist[GameConstants::BFIELD_SIZE]; //calculated distances
makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
if(predecessor[dest] == -1) //cannot reach destination
{
return std::make_pair(std::vector<BattleHex>(), 0);
}
//making the Path
std::vector<BattleHex> path;
BattleHex curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = predecessor[curElem];
}
return std::make_pair(path, dist[dest]);
}
TDmgRange BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg ) const
{
double additiveBonus = 1.0, multBonus = 1.0,
minDmg = attacker->getMinDamage() * attackerCount,
maxDmg = attacker->getMaxDamage() * attackerCount;
if(attacker->getCreature()->idNumber == 149) //arrow turret
{
switch(attacker->position)
{
case -2: //keep
minDmg = 15;
maxDmg = 15;
break;
case -3: case -4: //turrets
minDmg = 7.5;
maxDmg = 7.5;
break;
}
}
if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->getCreature()->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
{ //minDmg and maxDmg are multiplied by hero attack + 1
minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
}
int attackDefenceDifference = 0;
if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
{
double multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0;
attackDefenceDifference = attacker->Attack() * multAttackReduction;
}
else
{
attackDefenceDifference = attacker->Attack();
}
if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
{
double multDefenceReduction = (100 - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0;
attackDefenceDifference -= defender->Defense() * multDefenceReduction;
}
else
{
attackDefenceDifference -= defender->Defense();
}
//calculating total attack/defense skills modifier
if(shooting) //precision handling (etc.)
attackDefenceDifference += attacker->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))->totalValue();
else //bloodlust handling (etc.)
attackDefenceDifference += attacker->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))->totalValue();
if(attacker->getEffect(55)) //slayer handling
{
std::vector<int> affectedIds;
int spLevel = attacker->getEffect(55)->val;
for(int g = 0; g < VLC->creh->creatures.size(); ++g)
{
BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->getBonusList())
{
if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
{
affectedIds.push_back(g);
break;
}
}
}
for(ui32 g=0; g<affectedIds.size(); ++g)
{
if(defender->getCreature()->idNumber == affectedIds[g])
{
attackDefenceDifference += VLC->spellh->spells[55]->powers[attacker->getEffect(55)->val];
break;
}
}
}
//bonus from attack/defense skills
if(attackDefenceDifference < 0) //decreasing dmg
{
double dec = 0.025 * (-attackDefenceDifference);
if(dec > 0.7)
{
multBonus *= 0.3; //1.0 - 0.7
}
else
{
multBonus *= 1.0 - dec;
}
}
else //increasing dmg
{
double inc = 0.05 * attackDefenceDifference;
if(inc > 4.0)
{
additiveBonus += 4.0;
}
else
{
additiveBonus += inc;
}
}
//applying jousting bonus
if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
additiveBonus += charge * 0.05;
//handling secondary abilities and artifacts giving premies to them
if(attackerHero)
{
if(shooting)
{
additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARCHERY) / 100.0;
}
else
{
additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::OFFENCE) / 100.0;
}
}
if(defendingHero)
{
multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARMORER))) / 100.0;
}
//handling hate effect
additiveBonus += attacker->valOfBonuses(Bonus::HATE, defender->getCreature()->idNumber) / 100.;
//luck bonus
if (lucky)
{
additiveBonus += 1.0;
}
//ballista double dmg
if(ballistaDoubleDmg)
{
additiveBonus += 1.0;
}
if (deathBlow) //Dread Knight and many WoGified creatures
{
additiveBonus += 1.0;
}
//handling spell effects
if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
{
multBonus *= defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0) / 100.0;
}
else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
{
multBonus *= defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1) / 100.0;
}
TBonusListPtr curseEffects = attacker->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE)); //attacker->getEffect(42);
TBonusListPtr blessEffects = attacker->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE)); //attacker->getEffect(43);
int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo))->additionalInfo : 0;
if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
{
multBonus *= 1.0 - curseMultiplicativePenalty/100;
}
class HLP
{
public:
static bool hasAdvancedAirShield(const CStack * stack)
{
BOOST_FOREACH(const Bonus *it, stack->getBonusList())
{
if (it->source == Bonus::SPELL_EFFECT && it->sid == 28 && it->val >= 2)
{
return true;
}
}
return false;
}
};
//wall / distance penalty + advanced air shield
bool distPenalty = !NBonus::hasOfType(attackerHero, Bonus::NO_DISTANCE_PENALTY) &&
hasDistancePenalty(attacker, defender->position);
bool obstaclePenalty = hasWallPenalty(attacker, defender->position);
if (shooting)
{
if (distPenalty || HLP::hasAdvancedAirShield(defender))
{
multBonus *= 0.5;
}
if (obstaclePenalty)
{
multBonus *= 0.5; //cumulative
}
}
if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
{
multBonus *= 0.5;
}
minDmg *= additiveBonus * multBonus;
maxDmg *= additiveBonus * multBonus;
TDmgRange returnedVal;
if(curseEffects->size()) //curse handling (rest)
{
minDmg += curseBlessAdditiveModifier;
returnedVal = std::make_pair(int(minDmg), int(minDmg));
}
else if(blessEffects->size()) //bless handling
{
maxDmg += curseBlessAdditiveModifier;
returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
}
else
{
returnedVal = std::make_pair(int(minDmg), int(maxDmg));
}
//damage cannot be less than 1
vstd::amax(returnedVal.first, 1);
vstd::amax(returnedVal.second, 1);
return returnedVal;
}
TDmgRange BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const
{
return calculateDmgRange(attacker, defender, attacker->count, defender->count, attackerHero, defendingHero, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
}
ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg )
{
TDmgRange range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
if(range.first != range.second)
{
int valuesToAverage[10];
int howManyToAv = std::min<ui32>(10, attacker->count);
for (int g=0; g<howManyToAv; ++g)
{
valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
}
return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
}
else
return range.first;
}
void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
{
for(ui32 i=0; i<stacks.size();i++)//setting casualties
{
const CStack * const st = stacks[i];
si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
vstd::amax(killed, 0);
if(killed)
casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
}
}
std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile )
{
std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
if(s->id == Spells::DEATH_RIPPLE || s->id == Spells::DESTROY_UNDEAD || s->id == Spells::ARMAGEDDON)
{
for(int it=0; it<stacks.size(); ++it)
{
if((s->id == Spells::DEATH_RIPPLE && !stacks[it]->getCreature()->isUndead()) //death ripple
|| (s->id == Spells::DESTROY_UNDEAD && stacks[it]->getCreature()->isUndead()) //destroy undead
|| (s->id == Spells::ARMAGEDDON) //Armageddon
)
{
if(stacks[it]->isValidTarget())
attackedCres.insert(stacks[it]);
}
}
}
else if (s->range[skillLevel].size() > 1) //custom many-hex range
{
for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
{
CStack * st = getStackT(*it, onlyAlive);
if(st)
{
if (s->id == 76) //Death Cloud //TODO: fireball and fire immunity
{
if (st->isLiving() || st->coversPos(destinationTile)) //directly hit or alive
{
attackedCres.insert(st);
}
}
else
attackedCres.insert(st);
}
}
}
else if(s->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
{
if(skillLevel < 3) /*not expert */
{
CStack * st = getStackT(destinationTile, onlyAlive);
if(st)
attackedCres.insert(st);
}
else
{
for(int it=0; it<stacks.size(); ++it)
{
/*if it's non negative spell and our unit or non positive spell and hostile unit */
if((!s->isNegative() && stacks[it]->owner == attackerOwner)
||(!s->isPositive() && stacks[it]->owner != attackerOwner )
)
{
if(stacks[it]->isValidTarget(!onlyAlive))
attackedCres.insert(stacks[it]);
}
}
} //if(caster->getSpellSchoolLevel(s) < 3)
}
else if(s->getTargetType() == CSpell::CREATURE)
{
CStack * st = getStackT(destinationTile, onlyAlive);
if(st)
attackedCres.insert(st);
}
else //custom range from attackedHexes
{
for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
{
CStack * st = getStackT(*it, onlyAlive);
if(st)
attackedCres.insert(st);
}
}
return attackedCres;
}
void BattleInfo::getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
{
const int WN = GameConstants::BFIELD_WIDTH;
ui16 hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
{
std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
BOOST_FOREACH (BattleHex tile, hexes)
{
at.hostileCreaturePositions.insert(tile);
}
}
if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
{
std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
BOOST_FOREACH (BattleHex tile, hexes)
{
if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1) //adjacent both to attacker's head and attacked tile
|| tile == destinationTile) //or simply attacked directly
{
CStack * st = getStackT(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
at.hostileCreaturePositions.insert(tile);
}
}
}
}
if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
{
std::vector<BattleHex> hexes; //only one, in fact
int pseudoVector = destinationTile.hex - hex;
switch (pseudoVector)
{
case 1:
case -1:
BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
break;
case WN: //17
case WN + 1: //18
case -WN: //-17
case -WN + 1: //-16
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : -1 ), hexes);
break;
case WN-1: //16
case -WN-1: //-18
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : 0), hexes);
break;
}
BOOST_FOREACH (BattleHex tile, hexes)
{
CStack * st = getStackT(tile, true);
if(st) //friendly stacks can also be damaged by Dragon Breath
{
at.friendlyCreaturePositions.insert(tile);
}
}
}
}
std::set<CStack*> BattleInfo::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
{ //TODO: caching?
AttackableTiles at;
getPotentiallyAttackableHexes(at, attacker, destinationTile, attackerPos);
std::set<CStack*> attackedCres;
BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions) //all around & three-headed attack
{
CStack * st = getStackT(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
attackedCres.insert(st);
}
}
BOOST_FOREACH (BattleHex tile, at.friendlyCreaturePositions)
{
CStack * st = getStackT(tile, true);
if(st) //friendly stacks can also be damaged by Dragon Breath
{
attackedCres.insert(st);
}
}
return attackedCres;
}
std::set<BattleHex> BattleInfo::getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
{
AttackableTiles at;
getPotentiallyAttackableHexes(at, attacker, destinationTile, attackerPos);
std::set<BattleHex> attackedHexes;
BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions)
{
CStack * st = getStackT(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
attackedHexes.insert(tile);
}
}
BOOST_FOREACH (BattleHex tile, at.friendlyCreaturePositions)
{
CStack * st = getStackT(tile, true);
if(st) //friendly stacks can also be damaged by Dragon Breath
{
attackedHexes.insert(tile);
}
}
return attackedHexes;
}
std::set<CStack*> BattleInfo::getAdjacentCreatures (const CStack * stack) const
{
std::set<CStack*> stacks;
CStack * localStack;
BOOST_FOREACH (BattleHex hex, stack->getSurroundingHexes())
{
localStack = const_cast<CStack*>(getStackT(hex, true)); //only alive?
if (localStack)
stacks.insert(localStack);
}
return stacks;
}
int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower)
{
if(!caster)
{
if (!usedSpellPower)
return 3; //default duration of all creature spells
else
return usedSpellPower; //use creature spell power
}
switch(spell->id)
{
case Spells::FRENZY:
return 1;
default: //other spells
return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
}
}
CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, int slot, BattleHex position) const
{
int stackID = getIdForNewStack();
int owner = attackerOwned ? sides[0] : sides[1];
assert((owner >= GameConstants::PLAYER_LIMIT) ||
(base.armyObj && base.armyObj->tempOwner == owner));
CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = position;
return ret;
}
CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, int slot, BattleHex position) const
{
int stackID = getIdForNewStack();
int owner = attackerOwned ? sides[0] : sides[1];
CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = position;
return ret;
}
ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
{
ui32 ret = caster->getSpellCost(sp);
//checking for friendly stacks reducing cost of the spell and
//enemy stacks increasing it
si32 manaReduction = 0;
si32 manaIncrease = 0;
for(int g=0; g<stacks.size(); ++g)
{
if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
{
vstd::amax(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
}
if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
{
vstd::amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
}
}
return ret - manaReduction + manaIncrease;
}
int BattleInfo::hexToWallPart(BattleHex hex) const
{
if(siege == 0) //there is no battle!
return -1;
static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
{std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7),
std::make_pair(45, -2), std::make_pair(78, -2), std::make_pair(112, -2), std::make_pair(147, -2)}; // -2 - indestructible walls
for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
{
if(attackable[g].first == hex)
return attackable[g].second;
}
return -1; //not found!
}
int BattleInfo::lineToWallHex( int line ) const
{
static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
return lineToHex[line];
}
std::pair<const CStack *, BattleHex> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
{
bool ac[GameConstants::BFIELD_SIZE];
std::set<BattleHex> occupyable;
getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest);
BattleHex predecessor[GameConstants::BFIELD_SIZE];
int dist[GameConstants::BFIELD_SIZE];
makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
{
const CStack * atG = getStackT(g);
if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
continue;
if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
{
if(predecessor[g] == -1) //TODO: is it really the best solution?
continue;
stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
}
}
if(stackPairs.size() > 0)
{
std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
minimalPairs.push_back(stackPairs[0]);
for(int b=1; b<stackPairs.size(); ++b)
{
if(stackPairs[b].first.first < minimalPairs[0].first.first)
{
minimalPairs.clear();
minimalPairs.push_back(stackPairs[b]);
}
else if(stackPairs[b].first.first == minimalPairs[0].first.first)
{
minimalPairs.push_back(stackPairs[b]);
}
}
std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
return std::make_pair(minPair.second, predecessor[minPair.first.second]);
}
return std::make_pair<const CStack * , BattleHex>(NULL, BattleHex::INVALID);
}
ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
{
ui32 ret = baseDamage;
//applying sorcery secondary skill
if(caster)
{
ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::SORCERY)) / 100.0;
ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0;
if(sp->air)
ret *= (100.0 + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0;
else if(sp->fire) //only one type of bonus for Magic Arrow
ret *= (100.0 + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0;
else if(sp->water)
ret *= (100.0 + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0;
else if(sp->earth)
ret *= (100.0 + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0;
if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
}
return ret;
}
ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
{
ui32 ret = 0; //value to return
//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
//check if spell really does damage - if not, return 0
if(VLC->spellh->damageSpells.find(sp->id) == VLC->spellh->damageSpells.end())
return 0;
ret = usedSpellPower * sp->power;
ret += sp->powers[spellSchoolLevel];
//affected creature-specific part
if(affectedCreature)
{
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
ret /= 100;
}
else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
ret /= 100;
}
else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
ret /= 100;
}
else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
ret /= 100;
}
//general spell dmg reduction
if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
ret /= 100;
}
//dmg increasing
if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
{
ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
ret /= 100;
}
}
ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
return ret;
}
ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
{
bool resurrect = resurrects(spell->id);
int healedHealth = caster->getPrimSkillLevel(2) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];
healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
}
ui32 BattleInfo::calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const
{
bool resurrect = resurrects(spell->id);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
}
ui32 BattleInfo::calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const
{
bool resurrect = resurrects(spell->id);
int healedHealth = usedSpellPower * spell->power + spell->powers[spellSchoolLevel];
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
}
bool BattleInfo::resurrects(TSpell spellid) const
{
return vstd::contains(VLC->spellh->risingSpells, spellid);
}
void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
{
//we'll split creatures with remaining movement to 4 parts
std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
int toMove = 0; //how many stacks still has move
const CStack *active = getStack(activeStack);
//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
if(!turn && active && active->willMove() && !vstd::contains(active->state, EBattleStackState::WAITING))
{
out.push_back(active);
if(out.size() == howMany)
return;
}
for(ui32 i=0; i<stacks.size(); ++i)
{
const CStack * const s = stacks[i];
if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move
|| (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds
|| (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue
{
continue;
}
int p = -1; //in which phase this tack will move?
if(turn <= 0 && vstd::contains(s->state, EBattleStackState::WAITING)) //consider waiting state only for ongoing round
{
if(vstd::contains(s->state, EBattleStackState::HAD_MORALE))
p = 2;
else
p = 3;
}
else if(s->getCreature()->idNumber == 145 || s->getCreature()->idNumber == 149) //catapult and turrets are first
{
p = 0;
}
else
{
p = 1;
}
phase[p].push_back(s);
toMove++;
}
for(int i = 0; i < 4; i++)
std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
out.push_back(phase[0][i]);
if(out.size() == howMany)
return;
if(lastMoved == -1)
{
if(active)
{
if(out.size() && out.front() == active)
lastMoved = active->attackerOwned;
else
lastMoved = active->attackerOwned;
}
else
{
lastMoved = 0;
}
}
int pi = 1;
while(out.size() < howMany)
{
const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
if(!hlp)
{
pi++;
if(pi > 3)
{
//if(turn != 2)
getStackQueue(out, howMany, turn + 1, lastMoved);
return;
}
}
else
{
out.push_back(hlp);
}
}
}
si8 BattleInfo::hasDistancePenalty( const CStack * stack, BattleHex destHex ) const
{
struct HLP
{
static bool lowerAnalyze(const CStack * stack, BattleHex hex)
{
int distance = BattleHex::getDistance(hex, stack->position);
//I hope it's approximately correct
return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
}
};
const CStack * dstStack = getStackT(destHex, false);
if (dstStack->doubleWide())
return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
else
return HLP::lowerAnalyze(stack, destHex);
}
si8 BattleInfo::sameSideOfWall(int pos1, int pos2) const
{
int wallInStackLine = lineToWallHex(pos1/GameConstants::BFIELD_WIDTH);
int wallInDestLine = lineToWallHex(pos2/GameConstants::BFIELD_WIDTH);
bool stackLeft = pos1 < wallInStackLine;
bool destLeft = pos2 < wallInDestLine;
return stackLeft != destLeft;
}
si8 BattleInfo::hasWallPenalty( const CStack* stack, BattleHex destHex ) const
{
if (!siege || stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))
{
return false;
}
int wallInStackLine = lineToWallHex(stack->position/GameConstants::BFIELD_WIDTH);
int wallInDestLine = lineToWallHex(destHex/GameConstants::BFIELD_WIDTH);
bool stackLeft = stack->position < wallInStackLine;
bool destRight = destHex > wallInDestLine;
if (stackLeft && destRight) //shooting from outside to inside
{
int row = (stack->position + destHex) / (2 * GameConstants::BFIELD_WIDTH);
if (stack->position > destHex && ((destHex % GameConstants::BFIELD_WIDTH - stack->position % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
row -= 2;
int wallPos = lineToWallHex(row);
if (hexToWallPart(wallPos) != -1) //wall still exists or is indestructible
return true;
}
return false;
}
si8 BattleInfo::canTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
{
bool ac[GameConstants::BFIELD_SIZE];
std::set<BattleHex> occupyable;
getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, false, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
if (siege && telportLevel < 2) //check for wall
{
return ac[destHex] && sameSideOfWall(stack->position, destHex);
}
else
{
return ac[destHex];
}
}
bool BattleInfo::battleCanShoot(const CStack * stack, BattleHex dest) const
{
if(tacticDistance) //no shooting during tactics
return false;
const CStack *dst = getStackT(dest);
if(!stack || !dst) return false;
const CGHeroInstance * stackHero = battleGetOwner(stack);
if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
return false;
if(stack->getCreature()->idNumber == 145 && dst) //catapult cannot attack creatures
return false;
if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
&& stack->owner != dst->owner
&& dst->alive()
&& (!isStackBlocked(stack) || NBonus::hasOfType(stackHero, Bonus::FREE_SHOOTING))
&& stack->shots
)
return true;
return false;
}
bool BattleInfo::battleCanFlee(int player) const
{
if (player == sides[0])
{
if (!heroes[0])
return false;//current player have no hero
}
else
{
if (!heroes[1])
return false;
}
if( ( heroes[0] && heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) ) //eg. one of heroes is wearing shakles of war
|| ( heroes[1] && heroes[1]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE)))
return false;
if (player == sides[1] && siege //defender in siege
&& !(town->subID == 6 && vstd::contains(town->builtBuildings, 17)))//without escape tunnel
return false;
return true;
}
const CStack * BattleInfo::battleGetStack(BattleHex pos, bool onlyAlive)
{
CStack * stack = NULL;
for(ui32 g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == pos
|| (stacks[g]->doubleWide()
&&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos)
|| (!stacks[g]->attackerOwned && stacks[g]->position+1 == pos) )
) )
{
if (stacks[g]->alive())
return stacks[g]; //we prefer living stacks - there cna be only one stack on te tile, so return it imediately
else if (!onlyAlive)
stack = stacks[g]; //dead stacks are only accessible when there's no alive stack on this tile
}
}
return stack;
}
const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
{
return heroes[!stack->attackerOwned];
}
si8 BattleInfo::battleMinSpellLevel() const
{
si8 levelLimit = 0;
if(const CGHeroInstance *h1 = heroes[0])
{
vstd::amax(levelLimit, h1->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));
}
if(const CGHeroInstance *h2 = heroes[1])
{
vstd::amax(levelLimit, h2->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));
}
return levelLimit;
}
void BattleInfo::localInit()
{
belligerents[0]->battle = belligerents[1]->battle = this;
BOOST_FOREACH(CArmedInstance *b, belligerents)
b->attachTo(this);
BOOST_FOREACH(CStack *s, stacks)
localInitStack(s);
exportBonuses();
}
void BattleInfo::localInitStack(CStack * s)
{
s->exportBonuses();
if(s->base) //stack originating from "real" stack in garrison -> attach to it
{
s->attachTo(const_cast<CStackInstance*>(s->base));
}
else //attach directly to obj to which stack belongs and creature type
{
CArmedInstance *army = belligerents[!s->attackerOwned];
s->attachTo(army);
assert(s->type);
s->attachTo(const_cast<CCreature*>(s->type));
}
s->postInit();
}
namespace CGH
{
using namespace std;
static void readBattlePositions(const JsonNode &node, vector< vector<int> > & dest)
{
BOOST_FOREACH(const JsonNode &level, node.Vector())
{
std::vector<int> pom;
BOOST_FOREACH(const JsonNode &value, level.Vector())
{
pom.push_back(value.Float());
}
dest.push_back(pom);
}
}
}
//RNG that works like H3 one
struct RandGen
{
int seed;
void srand(int s)
{
seed = s;
}
void srand(int3 pos)
{
srand(110291 * pos.x + 167801 * pos.y + 81569);
}
int rand()
{
seed = 214013 * seed + 2531011;
return (seed >> 16) & 0x7FFF;
}
int rand(int min, int max)
{
if(min == max)
return min;
if(min > max)
return min;
return min + rand() % (max - min + 1);
}
};
struct RangeGenerator
{
class ExhaustedPossibilities : public std::exception
{
};
RangeGenerator(int _min, int _max, boost::function<int()> _myRand)
{
myRand = _myRand;
min = _min;
remainingCount = _max - _min + 1;
remaining.resize(remainingCount, true);
}
//get number fulfilling predicate. Never gives the same number twice.
int getSuchNumber(boost::function<bool(int)> goodNumberPred = 0)
{
int ret = -1;
do
{
if(!remainingCount)
throw ExhaustedPossibilities();
int n = myRand() % remainingCount;
int i = 0;
for(;;i++)
{
assert(i < (int)remaining.size());
if(!remaining[i])
continue;
if(!n)
break;
n--;
}
remainingCount--;
remaining[i] = false;
ret = i + min;
} while(goodNumberPred && !goodNumberPred(ret));
return ret;
}
int min, remainingCount;
std::vector<bool> remaining;
boost::function<int()> myRand;
};
BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
{
CMP_stack cmpst;
BattleInfo *curB = new BattleInfo;
curB->castSpells[0] = curB->castSpells[1] = 0;
curB->sides[0] = armies[0]->tempOwner;
curB->sides[1] = armies[1]->tempOwner;
if(curB->sides[1] == 254)
curB->sides[1] = 255;
std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile;
curB->battlefieldType = terType;
curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
curB->round = -2;
curB->activeStack = -1;
curB->enchanterCounter[0] = curB->enchanterCounter[1] = 0; //ready to cast
if(town)
{
curB->town = town;
curB->siege = town->fortLevel();
}
else
{
curB->town = NULL;
curB->siege = 0;
}
//reading battleStartpos
std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
const JsonNode config(GameConstants::DATA_DIR + "/config/battleStartpos.json");
const JsonVector &positions = config["battle_positions"].Vector();
CGH::readBattlePositions(positions[0]["levels"], attackerLoose);
CGH::readBattlePositions(positions[1]["levels"], defenderLoose);
CGH::readBattlePositions(positions[2]["levels"], attackerTight);
CGH::readBattlePositions(positions[3]["levels"], defenderTight);
CGH::readBattlePositions(positions[4]["levels"], attackerCreBank);
CGH::readBattlePositions(positions[5]["levels"], defenderCreBank);
//battleStartpos read
int k = 0; //stack serial
for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
{
int pos;
if(creatureBank)
pos = attackerCreBank[armies[0]->stacksCount()-1][k];
else if(armies[0]->formation)
pos = attackerTight[armies[0]->stacksCount()-1][k];
else
pos = attackerLoose[armies[0]->stacksCount()-1][k];
CStack * stack = curB->generateNewStack(*i->second, true, i->first, pos);
stacks.push_back(stack);
}
k = 0;
for(TSlots::const_iterator i = armies[1]->Slots().begin(); i!=armies[1]->Slots().end(); i++, k++)
{
int pos;
if(creatureBank)
pos = defenderCreBank[armies[1]->stacksCount()-1][k];
else if(armies[1]->formation)
pos = defenderTight[armies[1]->stacksCount()-1][k];
else
pos = defenderLoose[armies[1]->stacksCount()-1][k];
CStack * stack = curB->generateNewStack(*i->second, false, i->first, pos);
stacks.push_back(stack);
}
//shifting positions of two-hex creatures
for(unsigned g=0; g<stacks.size(); ++g)
{
//we should do that for creature bank too
if(stacks[g]->doubleWide() && stacks[g]->attackerOwned)
{
stacks[g]->position += BattleHex::RIGHT;
}
else if(stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
{
if (stacks[g]->position.getX() > 1)
stacks[g]->position += BattleHex::LEFT;
}
}
//adding war machines
if(!creatureBank)
{
if(heroes[0])
{
if(heroes[0]->getArt(13)) //ballista
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), true, 255, 52);
stacks.push_back(stack);
}
if(heroes[0]->getArt(14)) //ammo cart
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), true, 255, 18);
stacks.push_back(stack);
}
if(heroes[0]->getArt(15)) //first aid tent
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), true, 255, 154);
stacks.push_back(stack);
}
}
if(heroes[1])
{
//defending hero shouldn't receive ballista (bug #551)
if(heroes[1]->getArt(13) && !town) //ballista
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), false, 255, 66);
stacks.push_back(stack);
}
if(heroes[1]->getArt(14)) //ammo cart
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), false, 255, 32);
stacks.push_back(stack);
}
if(heroes[1]->getArt(15)) //first aid tent
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), false, 255, 168);
stacks.push_back(stack);
}
}
if(town && heroes[0] && town->hasFort()) //catapult
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), true, 255, 120);
stacks.push_back(stack);
}
}
//war machines added
if (curB->siege == 2 || curB->siege == 3)
{
// keep tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -2);
stacks.push_back(stack);
if (curB->siege == 3)
{
// lower tower + upper tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -4);
stacks.push_back(stack);
stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -3);
stacks.push_back(stack);
}
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
//setting up siege
if(town && town->hasFort())
{
for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
{
curB->si.wallState[b] = 1;
}
}
//randomize obstacles
if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
{
const int ABSOLUTE_OBSTACLES_COUNT = 34, USUAL_OBSTACLES_COUNT = 91; //shouldn't be changes if we want H3-like obstacle placement
RandGen r;
auto ourRand = [&]{ return r.rand(); };
r.srand(tile);
const int sound = r.rand(1,8); //battle sound ID to play... can't do anything with it here
int tilesToBlock = r.rand(5,12);
const int specialBattlefield = battlefieldTypeToBI(terType);
std::vector<BattleHex> blockedTiles;
auto appropriateAbsoluteObstacle = [&](int id)
{
return VLC->heroh->absoluteObstacles[id].isAppropriate(terrain, specialBattlefield);
};
auto appropriateUsualObstacle = [&](int id) -> bool
{
return VLC->heroh->obstacles[id].isAppropriate(terrain, specialBattlefield);
};
if(r.rand(1,100) <= 40) //put cliff-like obstacle
{
RangeGenerator obidgen(0, ABSOLUTE_OBSTACLES_COUNT-1, ourRand);
try
{
CObstacleInstance coi;
coi.isAbsoluteObstacle = true;
coi.ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
coi.uniqueID = curB->obstacles.size();
curB->obstacles.push_back(coi);
BOOST_FOREACH(BattleHex blocked, coi.getBlocked())
blockedTiles.push_back(blocked);
tilesToBlock -= VLC->heroh->absoluteObstacles[coi.ID].blockedTiles.size() / 2;
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
//silently ignore, if we can't place absolute obstacle, we'll go wityh the usual ones
}
}
RangeGenerator obidgen(0, USUAL_OBSTACLES_COUNT-1, ourRand);
try
{
while(tilesToBlock > 0)
{
const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
const CObstacleInfo &obi = VLC->heroh->obstacles[obid];
auto validPosition = [&](BattleHex pos) -> bool
{
if(obi.height >= pos.getY())
return false;
if(pos.getX() == 0)
return false;
if(pos.getX() + obi.width > 15)
return false;
if(vstd::contains(blockedTiles, pos))
return false;
BOOST_FOREACH(BattleHex blocked, obi.getBlocked(pos))
{
if(vstd::contains(blockedTiles, blocked))
return false;
int x = blocked.getX();
if(x <= 2 || x >= 14)
return false;
}
return true;
};
RangeGenerator posgenerator(18, 168, ourRand);
CObstacleInstance oi;
oi.ID = obid;
oi.pos = posgenerator.getSuchNumber(validPosition);
oi.uniqueID = curB->obstacles.size();
curB->obstacles.push_back(oi);
BOOST_FOREACH(BattleHex blocked, oi.getBlocked())
blockedTiles.push_back(blocked);
tilesToBlock -= obi.blockedTiles.size();
}
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
}
}
//spell level limiting bonus
curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
0, -1, -1, Bonus::INDEPENDENT_MAX));
//giving terrain overalay premies
int bonusSubtype = -1;
switch(terType)
{
case 9: //magic plains
{
bonusSubtype = 0;
}
case 14: //fiery fields
{
if(bonusSubtype == -1) bonusSubtype = 1;
}
case 15: //rock lands
{
if(bonusSubtype == -1) bonusSubtype = 8;
}
case 16: //magic clouds
{
if(bonusSubtype == -1) bonusSubtype = 2;
}
case 17: //lucid pools
{
if(bonusSubtype == -1) bonusSubtype = 4;
}
{ //common part for cases 9, 14, 15, 16, 17
curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
break;
}
case 18: //holy ground
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
break;
}
case 19: //clover field
{ //+2 luck bonus for neutral creatures
curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureFactionLimiter>(-1)));
break;
}
case 20: //evil fog
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
break;
}
case 22: //cursed ground
{
curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
Bonus * b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, GameConstants::SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY);
b->valType = Bonus::INDEPENDENT_MAX;
curB->addNewBonus(b);
break;
}
}
//overlay premies given
//native terrain bonuses
if(town) //during siege always take premies for native terrain of faction
terrain = VLC->heroh->nativeTerrains[town->town->typeID];
auto nativeTerrain = make_shared<CreatureNativeTerrainLimiter>(terrain);
curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
//////////////////////////////////////////////////////////////////////////
//tactics
bool isTacticsAllowed = !creatureBank; //no tactics in crebanks
int tacticLvls[2] = {0};
for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
{
if(heroes[i])
tacticLvls[i] += heroes[i]->getSecSkillLevel(CGHeroInstance::TACTICS);
}
int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
if(tacticsSkillDiff && isTacticsAllowed)
{
curB->tacticsSide = tacticsSkillDiff < 0;
curB->tacticDistance = std::abs(tacticsSkillDiff)*2 + 1;
}
else
curB->tacticDistance = 0;
// workaround — bonuses affecting only enemy
for(int i = 0; i < 2; i++)
{
TNodes nodes;
curB->belligerents[i]->getRedAncestors(nodes);
BOOST_FOREACH(CBonusSystemNode *n, nodes)
{
BOOST_FOREACH(Bonus *b, n->getExportedBonusList())
{
if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
{
Bonus *bCopy = new Bonus(*b);
bCopy->effectRange = Bonus::NO_LIMIT;
bCopy->propagator.reset();
bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i]));
curB->addNewBonus(bCopy);
}
}
}
}
return curB;
}
bool BattleInfo::isInTacticRange( BattleHex dest ) const
{
return ((!tacticsSide && dest.getX() > 0 && dest.getX() <= tacticDistance)
|| (tacticsSide && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - tacticDistance - 1));
}
ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const
{
int side = sides[0] == player ? 0 : 1;
switch (mode)
{
case ECastingMode::HERO_CASTING:
{
if(tacticDistance)
return ESpellCastProblem::ONGOING_TACTIC_PHASE;
if(castSpells[side] > 0)
return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
if(!heroes[side])
return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
if(!heroes[side]->getArt(17))
return ESpellCastProblem::NO_SPELLBOOK;
}
break;
}
return ESpellCastProblem::OK;
}
ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpell( int player, const CSpell * spell, ECastingMode::ECastingMode mode ) const
{
ESpellCastProblem::ESpellCastProblem genProblem = battleCanCastSpell(player, mode);
if(genProblem != ESpellCastProblem::OK)
return genProblem;
int cside = sides[0] == player ? 0 : 1; //caster's side
switch(mode)
{
case ECastingMode::HERO_CASTING:
{
const CGHeroInstance * caster = heroes[cside];
if(!caster->canCastThisSpell(spell))
return ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
if(caster->mana < getSpellCost(spell, caster)) //not enough mana
return ESpellCastProblem::NOT_ENOUGH_MANA;
}
break;
}
if(spell->id < 10) //it's adventure spell (not combat))
return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
if(NBonus::hasOfType(heroes[1-cside], Bonus::SPELL_IMMUNITY, spell->id)) //non - casting hero provides immunity for this spell
return ESpellCastProblem::SECOND_HEROS_SPELL_IMMUNITY;
if(battleMinSpellLevel() > spell->level) //non - casting hero stops caster from casting this spell
return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
int spellIDs[] = {66, 67, 68, 69}; //IDs of summon elemental spells (fire, earth, water, air)
int creIDs[] = {114, 113, 115, 112}; //(fire, earth, water, air)
int * idp = std::find(spellIDs, spellIDs + ARRAY_COUNT(spellIDs), spell->id);
int arpos = idp - spellIDs;
if(arpos < ARRAY_COUNT(spellIDs))
{
//check if there are summoned elementals of other type
BOOST_FOREACH ( const CStack * st, stacks)
{
if (vstd::contains(st->state, EBattleStackState::SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])
{
return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
}
}
}
//checking if there exists an appropriate target
switch(spell->getTargetType())
{
case CSpell::CREATURE:
case CSpell::CREATURE_EXPERT_MASSIVE:
if(mode == ECastingMode::HERO_CASTING)
{
const CGHeroInstance * caster = getHero(player);
bool targetExists = false;
BOOST_FOREACH(const CStack * stack, stacks)
{
switch (spell->positiveness)
{
case CSpell::POSITIVE:
if(stack->owner == caster->getOwner())
{
if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
{
targetExists = true;
break;
}
}
break;
case CSpell::NEUTRAL:
if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
{
targetExists = true;
break;
}
break;
case CSpell::NEGATIVE:
if(stack->owner != caster->getOwner())
{
if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
{
targetExists = true;
break;
}
}
break;
}
}
if(!targetExists)
{
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
}
break;
case CSpell::OBSTACLE:
break;
}
return ESpellCastProblem::OK;
}
ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest ) const
{
ESpellCastProblem::ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell(player, spell, mode);
if(moreGeneralProblem != ESpellCastProblem::OK)
return moreGeneralProblem;
if(spell->getTargetType() == CSpell::OBSTACLE && !isObstacleOnTile(dest))
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
//get dead stack if we cast resurrection or animate dead
const CStack *deadStack = getStackIf([dest](const CStack *s) { return !s->alive() && s->position == dest; });
const CStack *aliveStack = getStackIf([dest](const CStack *s) { return s->alive() && s->position == dest; });
if(spell->isRisingSpell())
{
if(!deadStack || aliveStack)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(spell->id == Spells::ANIMATE_DEAD && !deadStack->hasBonusOfType(Bonus::UNDEAD))
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(deadStack->owner != player) //you can resurrect only your own stacks
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
else if(spell->getTargetType() == CSpell::CREATURE || spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
{
if(!aliveStack)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(spell->isNegative() && aliveStack->owner == player)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(spell->isPositive() && aliveStack->owner != player)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
if (mode != ECastingMode::CREATURE_ACTIVE_CASTING && mode != ECastingMode::ENCHANTER_CASTING)
return battleIsImmune(getHero(player), spell, mode, dest);
else
return battleIsImmune(NULL, spell, mode, dest);
}
TSpell BattleInfo::getRandomBeneficialSpell(const CStack * subject) const
{
std::vector<TSpell> possibleSpells;
CSpell * spell;
for (int i = 0; i < GameConstants::SPELLS_QUANTITY; ++i) //should not use future spells added by mods
{
spell = VLC->spellh->spells[i];
if (spell->isPositive()) //only positive
{
if (subject->hasBonusFrom(Bonus::SPELL_EFFECT, i) ||
battleCanCastThisSpellHere(subject->owner, spell, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
continue;
switch (i)
{
case Spells::SHIELD:
case Spells::FIRE_SHIELD: // not if all enemy units are shooters
{
bool walkerPresent = false;
BOOST_FOREACH (CStack * stack, stacks)
{
if ((stack->owner != subject->owner) && !stack->shots)
{
walkerPresent = true;
break;
}
}
if (!walkerPresent)
continue;
}
break;
case Spells::AIR_SHIELD: //only against active shooters
{
bool shooterPresent = false;
BOOST_FOREACH (CStack * stack, stacks)
{
if ((stack->owner != subject->owner) && stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots)
{
shooterPresent = true;
break;
}
}
if (!shooterPresent)
continue;
break;
}
case Spells::ANTI_MAGIC:
case Spells::MAGIC_MIRROR:
{
if (!heroes[whatSide(theOtherPlayer(subject->owner))]) //only if there is enemy hero
continue;
}
break;
case Spells::CURE: //only damaged units - what about affected by curse?
{
if (subject->firstHPleft >= subject->MaxHealth())
continue;
}
break;
case Spells::BLOODLUST:
{
if (subject->shots) //if can shoot - only if enemy uits are adjacent
continue;
}
break;
case Spells::PRECISION:
{
if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))
continue;
}
break;
case Spells::SLAYER://only if monsters are present
{
bool monsterPresent = false;
BOOST_FOREACH (CStack * stack, stacks)
{
if ((stack->owner != subject->owner) &&
(stack->hasBonus(Selector::type(Bonus::KING1) || Selector::type(Bonus::KING2) || Selector::type(Bonus::KING3))))
{
monsterPresent = true;
break;
}
}
if (!monsterPresent)
continue;
}
break;
case Spells::CLONE: //not allowed
continue;
break;
}
possibleSpells.push_back(i);
}
}
if (possibleSpells.size())
return possibleSpells[ran() % possibleSpells.size()];
else
return -1;
}
TSpell BattleInfo::getRandomCastedSpell(const CStack * caster) const
{
TBonusListPtr bl = caster->getBonuses(Selector::type(Bonus::SPELLCASTER));
if (!bl->size())
return -1;
int totalWeight = 0;
BOOST_FOREACH(Bonus * b, *bl)
{
totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1
}
int randomPos = ran() % totalWeight;
BOOST_FOREACH(Bonus * b, *bl)
{
randomPos -= std::max(b->additionalInfo, 1);
if(randomPos < 0)
{
return b->subtype;
}
}
return -1;
}
const CGHeroInstance * BattleInfo::getHero( int player ) const
{
assert(sides[0] == player || sides[1] == player);
if(heroes[0] && heroes[0]->getOwner() == player)
return heroes[0];
return heroes[1];
}
bool NegateRemover(const Bonus* b)
{
return b->source == Bonus::CREATURE_ABILITY;
}
bool BattleInfo::battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const //helper for battleisImmune
{
if (!spell->isPositive()) //negative or indifferent
{
if ((damageSpell && subject->hasBonusOfType(element, 2)) || subject->hasBonusOfType(element, 1))
return true;
}
else if (spell->isPositive()) //positive
{
if (subject->hasBonusOfType(element, 0)) //must be immune to all spells
return true;
}
return false;
}
ESpellCastProblem::ESpellCastProblem BattleInfo::battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const
{
const CStack * subject;
bool risingSpell = vstd::contains(VLC->spellh->risingSpells, spell->id);
if (risingSpell)
subject = getStackT(dest, false); //including dead stacks
else
subject = getStackT(dest, true); //only alive
if(subject)
{
if (spell->isPositive() && subject->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
return ESpellCastProblem::OK;
switch (spell->id) //TODO: more general logic for new spells?
{
case Spells::DESTROY_UNDEAD:
if (!subject->hasBonusOfType(Bonus::UNDEAD))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
break;
case Spells::DEATH_RIPPLE:
if (subject->hasBonusOfType(Bonus::SIEGE_WEAPON))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //don't break here - undeads and war machines are immune, non-living are not
case Spells::BLESS:
case Spells::CURSE: //undeads are immune to bless & curse
if (subject->hasBonusOfType(Bonus::UNDEAD))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
break;
case Spells::HASTE:
case Spells::SLOW:
case Spells::TELEPORT:
case Spells::CLONE:
if (subject->hasBonusOfType(Bonus::SIEGE_WEAPON))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //war machines are immune to some spells than involve movement
if (spell->id == Spells::CLONE && caster) //TODO: how about stacks casting Clone?
{
if (vstd::contains(subject->state, EBattleStackState::CLONED))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //can't clone already cloned creature
int maxLevel = (std::max(caster->getSpellSchoolLevel(spell), (ui8)1) + 4);
int creLevel = subject->getCreature()->level;
if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, 1-7 for expert
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
break;
case Spells::FORGETFULNESS:
if (!subject->hasBonusOfType(Bonus::SHOOTER))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
break;
case Spells::DISPEL_HELPFUL_SPELLS:
{
TBonusListPtr spellBon = subject->getSpellBonuses();
bool hasPositiveSpell = false;
BOOST_FOREACH(const Bonus * b, *spellBon)
{
if(VLC->spellh->spells[b->sid]->isPositive())
{
hasPositiveSpell = true;
break;
}
}
if(!hasPositiveSpell)
{
return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
}
}
break;
}
bool damageSpell = (vstd::contains(VLC->spellh->damageSpells, spell->id));
if (damageSpell && subject->hasBonusOfType(Bonus::DIRECT_DAMAGE_IMMUNITY))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
if (spell->fire)
{
if (battleTestElementalImmunity(subject, spell, Bonus::FIRE_IMMUNITY, damageSpell))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
if (spell->water)
{
if (battleTestElementalImmunity(subject, spell, Bonus::WATER_IMMUNITY, damageSpell))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
if (spell->earth)
{
if (battleTestElementalImmunity(subject, spell, Bonus::EARTH_IMMUNITY, damageSpell))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
if (spell->air)
{
if (battleTestElementalImmunity(subject, spell, Bonus::AIR_IMMUNITY, damageSpell))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
if (vstd::contains(VLC->spellh->mindSpells, spell->id))
{
if (subject->hasBonusOfType(Bonus::MIND_IMMUNITY))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
if (risingSpell)
{
if (subject->count >= subject->baseAmount) //TODO: calculate potential hp raised
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
TBonusListPtr immunities = subject->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
if(subject->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES))
{
//std::remove_if(immunities->begin(), immunities->end(), NegateRemover);
immunities->remove_if(NegateRemover);
}
if(subject->hasBonusOfType(Bonus::SPELL_IMMUNITY, spell->id) ||
( immunities->size() > 0 && immunities->totalValue() >= spell->level && spell->level))
{
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
}
else //no target stack on this tile
{
if(spell->getTargetType() == CSpell::CREATURE ||
(spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE && mode == ECastingMode::HERO_CASTING && caster && caster->getSpellSchoolLevel(spell) < 3))
{
return ESpellCastProblem::WRONG_SPELL_TARGET;
}
}
return ESpellCastProblem::OK;
}
std::vector<ui32> BattleInfo::calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const
{
std::vector<ui32> ret;
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
{
if(battleIsImmune(caster, sp, mode, (*it)->position) != ESpellCastProblem::OK)
{
ret.push_back((*it)->ID);
continue;
}
//non-negative spells on friendly stacks should always succeed, unless immune
if(!sp->isNegative() && (*it)->owner == casterSideOwner)
continue;
/*
const CGHeroInstance * bonusHero; //hero we should take bonuses from
if((*it)->owner == casterSideOwner)
bonusHero = caster;
else
bonusHero = hero2;*/
int prob = (*it)->magicResistance(); //probability of resistance in %
if(prob > 100) prob = 100;
if(rand()%100 < prob) //immunity from resistance
ret.push_back((*it)->ID);
}
if(sp->id == 60) //hypnotize
{
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
{
if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
|| ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
>
usedSpellPower * 25 + sp->powers[spellLevel]
)
{
ret.push_back((*it)->ID);
}
}
}
return ret;
}
int BattleInfo::getSurrenderingCost(int player) const
{
if(!battleCanFlee(player)) //to surrender, conditions of fleeing must be fulfilled
return -1;
if(!getHero(theOtherPlayer(player))) //additionally, there must be an enemy hero
return -2;
int ret = 0;
double discount = 0;
BOOST_FOREACH(const CStack *s, stacks)
if(s->owner == player && s->base) //we pay for our stack that comes from our army (the last condition eliminates summoned cres and war machines)
ret += s->getCreature()->cost[Res::GOLD] * s->count;
if(const CGHeroInstance *h = getHero(player))
discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
ret *= (100.0 - discount) / 100.0;
vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
return ret;
}
int BattleInfo::theOtherPlayer(int player) const
{
return sides[!whatSide(player)];
}
ui8 BattleInfo::whatSide(int player) const
{
for(int i = 0; i < ARRAY_COUNT(sides); i++)
if(sides[i] == player)
return i;
tlog1 << "BattleInfo::whatSide: Player " << player << " is not in battle!\n";
return -1;
}
int BattleInfo::getIdForNewStack() const
{
if(stacks.size())
{
//stacks vector may be sorted not by ID and they may be not contiguous -> find stack with max ID
auto highestIDStack = *std::max_element(stacks.begin(), stacks.end(),
[](const CStack *a, const CStack *b) { return a->ID < b->ID; });
return highestIDStack->ID + 1;
}
return 0;
}
bool BattleInfo::isObstacleOnTile(BattleHex tile) const
{
std::set<BattleHex> coveredHexes;
BOOST_FOREACH(const CObstacleInstance &obs, obstacles)
{
std::vector<BattleHex> blocked = obs.getBlocked();
for(size_t w = 0; w < blocked.size(); ++w)
coveredHexes.insert(blocked[w]);
}
return vstd::contains(coveredHexes, tile);
}
const CStack * BattleInfo::getStackIf(boost::function<bool(const CStack*)> pred) const
{
auto stackItr = range::find_if(stacks, pred);
return stackItr == stacks.end()
? NULL
: *stackItr;
}
int BattleInfo::battlefieldTypeToBI(int bfieldType)
{
static const std::map<int, int> theMap = boost::assign::map_list_of(19, BattlefieldBI::CLOVER_FIELD)
(22, BattlefieldBI::CURSED_GROUND)(20, BattlefieldBI::EVIL_FOG)(21, BattlefieldBI::NONE)
(14, BattlefieldBI::FIERY_FIELDS)(18, BattlefieldBI::HOLY_GROUND)(17, BattlefieldBI::LUCID_POOLS)
(16, BattlefieldBI::MAGIC_CLOUDS)(9, BattlefieldBI::MAGIC_PLAINS)(15, BattlefieldBI::ROCKLANDS)
(1, BattlefieldBI::COASTAL);
auto itr = theMap.find(bfieldType);
if(itr != theMap.end())
return itr->second;
return BattlefieldBI::NONE;
}
CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
counterAttacks(1)
{
assert(base);
type = base->type;
count = baseAmount = base->count;
setNodeType(STACK_BATTLE);
}
CStack::CStack()
{
init();
setNodeType(STACK_BATTLE);
}
CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)
: base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1)
{
type = stack->type;
count = baseAmount = stack->count;
setNodeType(STACK_BATTLE);
}
void CStack::init()
{
base = NULL;
type = NULL;
ID = -1;
count = baseAmount = -1;
firstHPleft = -1;
owner = 255;
slot = 255;
attackerOwned = false;
position = BattleHex();
counterAttacks = -1;
}
void CStack::postInit()
{
assert(type);
assert(getParentNodes().size());
firstHPleft = MaxHealth();
shots = getCreature()->valOfBonuses(Bonus::SHOTS);
counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
casts = valOfBonuses(Bonus::CASTS); //TODO: set them in cr_abils.txt
state.insert(EBattleStackState::ALIVE); //alive state indication
}
ui32 CStack::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
{
if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
return 0;
int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
int percentBonus = 0;
BOOST_FOREACH(const Bonus *b, getBonusList())
{
if(b->type == Bonus::STACKS_SPEED)
{
percentBonus += b->additionalInfo;
}
}
speed = ((100 + percentBonus) * speed)/100;
//bind effect check - doesn't influence stack initiative
if (useBind && getEffect(72))
{
return 0;
}
return speed;
}
si32 CStack::magicResistance() const
{
si32 magicResistance;
if (base) //TODO: make war machines receive aura of magic resistance
{
magicResistance = base->magicResistance();
int auraBonus = 0;
BOOST_FOREACH (CStack * stack, base->armyObj->battle->getAdjacentCreatures(this))
{
if (stack->owner == owner)
{
vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
}
}
magicResistance += auraBonus;
vstd::amin (magicResistance, 100);
}
else
magicResistance = type->magicResistance();
return magicResistance;
}
const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
{
BOOST_FOREACH(Bonus *it, getBonusList())
{
if(it->source == Bonus::SPELL_EFFECT && it->sid == id)
{
if(!turn || it->turnsRemain > turn)
return &(*it);
}
}
return NULL;
}
void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
{
si32 power = VLC->spellh->spells[sse.sid]->powers[sse.val];
switch(sse.sid)
{
case 27: //shield
sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 28: //air shield
sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 29: //fire shield
sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 30: //protection from air
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 31: //protection from fire
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 32: //protection from water
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 33: //protection from earth
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 34: //anti-magic
sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, GameConstants::SPELL_LEVELS, power - 1, sse.turnsRemain));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
break;
case 36: //magic mirror
sf.push_back(featureGenerator(Bonus::MAGIC_MIRROR, -1, power, sse.turnsRemain));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
case 41: //bless
sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
break;
case 42: //curse
sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
break;
case 43: //bloodlust
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
sf.back().sid = sse.sid;
break;
case 44: //precision
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
sf.back().sid = sse.sid;
break;
case 45: //weakness
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 46: //stone skin
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 47: //disrupting ray
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.back().valType = Bonus::ADDITIVE_VALUE;
break;
case 48: //prayer
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 49: //mirth
sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 50: //sorrow
sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 51: //fortune
sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 52: //misfortune
sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 53: //haste
sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 54: //slow
sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
sf.back().sid = sse.sid;
break;
case 55: //slayer
sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 56: //frenzy
sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 58: //counterstrike
sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 59: //bersek
sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 60: //hypnotize
sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 61: //forgetfulness
sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case Spells::BLIND: //blind
sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(makeFeatureVal(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
sf.back().sid = sse.sid;
break;
case Spells::STONE_GAZE: //Stone Gaze
case Spells::PARALYZE: //Paralyze
sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
sf.back().sid = sse.sid;
break;
case 71: //Poison
sf.push_back(featureGeneratorVT(Bonus::POISON, 0, 30, sse.turnsRemain, Bonus::INDEPENDENT_MAX)); //max hp penalty from this source
sf.back().sid = sse.sid;
sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -10, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
sf.back().sid = sse.sid;
break;
case 72: //Bind
sf.push_back(featureGenerator(Bonus::BIND_EFFECT, 0, 0, 1)); //marker
sf.back().duration = Bonus::PERMANENT;
sf.back().sid = sse.sid;
break;
case 73: //Disease
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -2 , sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -2 , sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 75: //Age
sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -50, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
sf.back().sid = sse.sid;
break;
case 80: //Acid Breath
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -sse.turnsRemain, 1));
sf.back().sid = sse.sid;
sf.back().duration = Bonus::PERMANENT;
sf.back().valType = Bonus::ADDITIVE_VALUE;
break;
}
}
ui8 CStack::howManyEffectsSet(ui16 id) const
{
ui8 ret = 0;
BOOST_FOREACH(const Bonus *it, getBonusList())
if(it->source == Bonus::SPELL_EFFECT && it->sid == id) //effect found
{
++ret;
}
return ret;
}
bool CStack::willMove(int turn /*= 0*/) const
{
return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
&& !moved(turn)
&& canMove(turn);
}
bool CStack::canMove( int turn /*= 0*/ ) const
{
return alive()
&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
}
bool CStack::moved( int turn /*= 0*/ ) const
{
if(!turn)
return vstd::contains(state, EBattleStackState::MOVED);
else
return false;
}
bool CStack::doubleWide() const
{
return getCreature()->doubleWide;
}
BattleHex CStack::occupiedHex() const
{
if (doubleWide())
{
if (attackerOwned)
return position - 1;
else
return position + 1;
}
else
{
return BattleHex::INVALID;
}
}
std::vector<BattleHex> CStack::getHexes() const
{
std::vector<BattleHex> hexes;
hexes.push_back(BattleHex(position));
BattleHex occupied = occupiedHex();
if(occupied.isValid())
hexes.push_back(occupied);
return hexes;
}
bool CStack::coversPos(BattleHex pos) const
{
return vstd::contains(getHexes(), pos);
}
std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
{
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
std::vector<BattleHex> hexes;
if (doubleWide())
{
const int WN = GameConstants::BFIELD_WIDTH;
if(attackerOwned)
{ //position is equal to front hex
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
BattleHex::checkAndPush(hex - 2, hexes);
BattleHex::checkAndPush(hex + 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
}
else
{
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
BattleHex::checkAndPush(hex + 2, hexes);
BattleHex::checkAndPush(hex - 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
}
return hexes;
}
else
{
return hex.neighbouringTiles();
}
}
std::vector<si32> CStack::activeSpells() const
{
std::vector<si32> ret;
TBonusListPtr spellEffects = getSpellBonuses();
BOOST_FOREACH(const Bonus *it, *spellEffects)
{
if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
ret.push_back(it->sid);
}
return ret;
}
CStack::~CStack()
{
detachFromAll();
}
const CGHeroInstance * CStack::getMyHero() const
{
if(base)
return dynamic_cast<const CGHeroInstance *>(base->armyObj);
else //we are attached directly?
BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())
if(n->getNodeType() == HERO)
dynamic_cast<const CGHeroInstance *>(n);
return NULL;
}
std::string CStack::nodeName() const
{
std::ostringstream oss;
oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
if(type)
oss << type->namePl;
else
oss << "[UNDEFINED TYPE]";
oss << " from slot " << (int)slot;
if(base && base->armyObj)
oss << " of armyobj=" << base->armyObj->id;
return oss.str();
}
void CStack::prepareAttacked(BattleStackAttacked &bsa) const
{
bsa.killedAmount = bsa.damageAmount / MaxHealth();
unsigned damageFirst = bsa.damageAmount % MaxHealth();
if (bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
{
bsa.killedAmount = count;
bsa.flags |= BattleStackAttacked::CLONE_KILLED;
return; // no rebirth I believe
}
if( firstHPleft <= damageFirst )
{
bsa.killedAmount++;
bsa.newHP = firstHPleft + MaxHealth() - damageFirst;
}
else
{
bsa.newHP = firstHPleft - damageFirst;
}
if(count <= bsa.killedAmount) //stack killed
{
bsa.newAmount = 0;
bsa.flags |= BattleStackAttacked::KILLED;
bsa.killedAmount = count; //we cannot kill more creatures than we have
int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
if (resurrectFactor > 0 && casts) //there must be casts left
{
int resurrectedCount = base->count * resurrectFactor / 100;
if (resurrectedCount)
resurrectedCount += ((base->count * resurrectFactor / 100.0 - resurrectedCount) > ran()%100 / 100.0) ? 1 : 0; //last stack has proportional chance to rebirth
else //only one unit
resurrectedCount += ((base->count * resurrectFactor / 100.0) > ran()%100 / 100.0) ? 1 : 0;
if (hasBonusOfType(Bonus::REBIRTH, 1))
vstd::amax (resurrectedCount, 1); //resurrect at least one Sacred Phoenix
if (resurrectedCount)
{
bsa.flags |= BattleStackAttacked::REBIRTH;
bsa.newAmount = resurrectedCount; //risky?
bsa.newHP = MaxHealth(); //resore full health
}
}
}
else
{
bsa.newAmount = count - bsa.killedAmount;
}
}
bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
{
if (!attackerPos.isValid())
{
attackerPos = attacker->position;
}
if (!defenderPos.isValid())
{
defenderPos = defender->position;
}
return
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
|| (attacker->doubleWide() //back <=> front
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
|| (defender->doubleWide() //front <=> back
&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
}
bool CStack::ableToRetaliate() const
{
return alive()
&& (counterAttacks > 0 || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
&& !hasBonusOfType(Bonus::HYPNOTIZED)
&& !hasBonusOfType(Bonus::NO_RETALIATION);
}
std::string CStack::getName() const
{
return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
}
bool CStack::isValidTarget(bool allowDead/* = false*/) const /*alive non-turret stacks (can be attacked or be object of magic effect) */
{
return (alive() || allowDead) && position.isValid();
}
bool CStack::canBeHealed() const
{
return firstHPleft != MaxHealth()
&& alive()
&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
}
bool CMP_stack::operator()( const CStack* a, const CStack* b )
{
switch(phase)
{
case 0: //catapult moves after turrets
return a->getCreature()->idNumber > b->getCreature()->idNumber; //catapult is 145 and turrets are 149
case 1: //fastest first, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as > bs;
else
return a->slot < b->slot;
}
case 2: //fastest last, upper slot first
//TODO: should be replaced with order of receiving morale!
case 3: //fastest last, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as < bs;
else
return a->slot < b->slot;
}
default:
assert(0);
return false;
}
}
CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
{
phase = Phase;
turn = Turn;
}