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vcmi/lib/CBattleCallback.cpp
mateuszb 9dd60b6dbe * refactoring
* moat damage went to config file
2013-02-08 21:17:39 +00:00

2318 lines
70 KiB
C++

#include "StdInc.h"
#include "CBattleCallback.h"
#include "BattleState.h"
#include "CGameState.h"
#include "NetPacks.h"
#include "CSpellHandler.h"
#include "VCMI_Lib.h"
#include "CTownHandler.h"
/*
* CBattleCallback.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#define RETURN_IF_NOT_BATTLE(X) if(!duringBattle()) {tlog1 << __FUNCTION__ << " called when no battle!\n"; return X; }
namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
{
static void retreiveTurretDamageRange(const CStack *turret, double &outMinDmg, double &outMaxDmg)
{
assert(turret->getCreature()->idNumber == CreatureID::ARROW_TOWERS);
switch(turret->position)
{
case -2: //keep
outMinDmg = 15;
outMaxDmg = 15;
break;
case -3: case -4: //turrets
outMinDmg = 7.5;
outMaxDmg = 7.5;
break;
default:
tlog1 << "Unknown turret type!" << std::endl;
outMaxDmg = outMinDmg = 1;
}
}
static int lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
{
static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
return lineToHex[line];
}
static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
{
const int wallInStackLine = lineToWallHex(pos1.getY());
const int wallInDestLine = lineToWallHex(pos2.getY());
const bool stackLeft = pos1 < wallInStackLine;
const bool destLeft = pos2 < wallInDestLine;
return stackLeft != destLeft;
}
static EWallParts::EWallParts hexToWallPart(BattleHex hex)
{
//potentially attackable parts of wall
// -2 - indestructible walls
static const std::pair<int, EWallParts::EWallParts> attackable[] =
{
std::make_pair(50, EWallParts::KEEP),
std::make_pair(183, EWallParts::BOTTOM_TOWER),
std::make_pair(182, EWallParts::BOTTOM_WALL),
std::make_pair(130, EWallParts::BELOW_GATE),
std::make_pair(62, EWallParts::OVER_GATE),
std::make_pair(29, EWallParts::UPPER_WAL),
std::make_pair(12, EWallParts::UPPER_TOWER),
std::make_pair(95, EWallParts::GATE),
std::make_pair(96, EWallParts::GATE),
std::make_pair(45, EWallParts::INDESTRUCTIBLE_PART),
std::make_pair(78, EWallParts::INDESTRUCTIBLE_PART),
std::make_pair(112, EWallParts::INDESTRUCTIBLE_PART),
std::make_pair(147, EWallParts::INDESTRUCTIBLE_PART)
};
for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
{
if(attackable[g].first == hex)
return attackable[g].second;
}
return EWallParts::INVALID; //not found!
}
}
using namespace SiegeStuffThatShouldBeMovedToHandlers;
boost::shared_mutex& CCallbackBase::getGsMutex()
{
return *gs->mx;
}
bool CCallbackBase::duringBattle() const
{
return getBattle() != nullptr;
}
void CCallbackBase::setBattle(const BattleInfo *B)
{
battle = B;
}
int CCallbackBase::getPlayerID() const
{
return player;
}
ETerrainType::ETerrainType CBattleInfoEssentials::battleTerrainType() const
{
RETURN_IF_NOT_BATTLE(ETerrainType::WRONG);
return getBattle()->terrainType;
}
BFieldType::BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const
{
RETURN_IF_NOT_BATTLE(BFieldType::NONE);
return getBattle()->battlefieldType;
}
std::vector<shared_ptr<const CObstacleInstance> > CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective /*= boost::none*/) const
{
std::vector<shared_ptr<const CObstacleInstance> > ret;
RETURN_IF_NOT_BATTLE(ret);
if(!perspective)
{
//if no particular perspective request, use default one
perspective = battleGetMySide();
}
else
{
if(player >= 0 && *perspective != battleGetMySide())
{
tlog1 << "Unauthorized access attempt!\n";
assert(0); //I want to notice if that happens
//perspective = battleGetMySide();
}
}
BOOST_FOREACH(auto oi, getBattle()->obstacles)
{
if(getBattle()->battleIsObstacleVisibleForSide(*oi, *perspective))
ret.push_back(oi);
}
return ret;
}
bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
{
RETURN_IF_NOT_BATTLE(false);
return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
}
bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
BOOST_FOREACH(const CStack *s, battleGetAllStacks())
{
if(s->attackerOwned == !side && s->getCreature()->isItNativeTerrain(getBattle()->terrainType))
return true;
}
return false;
}
TStacks CBattleInfoEssentials::battleGetAllStacks() const /*returns all stacks, alive or dead or undead or mechanical :) */
{
TStacks ret;
RETURN_IF_NOT_BATTLE(ret);
boost::copy(getBattle()->stacks, std::back_inserter(ret));
return ret;
}
TStacks CBattleInfoEssentials::battleAliveStacks() const
{
TStacks ret;
vstd::copy_if(battleGetAllStacks(), std::back_inserter(ret), [](const CStack *s){ return s->alive(); });
return ret;
}
TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const
{
TStacks ret;
vstd::copy_if(battleGetAllStacks(), std::back_inserter(ret), [=](const CStack *s){ return s->alive() && s->attackerOwned == !side; });
return ret;
}
int CBattleInfoEssentials::battleGetMoatDmg() const
{
RETURN_IF_NOT_BATTLE(0);
auto town = getBattle()->town;
if(!town)
return 0;
return town->town->moatDamage;
}
const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(!getBattle() || getBattle()->town == NULL)
return NULL;
return getBattle()->town;
}
BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
{
RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
if(player < 0)
return BattlePerspective::ALL_KNOWING;
if(player == getBattle()->sides[0])
return BattlePerspective::LEFT_SIDE;
if(player == getBattle()->sides[1])
return BattlePerspective::RIGHT_SIDE;
tlog1 << "Cannot find player " << player << " in battle!\n";
return BattlePerspective::INVALID;
}
const CStack * CBattleInfoEssentials::battleActiveStack() const
{
RETURN_IF_NOT_BATTLE(nullptr);
return battleGetStackByID(getBattle()->activeStack);
}
const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
BOOST_FOREACH(auto s, battleGetAllStacks())
if(s->ID == ID && (!onlyAlive || s->alive()))
return s;
return nullptr;
}
bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
auto p = battleGetMySide();
return p == BattlePerspective::ALL_KNOWING || p == side;
}
si8 CBattleInfoEssentials::battleTacticDist() const
{
RETURN_IF_NOT_BATTLE(0);
return getBattle()->tacticDistance;
}
si8 CBattleInfoEssentials::battleGetTacticsSide() const
{
RETURN_IF_NOT_BATTLE(-1);
return getBattle()->tacticsSide;
}
const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(side > 1)
{
tlog1 << "FIXME: " << __FUNCTION__ << " wrong argument!" << std::endl;
return nullptr;
}
if(!battleDoWeKnowAbout(side))
{
tlog1 << "FIXME: " << __FUNCTION__ << " access check " << std::endl;
return nullptr;
}
return getBattle()->heroes[side];
}
InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo( ui8 side ) const
{
auto hero = getBattle()->heroes[side];
if(!hero)
tlog3 << __FUNCTION__ << ": side " << (int)side << " does not have hero!\n";
return InfoAboutHero(hero, battleDoWeKnowAbout(side));
}
int CBattleInfoEssentials::battleCastSpells(ui8 side) const
{
RETURN_IF_NOT_BATTLE(-1);
return getBattle()->castSpells[side];
}
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
const ui8 side = playerToSide(player);
if(!battleDoWeKnowAbout(side))
{
tlog3 << "You can't check if enemy can cast given spell!\n";
return ESpellCastProblem::INVALID;
}
switch (mode)
{
case ECastingMode::HERO_CASTING:
{
if(battleTacticDist())
return ESpellCastProblem::ONGOING_TACTIC_PHASE;
if(battleCastSpells(side) > 0)
return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
auto hero = battleGetFightingHero(side);
if(!hero)
return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
if(!hero->getArt(ArtifactPosition::SPELLBOOK))
return ESpellCastProblem::NO_SPELLBOOK;
if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
return ESpellCastProblem::MAGIC_IS_BLOCKED;
}
break;
default:
break;
}
return ESpellCastProblem::OK;
}
bool CBattleInfoEssentials::battleCanFlee(TPlayerColor player) const
{
RETURN_IF_NOT_BATTLE(false);
ui8 mySide = playerToSide(player);
const CGHeroInstance *myHero = battleGetFightingHero(mySide);
//current player have no hero
if(!myHero)
return false;
//eg. one of heroes is wearing shakles of war
if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
return false;
//we are besieged defender
if(mySide == BattleSide::DEFENDER && battleGetSiegeLevel())
{
auto town = battleGetDefendedTown();
if(!town->hasBuilt(EBuilding::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
return false;
}
return true;
}
ui8 CBattleInfoEssentials::playerToSide(TPlayerColor player) const
{
RETURN_IF_NOT_BATTLE(-1);
int ret = vstd::find_pos(getBattle()->sides, player);
if(ret < 0)
tlog3 << "Cannot find side for player " << player << std::endl;
return ret;
}
ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
{
RETURN_IF_NOT_BATTLE(0);
return getBattle()->siege;
}
bool CBattleInfoEssentials::battleCanSurrender(TPlayerColor player) const
{
RETURN_IF_NOT_BATTLE(false);
//conditions like for fleeing + enemy must have a hero
return battleCanFlee(player) && battleHasHero(!playerToSide(player));
}
bool CBattleInfoEssentials::battleHasHero(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
assert(side < 2);
return getBattle()->heroes[side];
}
ui8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
{
RETURN_IF_NOT_BATTLE(0);
if(getBattle()->siege == CGTownInstance::NONE)
return 0;
assert(partOfWall >= 0 && partOfWall < EWallParts::PARTS_COUNT);
return getBattle()->si.wallState[partOfWall];
}
si8 CBattleInfoCallback::battleHasWallPenalty( const CStack * stack, BattleHex destHex ) const
{
return battleHasWallPenalty(stack, stack->position, destHex);
}
si8 CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
{
RETURN_IF_NOT_BATTLE(false);
if (!battleGetSiegeLevel() || bonusBearer->hasBonusOfType(Bonus::NO_WALL_PENALTY))
return false;
const int wallInStackLine = lineToWallHex(shooterPosition.getY());
const int wallInDestLine = lineToWallHex(destHex.getY());
const bool stackLeft = shooterPosition < wallInStackLine;
const bool destRight = destHex > wallInDestLine;
if (stackLeft && destRight) //shooting from outside to inside
{
int row = (shooterPosition + destHex) / (2 * GameConstants::BFIELD_WIDTH);
if (shooterPosition > destHex && ((destHex % GameConstants::BFIELD_WIDTH - shooterPosition % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
row -= 2;
const int wallPos = lineToWallHex(row);
if (battleHexToWallPart(wallPos) != -1) //wall still exists or is indestructible
return true;
}
return false;
}
si8 CBattleInfoCallback::battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
{
RETURN_IF_NOT_BATTLE(false);
if(getAccesibility(stack).accessible(destHex, stack))
return false;
if (battleGetSiegeLevel() && telportLevel < 2) //check for wall
return sameSideOfWall(stack->position, destHex);
return true;
}
std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
{
std::set<BattleHex> attackedHexes;
RETURN_IF_NOT_BATTLE(attackedHexes);
AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions)
{
const CStack * st = battleGetStackByPos(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)
{
if(battleGetStackByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
{
attackedHexes.insert(tile);
}
}
return attackedHexes;
}
si32 CBattleInfoCallback::battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const
{
switch (mode)
{
case RANDOM_GENIE:
return getRandomBeneficialSpell(stack); //target
break;
case RANDOM_AIMED:
return getRandomCastedSpell(stack); //caster
break;
default:
tlog1 << "Incorrect mode of battleGetRandomSpell (" << mode <<")\n";
return -1;
}
}
const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
BOOST_FOREACH(auto s, battleGetAllStacks())
if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
return s;
return nullptr;
}
void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn /*= 0*/, int lastMoved /*= -1*/) const
{
RETURN_IF_NOT_BATTLE();
//let's define a huge lambda
auto takeStack = [&](std::vector<const CStack *> &st) -> const CStack*
{
const CStack *ret = NULL;
unsigned i, //fastest stack
j=0; //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 nullptr;
const CStack *fastest = st[i], *other = NULL;
int bestSpeed = fastest->Speed(turn);
if(fastest->attackerOwned != lastMoved)
{
ret = fastest;
}
else
{
for(j = i + 1; j < st.size(); j++)
{
if(!st[j]) continue;
if(st[j]->attackerOwned != lastMoved || 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;
lastMoved = ret->attackerOwned;
return ret;
};
//We'll split creatures with remaining movement to 4 buckets
// [0] - turrets/catapult,
// [1] - normal (unmoved) creatures, other war machines,
// [2] - waited cres that had morale,
// [3] - rest of waited cres
std::vector<const CStack *> phase[4];
int toMove = 0; //how many stacks still has move
const CStack *active = battleActiveStack();
//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
if(!turn && active && active->willMove() && !active->waited())
{
out.push_back(active);
if(out.size() == howMany)
return;
}
auto allStacks = battleGetAllStacks();
if(!vstd::contains_if(allStacks, [](const CStack *stack) { return stack->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
{
//No stack will be able to move, battle is over.
out.clear();
return;
}
BOOST_FOREACH(auto s, battleGetAllStacks())
{
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 && s->waited()) //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 == CreatureID::CATAPULT || s->getCreature()->idNumber == CreatureID::ARROW_TOWERS) //catapult and turrets are first
{
p = 0;
}
else
{
p = 1;
}
phase[p].push_back(s);
toMove++;
}
for(int i = 0; i < 4; i++)
boost::sort(phase[i], 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]);
if(!hlp)
{
pi++;
if(pi > 3)
{
//if(turn != 2)
battleGetStackQueue(out, howMany, turn + 1, lastMoved);
return;
}
}
else
{
out.push_back(hlp);
}
}
}
void CBattleInfoCallback::battleGetStackCountOutsideHexes(bool *ac) const
{
RETURN_IF_NOT_BATTLE();
auto accessibility = getAccesibility();
for(int i = 0; i < accessibility.size(); i++)
ac[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable) const
{
std::vector<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
if(!stack->position.isValid()) //turrets
return ret;
auto reachability = getReachability(stack);
for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
{
// If obstacles or other stacks makes movement impossible, it can't be helped.
if(!reachability.isReachable(i))
continue;
if(battleTacticDist() && battleGetTacticsSide() == !stack->attackerOwned)
{
//Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
if(!isInTacticRange(i))
continue;
}
else
{
//Not tactics phase -> destination must be reachable and within stack range.
if(reachability.distances[i] > stack->Speed(0, true))
continue;
}
ret.push_back(i);
if(addOccupiable && stack->doubleWide())
{
//If two-hex stack can stand on hex i then obviously it can occupy its second hex from that position
ret.push_back(stack->occupiedHex(i));
}
}
if(attackable)
{
auto meleeAttackable = [&](BattleHex hex) -> bool
{
// Return true if given hex has at least one available neighbour.
// Available hexes are already present in ret vector.
auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
{ return BattleHex::mutualPosition(hex, availableHex) >= 0; });
return availableNeighbor != ret.end();
};
BOOST_FOREACH(const CStack * otherSt, battleAliveStacks(stack->attackerOwned))
{
if(!otherSt->isValidTarget(false))
continue;
std::vector<BattleHex> occupied = otherSt->getHexes();
if(battleCanShoot(stack, otherSt->position))
{
attackable->insert(attackable->end(), occupied.begin(), occupied.end());
continue;
}
BOOST_FOREACH(BattleHex he, occupied)
{
if(meleeAttackable(he))
attackable->push_back(he);
}
}
}
//adding occupiable likely adds duplicates to ret -> clean it up
boost::sort(ret);
ret.erase(boost::unique(ret).end(), ret.end());
return ret;
}
bool CBattleInfoCallback::battleCanShoot(const CStack * stack, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
if(battleTacticDist()) //no shooting during tactics
return false;
const CStack *dst = battleGetStackByPos(dest);
if(!stack || !dst)
return false;
if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
return false;
if(stack->getCreature()->idNumber == CreatureID::CATAPULT && dst) //catapult cannot attack creatures
return false;
//const CGHeroInstance * stackHero = battleGetOwner(stack);
if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
&& stack->owner != dst->owner
&& dst->alive()
&& (!battleIsStackBlocked(stack) || stack->hasBonusOfType(Bonus::FREE_SHOOTING))
&& stack->shots
)
return true;
return false;
}
TDmgRange CBattleInfoCallback::calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting,
ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const
{
return calculateDmgRange(attacker, defender, attacker->count, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
}
TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) const
{
auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
{
return bearer->getBonuses(selector, Selector::effectRange(Bonus::NO_LIMIT) || //any regular bonuses or just ones for melee/ranged
(info.shooting ? Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT) : Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)))->totalValue();
};
double additiveBonus = 1.0, multBonus = 1.0,
minDmg = info.attackerBonuses->getMinDamage() * info.attackerCount,//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerCount;
const CCreature *attackerType = info.attacker->getCreature(),
*defenderType = info.defender->getCreature();
if(attackerType->idNumber == CreatureID::ARROW_TOWERS)
{
SiegeStuffThatShouldBeMovedToHandlers::retreiveTurretDamageRange(info.attacker, minDmg, maxDmg);
}
if(info.attackerBonuses->hasBonusOfType(Bonus::SIEGE_WEAPON) && attackerType->idNumber != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
{ //minDmg and maxDmg are multiplied by hero attack + 1
auto retreiveHeroPrimSkill = [&](int skill) -> int
{
const Bonus *b = info.attackerBonuses->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL) && Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill));
return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
};
minDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
maxDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
}
int attackDefenceDifference = 0;
double multAttackReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::GENERAL_ATTACK_REDUCTION))) / 100.0;
attackDefenceDifference += battleBonusValue (info.attackerBonuses, Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK)) * multAttackReduction;
double multDefenceReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::ENEMY_DEFENCE_REDUCTION))) / 100.0;
attackDefenceDifference -= info.defenderBonuses->Defense() * multDefenceReduction;
if(const Bonus *slayerEffect = info.attackerBonuses->getEffect(Spells::SLAYER)) //slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
{
std::vector<int> affectedIds;
int spLevel = slayerEffect->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(defenderType->idNumber == affectedIds[g])
{
attackDefenceDifference += VLC->spellh->spells[Spells::SLAYER]->powers[spLevel];
break;
}
}
}
//bonus from attack/defense skills
if(attackDefenceDifference < 0) //decreasing dmg
{
const double dec = std::min(0.025 * (-attackDefenceDifference), 0.7);
multBonus *= 1.0 - dec;
}
else //increasing dmg
{
const double inc = std::min(0.05 * attackDefenceDifference, 4.0);
additiveBonus += inc;
}
//applying jousting bonus
if( info.attackerBonuses->hasBonusOfType(Bonus::JOUSTING) && !info.defenderBonuses->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
additiveBonus += info.chargedFields * 0.05;
//handling secondary abilities and artifacts giving premies to them
if(info.shooting)
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY) / 100.0;
else
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE) / 100.0;
if(info.defenderBonuses)
multBonus *= (std::max(0, 100 - info.defenderBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER))) / 100.0;
//handling hate effect
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::HATE, defenderType->idNumber) / 100.;
//luck bonus
if (info.luckyHit)
{
additiveBonus += 1.0;
}
//ballista double dmg
if(info.ballistaDoubleDamage)
{
additiveBonus += 1.0;
}
if (info.deathBlow) //Dread Knight and many WoGified creatures
{
additiveBonus += 1.0;
}
//handling spell effects
if(!info.shooting) //eg. shield
{
multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0;
}
else if(info.shooting) //eg. air shield
{
multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0;
}
TBonusListPtr curseEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE));
TBonusListPtr blessEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE));
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;
}
auto isAdvancedAirShield = [](const Bonus *bonus)
{
return bonus->source == Bonus::SPELL_EFFECT
&& bonus->sid == Spells::AIR_SHIELD
&& bonus->val >= SecSkillLevel::ADVANCED;
};
//wall / distance penalty + advanced air shield
const bool distPenalty = !info.attackerBonuses->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY) && battleHasDistancePenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
const bool obstaclePenalty = battleHasWallPenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
if (info.shooting)
{
if (distPenalty || info.defenderBonuses->hasBonus(isAdvancedAirShield))
{
multBonus *= 0.5;
}
if (obstaclePenalty)
{
multBonus *= 0.5; //cumulative
}
}
if(!info.shooting && info.attackerBonuses->hasBonusOfType(Bonus::SHOOTER) && !info.attackerBonuses->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 CBattleInfoCallback::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount,
bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg ) const
{
BattleAttackInfo bai(attacker, defender, shooting);
bai.attackerCount = attackerCount;
bai.chargedFields = charge;
bai.luckyHit = lucky;
bai.deathBlow = deathBlow;
bai.ballistaDoubleDamage = ballistaDoubleDmg;
return calculateDmgRange(bai);
}
TDmgRange CBattleInfoCallback::battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg) const
{
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
const bool shooting = battleCanShoot(attacker, defender->position);
const BattleAttackInfo bai(attacker, defender, shooting);
return battleEstimateDamage(bai, retaliationDmg);
}
std::pair<ui32, ui32> CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg /*= NULL*/) const
{
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
//const bool shooting = battleCanShoot(bai.attacker, bai.defenderPosition); //TODO handle bonus bearer
//const ui8 mySide = !attacker->attackerOwned;
TDmgRange ret = calculateDmgRange(bai);
if(retaliationDmg)
{
if(bai.shooting)
{
retaliationDmg->first = retaliationDmg->second = 0;
}
else
{
ui32 TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
for (int i=0; i<2; ++i)
{
BattleStackAttacked bsa;
bsa.damageAmount = ret.*pairElems[i];
bai.defender->prepareAttacked(bsa);
auto retaliationAttack = bai.reverse();
retaliationAttack.attackerCount = bsa.newAmount;
retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
}
}
}
return ret;
}
shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking /*= true*/) const
{
RETURN_IF_NOT_BATTLE(shared_ptr<const CObstacleInstance>());
BOOST_FOREACH(auto &obs, battleGetAllObstacles())
{
if(vstd::contains(obs->getBlockedTiles(), tile)
|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
{
return obs;
}
}
return shared_ptr<const CObstacleInstance>();
}
AccessibilityInfo CBattleInfoCallback::getAccesibility() const
{
AccessibilityInfo ret;
ret.fill(EAccessibility::ACCESSIBLE);
//removing accessibility for side columns of hexes
for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
{
ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
}
//gate -> should be before stacks
if(battleGetSiegeLevel() > 0 && battleGetWallState(EWallParts::GATE) < 3) //gate is not destroyed
{
ret[95] = ret[96] = EAccessibility::GATE; //block gate's hexes
}
//tiles occupied by standing stacks
BOOST_FOREACH(auto stack, battleAliveStacks())
{
BOOST_FOREACH(auto hex, stack->getHexes())
if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
ret[hex] = EAccessibility::ALIVE_STACK;
}
//obstacles
BOOST_FOREACH(const auto &obst, battleGetAllObstacles())
{
BOOST_FOREACH(auto hex, obst->getBlockedTiles())
ret[hex] = EAccessibility::OBSTACLE;
}
//walls
if(battleGetSiegeLevel() > 0)
{
static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
BOOST_FOREACH(auto hex, permanentlyLocked)
ret[hex] = EAccessibility::UNAVAILABLE;
//TODO likely duplicated logic
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(battleGetWallState(lockedIfNotDestroyed[b].first) < 3)
ret[lockedIfNotDestroyed[b].second] = EAccessibility::DESTRUCTIBLE_WALL;
}
}
return ret;
}
AccessibilityInfo CBattleInfoCallback::getAccesibility(const CStack *stack) const
{
return getAccesibility(stack->getHexes());
}
AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> &accessibleHexes) const
{
auto ret = getAccesibility();
BOOST_FOREACH(auto hex, accessibleHexes)
if(hex.isValid())
ret[hex] = EAccessibility::ACCESSIBLE;
return ret;
}
ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters params) const
{
ReachabilityInfo ret;
ret.accessibility = accessibility;
ret.params = params;
ret.predecessors.fill(BattleHex::INVALID);
ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
if(!params.startPosition.isValid()) //if got call for arrow turrets
return ret;
const std::set<BattleHex> quicksands = getStoppers(params.perspective);
//const bool twoHexCreature = params.doubleWide;
std::queue<BattleHex> hexq; //bfs queue
//first element
hexq.push(params.startPosition);
ret.distances[params.startPosition] = 0;
while(!hexq.empty()) //bfs loop
{
const BattleHex curHex = hexq.front();
hexq.pop();
//walking stack can't step past the quicksands
//TODO what if second hex of two-hex creature enters quicksand
if(curHex != params.startPosition && vstd::contains(quicksands, curHex))
continue;
const int costToNeighbour = ret.distances[curHex] + 1;
BOOST_FOREACH(BattleHex neighbour, curHex.neighbouringTiles())
{
const bool accessible = accessibility.accessible(neighbour, params.doubleWide, params.attackerOwned);
const int costFoundSoFar = ret.distances[neighbour];
if(accessible && costToNeighbour < costFoundSoFar)
{
hexq.push(neighbour);
ret.distances[neighbour] = costToNeighbour;
ret.predecessors[neighbour] = curHex;
}
}
}
return ret;
}
ReachabilityInfo CBattleInfoCallback::makeBFS(const CStack *stack) const
{
return makeBFS(getAccesibility(stack), ReachabilityInfo::Parameters(stack));
}
std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
{
std::set<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
BOOST_FOREACH(auto &oi, battleGetAllObstacles(whichSidePerspective))
{
if(battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
{
range::copy(oi->getStoppingTile(), vstd::set_inserter(ret));
}
}
return ret;
}
std::pair<const CStack *, BattleHex> CBattleInfoCallback::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
{
auto reachability = getReachability(closest);
// I hate std::pairs with their undescriptive member names first / second
struct DistStack
{
int distanceToPred;
const CStack *stack;
};
std::vector<DistStack> stackPairs; //pairs <<distance, hex>, stack>
for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
{
const CStack * atG = battleGetStackByPos(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(reachability.isReachable(g))
continue;
DistStack hlp = {reachability.distances[reachability.predecessors[g]], atG};
stackPairs.push_back(hlp);
}
}
if(stackPairs.size() > 0)
{
auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
auto minimal = boost::min_element(stackPairs, comparator);
return std::make_pair(minimal->stack, reachability.predecessors[minimal->stack->position]);
}
return std::make_pair<const CStack * , BattleHex>(NULL, BattleHex::INVALID);
}
si8 CBattleInfoCallback::battleGetTacticDist() const
{
RETURN_IF_NOT_BATTLE(0);
//TODO get rid of this method
if(battleDoWeKnowAbout(battleGetTacticsSide()))
return battleTacticDist();
return 0;
}
bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
auto side = battleGetTacticsSide();
auto dist = battleGetTacticDist();
return ((!side && dest.getX() > 0 && dest.getX() <= dist)
|| (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
}
ReachabilityInfo CBattleInfoCallback::getReachability(const CStack *stack) const
{
ReachabilityInfo::Parameters params(stack);
if(!battleDoWeKnowAbout(!stack->attackerOwned))
{
//Stack is held by enemy, we can't use his perspective to check for reachability.
// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
//tlog3 << "Falling back to our perspective for reachability lookup for " << stack->nodeName() << std::endl;
params.perspective = battleGetMySide();
}
return getReachability(params);
}
ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters &params) const
{
if(params.flying)
return getFlyingReachability(params);
else
return makeBFS(getAccesibility(params.knownAccessible), params);
}
ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters params) const
{
ReachabilityInfo ret;
ret.accessibility = getAccesibility(params.knownAccessible);
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
{
if(ret.accessibility.accessible(i, params.doubleWide, params.attackerOwned))
{
ret.predecessors[i] = params.startPosition;
ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
}
}
return ret;
}
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
//TODO: apply rotation to two-hex attackers
bool isAttacker = attacker->attackerOwned;
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);
const int WN = GameConstants::BFIELD_WIDTH;
ui16 hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
//FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
bool reverse = isToReverse (hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
if (reverse)
{
hex = attacker->occupiedHex(hex); //the other hex stack stands on
}
if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
{
boost::copy (attacker->getSurroundingHexes (attackerPos), vstd::set_inserter (at.hostileCreaturePositions));
}
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
{
const CStack * st = battleGetStackByPos(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) && BattleHex::mutualPosition (destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
{
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 //left-down or right-down
case -WN: //-17 //left-up or right-up
case WN + 1: //18 //right-down
case -WN + 1: //-16 //right-up
BattleHex::checkAndPush (destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : -1 ), hexes);
break;
case WN-1: //16 //left-down
case -WN-1: //-18 //left-up
BattleHex::checkAndPush (destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : 0), hexes);
break;
}
BOOST_FOREACH (BattleHex tile, hexes)
{
//friendly stacks can also be damaged by Dragon Breath
if (battleGetStackByPos (tile, true))
at.friendlyCreaturePositions.insert (tile);
}
}
return at;
}
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
{
std::set<const CStack*> attackedCres;
RETURN_IF_NOT_BATTLE(attackedCres);
AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions) //all around & three-headed attack
{
const CStack * st = battleGetStackByPos(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)
{
const CStack * st = battleGetStackByPos(tile, true);
if(st) //friendly stacks can also be damaged by Dragon Breath
{
attackedCres.insert(st);
}
}
return attackedCres;
}
bool CBattleInfoCallback::isToReverseHlp (BattleHex hexFrom, BattleHex hexTo, bool curDir) const //TODO: this should apply also to mechanics and cursor interface
{
int fromMod = hexFrom % GameConstants::BFIELD_WIDTH;
int fromDiv = hexFrom / GameConstants::BFIELD_WIDTH;
int toMod = hexTo % GameConstants::BFIELD_WIDTH;
if(curDir && fromMod < toMod)
return false;
else if(curDir && fromMod > toMod)
return true;
else if(curDir && fromMod == toMod)
{
return fromDiv % 2 == 0;
}
else if(!curDir && fromMod < toMod)
return true;
else if(!curDir && fromMod > toMod)
return false;
else if(!curDir && fromMod == toMod)
{
return fromDiv % 2 == 1;
}
tlog1 << "Catastrope in CBattleInfoCallback::isToReverse!" << std::endl;
return false; //should never happen
}
bool CBattleInfoCallback::isToReverse (BattleHex hexFrom, BattleHex hexTo, bool curDir, bool toDoubleWide, bool toDir) const //TODO: this should apply also to mechanics and cursor interface
{
if (hexTo < 0) //turret
return false;
if (toDoubleWide)
{
return (isToReverseHlp (hexFrom, hexTo, curDir)) &&
(toDir ? isToReverseHlp (hexFrom, hexTo-1, curDir) : isToReverseHlp (hexFrom, hexTo+1, curDir));
}
else
{
return isToReverseHlp(hexFrom, hexTo, curDir);
}
}
ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= NULL*/) const
{
ReachabilityInfo::TDistances ret;
ret.fill(-1);
RETURN_IF_NOT_BATTLE(ret);
ReachabilityInfo::Parameters params(stack);
params.perspective = battleGetMySide();
params.startPosition = hex.isValid() ? hex : stack->position;
auto reachability = getReachability(params);
boost::copy(reachability.distances, ret.begin());
if(predecessors)
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
predecessors[i] = reachability.predecessors[i];
return ret;
}
si8 CBattleInfoCallback::battleHasDistancePenalty(const CStack * stack, BattleHex destHex) const
{
return battleHasDistancePenalty(stack, stack->position, destHex);
}
si8 CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
{
RETURN_IF_NOT_BATTLE(false);
if(bonusBearer->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY))
return false;
if(const CStack * dstStack = battleGetStackByPos(destHex, false))
{
//If any hex of target creature is within range, there is no penalty
BOOST_FOREACH(auto hex, dstStack->getHexes())
if(BattleHex::getDistance(shooterPosition, hex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
return false;
//TODO what about two-hex shooters?
}
else
{
if (BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
return false;
}
return true;
}
EWallParts::EWallParts CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
{
RETURN_IF_NOT_BATTLE(EWallParts::INVALID);
return hexToWallPart(hex);
}
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
// Get stack at destination hex -> subject of our spell.
const CStack * subject = battleGetStackByPos(dest, !spell->isRisingSpell()); //only alive if not rising spell
if(subject)
{
if (spell->isPositive() && subject->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
return ESpellCastProblem::OK;
if (spell->isImmuneBy(subject)) //TODO: move all logic to spellhandler
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
switch (spell->id) //TODO: more general logic for new spells?
{
case Spells::CLONE:
if (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::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;
}
if (spell->isRisingSpell())
{
if (subject->count >= subject->baseAmount) //TODO: calculate potential hp raised
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 //TODO why???
&& caster
&& caster->getSpellSchoolLevel(spell) < SecSkillLevel::EXPERT))
{
return ESpellCastProblem::WRONG_SPELL_TARGET;
}
}
return ESpellCastProblem::OK;
}
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell( int player, const CSpell * spell, ECastingMode::ECastingMode mode ) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
const ui8 side = playerToSide(player);
if(!battleDoWeKnowAbout(side))
return ESpellCastProblem::INVALID;
ESpellCastProblem::ESpellCastProblem genProblem = battleCanCastSpell(player, mode);
if(genProblem != ESpellCastProblem::OK)
return genProblem;
//Casting hero, set only if he is an actual caster.
const CGHeroInstance *castingHero = mode == ECastingMode::HERO_CASTING
? battleGetFightingHero(side)
: nullptr;
switch(mode)
{
case ECastingMode::HERO_CASTING:
{
assert(castingHero);
if(!castingHero->canCastThisSpell(spell))
return ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
if(castingHero->mana < battleGetSpellCost(spell, castingHero)) //not enough mana
return ESpellCastProblem::NOT_ENOUGH_MANA;
}
break;
}
if(!spell->combatSpell)
return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
//TODO?
//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(spell->isNegative())
{
bool allEnemiesImmune = true;
BOOST_FOREACH(auto enemyStack, battleAliveStacks(!side))
{
if(!enemyStack->hasBonusOfType(Bonus::SPELL_IMMUNITY, spell->id))
{
allEnemiesImmune = false;
break;
}
}
if(allEnemiesImmune)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
if(battleMaxSpellLevel() < spell->level) //effect like Recanter's Cloak or Orb of Inhibition
return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
//IDs of summon elemental spells (fire, earth, water, air)
int spellIDs[] = { Spells::SUMMON_FIRE_ELEMENTAL, Spells::SUMMON_EARTH_ELEMENTAL,
Spells::SUMMON_WATER_ELEMENTAL, Spells::SUMMON_AIR_ELEMENTAL };
//(fire, earth, water, air) elementals
int creIDs[] = {114, 113, 115, 112};
int arpos = vstd::find_pos(spellIDs, spell->id);
if(arpos < ARRAY_COUNT(spellIDs))
{
//check if there are summoned elementals of other type
BOOST_FOREACH( const CStack * st, battleAliveStacks())
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 = battleGetFightingHero(side);
bool targetExists = false;
BOOST_FOREACH(const CStack * stack, battleAliveStacks())
{
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;
}
std::vector<BattleHex> CBattleInfoCallback::battleGetPossibleTargets(int player, const CSpell *spell) const
{
std::vector<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
auto mode = ECastingMode::HERO_CASTING; //TODO get rid of this!
switch(spell->getTargetType())
{
case CSpell::CREATURE:
case CSpell::CREATURE_EXPERT_MASSIVE:
{
const CGHeroInstance * caster = battleGetFightingHero(playerToSide(player)); //TODO
BOOST_FOREACH(const CStack * stack, battleAliveStacks())
{
switch (spell->positiveness)
{
case CSpell::POSITIVE:
if(stack->owner == caster->getOwner())
if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
ret.push_back(stack->position);
break;
case CSpell::NEUTRAL:
if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
ret.push_back(stack->position);
break;
case CSpell::NEGATIVE:
if(stack->owner != caster->getOwner())
if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
ret.push_back(stack->position);
break;
}
}
}
break;
default:
tlog1 << "FIXME " << __FUNCTION__ << " doesn't work with target type " << spell->getTargetType() << std::endl;
}
return ret;
}
ui32 CBattleInfoCallback::battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
{
RETURN_IF_NOT_BATTLE(-1);
//TODO should be replaced using bonus system facilities (propagation onto battle node)
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;
BOOST_FOREACH(auto stack, battleAliveStacks())
{
if(stack->owner == caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
{
vstd::amax(manaReduction, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
}
if( stack->owner != caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
{
vstd::amax(manaIncrease, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
}
}
return ret - manaReduction + manaIncrease;
}
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpellHere( int player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest ) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
ESpellCastProblem::ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell(player, spell, mode);
if(moreGeneralProblem != ESpellCastProblem::OK)
return moreGeneralProblem;
if(spell->getTargetType() == CSpell::OBSTACLE)
{
//isObstacleOnTile(dest)
//
//
//TODO
//assert that it's remove obstacle
//rules whether we can remove spell-created obstacle
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->coversPos(dest); });
const CStack *aliveStack = getStackIf([dest](const CStack *s) { return s->alive() && s->coversPos(dest);});
if(spell->isRisingSpell())
{
if(!deadStack && !aliveStack)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(spell->id == Spells::ANIMATE_DEAD && deadStack && !deadStack->hasBonusOfType(Bonus::UNDEAD))
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(deadStack && deadStack->owner != player) //you can resurrect only your own stacks //FIXME: it includes alive stacks as well
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::HERO_CASTING)
return battleIsImmune(battleGetFightingHero(playerToSide(player)), spell, mode, dest);
else
return battleIsImmune(NULL, spell, mode, dest);
}
ui32 CBattleInfoCallback::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, SecondarySkill::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 CBattleInfoCallback::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
{
ui32 ret = 0; //value to return
//check if spell really does damage - if not, return 0
if(!sp->isDamageSpell())
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
//FIXME?
if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1))
{
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;
}
std::set<const CStack*> CBattleInfoCallback::getAffectedCreatures(const CSpell * spell, int skillLevel, ui8 attackerOwner, BattleHex destinationTile)
{
std::set<const CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
const ui8 attackerSide = playerToSide(attackerOwner) == 1;
const auto attackedHexes = spell->rangeInHexes(destinationTile, skillLevel, attackerSide);
const bool onlyAlive = spell->id != Spells::RESURRECTION && spell->id != Spells::ANIMATE_DEAD; //when casting resurrection or animate dead we should be allow to select dead stack
//fixme: what about other rising spells (Sacrifice) ?
if(spell->id == Spells::DEATH_RIPPLE || spell->id == Spells::DESTROY_UNDEAD || spell->id == Spells::ARMAGEDDON)
{
BOOST_FOREACH(const CStack *stack, battleGetAllStacks())
{
if((spell->id == Spells::DEATH_RIPPLE && !stack->getCreature()->isUndead()) //death ripple
|| (spell->id == Spells::DESTROY_UNDEAD && stack->getCreature()->isUndead()) //destroy undead
|| (spell->id == Spells::ARMAGEDDON) //Armageddon
)
{
if(stack->isValidTarget())
attackedCres.insert(stack);
}
}
}
else if (spell->id == Spells::CHAIN_LIGHTNING)
{
std::set<BattleHex> possibleHexes;
BOOST_FOREACH (auto stack, battleGetAllStacks())
{
if (stack->isValidTarget())
{
BOOST_FOREACH (auto hex, stack->getHexes())
{
possibleHexes.insert (hex);
}
}
}
BattleHex lightningHex = destinationTile;
for (int i = 0; i < 5; ++i) //TODO: depends on spell school level
{
auto stack = battleGetStackByPos (lightningHex, true);
if (!stack)
break;
attackedCres.insert (stack);
BOOST_FOREACH (auto hex, stack->getHexes())
{
possibleHexes.erase (hex); //can't hit same place twice
}
if (!possibleHexes.size()) //not enough targets
break;
lightningHex = BattleHex::getClosestTile (attackerOwner, destinationTile, possibleHexes);
}
}
else if (spell->range[skillLevel].size() > 1) //custom many-hex range
{
BOOST_FOREACH(BattleHex hex, attackedHexes)
{
if(const CStack * st = battleGetStackByPos(hex, onlyAlive))
{
if (spell->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(spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
{
if(skillLevel < 3) /*not expert */
{
const CStack * st = battleGetStackByPos(destinationTile, onlyAlive);
if(st)
attackedCres.insert(st);
}
else
{
BOOST_FOREACH (auto stack, battleGetAllStacks())
{
/*if it's non negative spell and our unit or non positive spell and hostile unit */
if((!spell->isNegative() && stack->owner == attackerOwner)
||(!spell->isPositive() && stack->owner != attackerOwner )
)
{
if(stack->isValidTarget(!onlyAlive))
attackedCres.insert(stack);
}
}
} //if(caster->getSpellSchoolLevel(s) < 3)
}
else if(spell->getTargetType() == CSpell::CREATURE)
{
if(const CStack * st = battleGetStackByPos(destinationTile, onlyAlive))
attackedCres.insert(st);
}
else //custom range from attackedHexes
{
BOOST_FOREACH(BattleHex hex, attackedHexes)
{
if(const CStack * st = battleGetStackByPos(hex, onlyAlive))
attackedCres.insert(st);
}
}
return attackedCres;
}
const CStack * CBattleInfoCallback::getStackIf(boost::function<bool(const CStack*)> pred) const
{
RETURN_IF_NOT_BATTLE(nullptr);
auto stacks = battleGetAllStacks();
auto stackItr = range::find_if(stacks, pred);
return stackItr == stacks.end()
? NULL
: *stackItr;
}
bool CBattleInfoCallback::battleIsStackBlocked(const CStack * stack) const
{
RETURN_IF_NOT_BATTLE(false);
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
return false;
BOOST_FOREACH(const CStack * s, batteAdjacentCreatures(stack))
{
if (s->owner != stack->owner) //blocked by enemy stack
return true;
}
return false;
}
std::set<const CStack*> CBattleInfoCallback:: batteAdjacentCreatures(const CStack * stack) const
{
std::set<const CStack*> stacks;
RETURN_IF_NOT_BATTLE(stacks);
BOOST_FOREACH (BattleHex hex, stack->getSurroundingHexes())
if(const CStack *neighbour = battleGetStackByPos(hex, true))
stacks.insert(neighbour);
return stacks;
}
TSpell CBattleInfoCallback::getRandomBeneficialSpell(const CStack * subject) const
{
RETURN_IF_NOT_BATTLE(-1);
std::vector<TSpell> possibleSpells;
BOOST_FOREACH(const CSpell *spell, VLC->spellh->spells)
{
if (spell->isPositive()) //only positive
{
if (subject->hasBonusFrom(Bonus::SPELL_EFFECT, spell->id)
|| battleCanCastThisSpellHere(subject->owner, spell, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
continue;
switch (spell->id)
{
case Spells::SHIELD:
case Spells::FIRE_SHIELD: // not if all enemy units are shooters
{
auto walker = getStackIf([&](const CStack *stack) //look for enemy, non-shooting stack
{
return stack->owner != subject->owner && !stack->shots;
});
if (!walker)
continue;
}
break;
case Spells::AIR_SHIELD: //only against active shooters
{
auto shooter = getStackIf([&](const CStack *stack) //look for enemy, non-shooting stack
{
return stack->owner != subject->owner && stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots;
});
if (!shooter)
continue;
}
break;
case Spells::ANTI_MAGIC:
case Spells::MAGIC_MIRROR:
{
if (!battleHasHero(subject->attackerOwned)) //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
{
auto kingMonster = getStackIf([&](const CStack *stack) //look for enemy, non-shooting stack
{
return stack->owner != subject->owner
&& (stack->hasBonus(Selector::type(Bonus::KING1) || Selector::type(Bonus::KING2) || Selector::type(Bonus::KING3)));
});
if (!kingMonster)
continue;
}
break;
case Spells::CLONE: //not allowed
continue;
break;
}
possibleSpells.push_back(spell->id);
}
}
if (possibleSpells.size())
return possibleSpells[rand() % possibleSpells.size()];
else
return -1;
}
TSpell CBattleInfoCallback::getRandomCastedSpell(const CStack * caster) const
{
RETURN_IF_NOT_BATTLE(-1);
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 = rand() % totalWeight;
BOOST_FOREACH(Bonus * b, *bl)
{
randomPos -= std::max(b->additionalInfo, 1);
if(randomPos < 0)
{
return b->subtype;
}
}
return -1;
}
int CBattleInfoCallback::battleGetSurrenderCost(TPlayerColor Player) const
{
RETURN_IF_NOT_BATTLE(-3);
if(!battleCanSurrender(Player))
return -1;
int ret = 0;
double discount = 0;
BOOST_FOREACH(const CStack *s, battleAliveStacks(playerToSide(Player)))
if(s->base) //we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
ret += s->getCreature()->cost[Res::GOLD] * s->count;
if(const CGHeroInstance *h = battleGetFightingHero(playerToSide(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;
}
si8 CBattleInfoCallback::battleMaxSpellLevel() const
{
const CBonusSystemNode *node = NULL;
if(const CGHeroInstance *h = battleGetFightingHero(battleGetMySide()))
node = h;
//TODO else use battle node
if(!node)
return GameConstants::SPELL_LEVELS;
//We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
auto b = node->getBonuses(Selector::type(Bonus::BLOCK_MAGIC_ABOVE));
if(b->size())
return b->totalValue();
return GameConstants::SPELL_LEVELS;
}
bool AccessibilityInfo::accessible(BattleHex tile, const CStack *stack) const
{
return accessible(tile, stack->doubleWide(), stack->attackerOwned);
}
bool AccessibilityInfo::accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const
{
// All hexes that stack would cover if standing on tile have to be accessible.
BOOST_FOREACH(auto hex, CStack::getHexes(tile, doubleWide, attackerOwned))
{
// If the hex is out of range then the tile isn't accessible
if(!hex.isValid())
return false;
// If we're no defender which step on gate and the hex isn't accessible, then the tile
// isn't accessible
else if(at(hex) != EAccessibility::ACCESSIBLE &&
!(at(hex) == EAccessibility::GATE && !attackerOwned))
return false;
}
return true;
}
bool AccessibilityInfo::occupiable(const CStack *stack, BattleHex tile) const
{
//obviously, we can occupy tile by standing on it
if(accessible(tile, stack))
return true;
if(stack->doubleWide())
{
//Check the tile next to -> if stack stands there, it'll also occupy considered hex
const BattleHex anotherTile = tile + (stack->attackerOwned ? BattleHex::RIGHT : BattleHex::LEFT);
if(accessible(anotherTile, stack))
return true;
}
return false;
}
ReachabilityInfo::Parameters::Parameters()
{
stack = nullptr;
perspective = BattlePerspective::ALL_KNOWING;
attackerOwned = doubleWide = flying = false;
}
ReachabilityInfo::Parameters::Parameters(const CStack *Stack)
{
stack = Stack;
perspective = (BattlePerspective::BattlePerspective)(!Stack->attackerOwned);
startPosition = Stack->position;
doubleWide = stack->doubleWide();
attackerOwned = stack->attackerOwned;
flying = stack->hasBonusOfType(Bonus::FLYING);
knownAccessible = stack->getHexes();
}
ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCastThisSpell(const CSpell * spell) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
return CBattleInfoCallback::battleCanCastThisSpell(player, spell, ECastingMode::HERO_CASTING);
}
ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCastThisSpell(const CSpell * spell, BattleHex destination) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
return battleCanCastThisSpellHere(player, spell, ECastingMode::HERO_CASTING, destination);
}
ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
return battleCanCastThisSpellHere(player, spell, ECastingMode::CREATURE_ACTIVE_CASTING, destination);
}
bool CPlayerBattleCallback::battleCanFlee() const
{
RETURN_IF_NOT_BATTLE(false);
return CBattleInfoEssentials::battleCanFlee(player);
}
TStacks CPlayerBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/) const
{
TStacks ret;
RETURN_IF_NOT_BATTLE(ret);
vstd::copy_if(battleGetAllStacks(), std::back_inserter(ret), [=](const CStack *s) -> bool
{
const bool ownerMatches = (whose == MINE_AND_ENEMY)
|| (whose == ONLY_MINE && s->owner == player)
|| (whose == ONLY_ENEMY && s->owner != player);
const bool alivenessMatches = s->alive() || !onlyAlive;
return ownerMatches && alivenessMatches;
});
return ret;
}
int CPlayerBattleCallback::battleGetSurrenderCost() const
{
RETURN_IF_NOT_BATTLE(-3)
return CBattleInfoCallback::battleGetSurrenderCost(player);
}
bool CPlayerBattleCallback::battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem /*= nullptr*/) const
{
RETURN_IF_NOT_BATTLE(false);
auto problem = CBattleInfoCallback::battleCanCastSpell(player, ECastingMode::HERO_CASTING);
if(outProblem)
*outProblem = problem;
return problem == ESpellCastProblem::OK;
}
const CGHeroInstance * CPlayerBattleCallback::battleGetMyHero() const
{
return CBattleInfoEssentials::battleGetFightingHero(battleGetMySide());
}
InfoAboutHero CPlayerBattleCallback::battleGetEnemyHero() const
{
return battleGetHeroInfo(!battleGetMySide());
}
BattleAttackInfo::BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting)
{
attacker = Attacker;
defender = Defender;
attackerBonuses = Attacker;
defenderBonuses = Defender;
attackerPosition = Attacker->position;
defenderPosition = Defender->position;
attackerCount = Attacker->count;
shooting = Shooting;
chargedFields = 0;
luckyHit = false;
deathBlow = false;
ballistaDoubleDamage = false;
}
BattleAttackInfo BattleAttackInfo::reverse() const
{
BattleAttackInfo ret = *this;
std::swap(ret.attacker, ret.defender);
std::swap(ret.attackerBonuses, ret.defenderBonuses);
std::swap(ret.attackerPosition, ret.defenderPosition);
ret.attackerCount = ret.attacker->count;
ret.shooting = false;
ret.chargedFields = 0;
ret.luckyHit = ret.ballistaDoubleDamage = ret.deathBlow = false;
return ret;
}