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vcmi/lib/battle/BattleInfo.cpp
kodobi c576438a95 Fix battle setup for sieges without forts
- Update the if statement in BattleProcessor::SetupBattle to allow
  obstacles in battlefields during sieges without forts.
- Ensure towns without forts use the native battlegrounds.
- Refactor variable name from curB to currentBattle for clarity.
2024-10-17 14:54:01 +02:00

1000 lines
27 KiB
C++

/*
* BattleInfo.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleInfo.h"
#include "BattleLayout.h"
#include "CObstacleInstance.h"
#include "bonuses/Limiters.h"
#include "bonuses/Updaters.h"
#include "../CStack.h"
#include "../entities/building/TownFortifications.h"
#include "../filesystem/Filesystem.h"
#include "../mapObjects/CGTownInstance.h"
#include "../texts/CGeneralTextHandler.h"
#include "../BattleFieldHandler.h"
#include "../ObstacleHandler.h"
#include <vstd/RNG.h>
//TODO: remove
#include "../IGameCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
const SideInBattle & BattleInfo::getSide(BattleSide side) const
{
return sides.at(side);
}
SideInBattle & BattleInfo::getSide(BattleSide side)
{
return sides.at(side);
}
///BattleInfo
CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, BattleHex position)
{
PlayerColor owner = getSide(side).color;
assert(!owner.isValidPlayer() || (base.armyObj && base.armyObj->tempOwner == owner));
auto * ret = new CStack(&base, owner, id, side, slot);
ret->initialPosition = getAvailableHex(base.getCreatureID(), side, position); //TODO: what if no free tile on battlefield was found?
stacks.push_back(ret);
return ret;
}
CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, BattleHex position)
{
PlayerColor owner = getSide(side).color;
auto * ret = new CStack(&base, owner, id, side, slot);
ret->initialPosition = position;
stacks.push_back(ret);
return ret;
}
void BattleInfo::localInit()
{
for(BattleSide i : { BattleSide::ATTACKER, BattleSide::DEFENDER})
{
auto * armyObj = battleGetArmyObject(i);
armyObj->battle = this;
armyObj->attachTo(*this);
}
for(CStack * s : stacks)
s->localInit(this);
exportBonuses();
}
//RNG that works like H3 one
struct RandGen
{
ui32 seed;
void srand(ui32 s)
{
seed = s;
}
void srand(const int3 & pos)
{
srand(110291 * static_cast<ui32>(pos.x) + 167801 * static_cast<ui32>(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, std::function<int()> _myRand):
min(_min),
remainingCount(_max - _min + 1),
remaining(remainingCount, true),
myRand(std::move(_myRand))
{
}
int generateNumber() const
{
if(!remainingCount)
throw ExhaustedPossibilities();
if(remainingCount == 1)
return 0;
return myRand() % remainingCount;
}
//get number fulfilling predicate. Never gives the same number twice.
int getSuchNumber(const std::function<bool(int)> & goodNumberPred = nullptr)
{
int ret = -1;
do
{
int n = generateNumber();
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;
int remainingCount;
std::vector<bool> remaining;
std::function<int()> myRand;
};
BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town)
{
CMP_stack cmpst;
auto * currentBattle = new BattleInfo(layout);
for(auto i : { BattleSide::LEFT_SIDE, BattleSide::RIGHT_SIDE})
currentBattle->sides[i].init(heroes[i], armies[i]);
std::vector<CStack*> & stacks = (currentBattle->stacks);
currentBattle->tile = tile;
currentBattle->terrainType = terrain;
currentBattle->battlefieldType = battlefieldType;
currentBattle->round = -2;
currentBattle->activeStack = -1;
currentBattle->replayAllowed = false;
currentBattle->town = town;
//setting up siege obstacles
if (town && town->fortificationsLevel().wallsHealth != 0)
{
auto fortification = town->fortificationsLevel();
currentBattle->si.gateState = EGateState::CLOSED;
currentBattle->si.wallState[EWallPart::GATE] = EWallState::INTACT;
for(const auto wall : {EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL})
currentBattle->si.wallState[wall] = static_cast<EWallState>(fortification.wallsHealth);
if (fortification.citadelHealth != 0)
currentBattle->si.wallState[EWallPart::KEEP] = static_cast<EWallState>(fortification.citadelHealth);
if (fortification.upperTowerHealth != 0)
currentBattle->si.wallState[EWallPart::UPPER_TOWER] = static_cast<EWallState>(fortification.upperTowerHealth);
if (fortification.lowerTowerHealth != 0)
currentBattle->si.wallState[EWallPart::BOTTOM_TOWER] = static_cast<EWallState>(fortification.lowerTowerHealth);
}
//randomize obstacles
if (layout.obstaclesAllowed && (!town || !town->hasFort()))
{
RandGen r{};
auto ourRand = [&](){ return r.rand(); };
r.srand(tile);
r.rand(1,8); //battle sound ID to play... can't do anything with it here
int tilesToBlock = r.rand(5,12);
std::vector<BattleHex> blockedTiles;
auto appropriateAbsoluteObstacle = [&](int id)
{
const auto * info = Obstacle(id).getInfo();
return info && info->isAbsoluteObstacle && info->isAppropriate(currentBattle->terrainType, battlefieldType);
};
auto appropriateUsualObstacle = [&](int id)
{
const auto * info = Obstacle(id).getInfo();
return info && !info->isAbsoluteObstacle && info->isAppropriate(currentBattle->terrainType, battlefieldType);
};
if(r.rand(1,100) <= 40) //put cliff-like obstacle
{
try
{
RangeGenerator obidgen(0, VLC->obstacleHandler->size() - 1, ourRand);
auto obstPtr = std::make_shared<CObstacleInstance>();
obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
obstPtr->uniqueID = static_cast<si32>(currentBattle->obstacles.size());
currentBattle->obstacles.push_back(obstPtr);
for(BattleHex blocked : obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked);
tilesToBlock -= Obstacle(obstPtr->ID).getInfo()->blockedTiles.size() / 2;
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
//silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occurred - cannot place absolute obstacle");
}
}
try
{
while(tilesToBlock > 0)
{
RangeGenerator obidgen(0, VLC->obstacleHandler->size() - 1, ourRand);
auto tileAccessibility = currentBattle->getAccessibility();
const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
const ObstacleInfo &obi = *Obstacle(obid).getInfo();
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;
for(BattleHex blocked : obi.getBlocked(pos))
{
if(tileAccessibility[blocked] == EAccessibility::UNAVAILABLE) //for ship-to-ship battlefield - exclude hardcoded unavailable tiles
return false;
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);
auto obstPtr = std::make_shared<CObstacleInstance>();
obstPtr->ID = obid;
obstPtr->pos = posgenerator.getSuchNumber(validPosition);
obstPtr->uniqueID = static_cast<si32>(currentBattle->obstacles.size());
currentBattle->obstacles.push_back(obstPtr);
for(BattleHex blocked : obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked);
tilesToBlock -= static_cast<int>(obi.blockedTiles.size());
}
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occurred - cannot place usual obstacle");
}
}
//adding war machines
//Checks if hero has artifact and create appropriate stack
auto handleWarMachine = [&](BattleSide side, const ArtifactPosition & artslot, BattleHex hex)
{
const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
if(nullptr != warMachineArt && hex.isValid())
{
CreatureID cre = warMachineArt->artType->getWarMachine();
if(cre != CreatureID::NONE)
currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex);
}
};
if(heroes[BattleSide::ATTACKER])
{
auto warMachineHexes = layout.warMachines.at(BattleSide::ATTACKER);
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH1, warMachineHexes.at(0));
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH2, warMachineHexes.at(1));
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH3, warMachineHexes.at(2));
if(town && town->fortificationsLevel().wallsHealth > 0)
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH4, warMachineHexes.at(3));
}
if(heroes[BattleSide::DEFENDER])
{
auto warMachineHexes = layout.warMachines.at(BattleSide::DEFENDER);
if(!town) //defending hero shouldn't receive ballista (bug #551)
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH1, warMachineHexes.at(0));
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH2, warMachineHexes.at(1));
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH3, warMachineHexes.at(2));
}
//war machines added
//battleStartpos read
for(BattleSide side : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
int formationNo = armies[side]->stacksCount() - 1;
vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);
int k = 0; //stack serial
for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
{
const BattleHex & pos = layout.units.at(side).at(k);
if (pos.isValid())
currentBattle->generateNewStack(currentBattle->nextUnitId(), *i->second, side, i->first, pos);
}
}
//adding commanders
for(BattleSide i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
{
currentBattle->generateNewStack(currentBattle->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, layout.commanders.at(i));
}
}
if (currentBattle->town)
{
if (currentBattle->town->fortificationsLevel().citadelHealth != 0)
currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_CENTRAL_TOWER);
if (currentBattle->town->fortificationsLevel().upperTowerHealth != 0)
currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_UPPER_TOWER);
if (currentBattle->town->fortificationsLevel().lowerTowerHealth != 0)
currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_BOTTOM_TOWER);
//Moat generating is done on server
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);
auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);
auto evil = std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL);
const auto * bgInfo = VLC->battlefields()->getById(battlefieldType);
for(const std::shared_ptr<Bonus> & bonus : bgInfo->bonuses)
{
currentBattle->addNewBonus(bonus);
}
//native terrain bonuses
auto nativeTerrain = std::make_shared<CreatureTerrainLimiter>();
currentBattle->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::STACKS_SPEED, BonusSource::TERRAIN_NATIVE, 1, BonusSourceID())->addLimiter(nativeTerrain));
currentBattle->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, BonusSourceID(), BonusSubtypeID(PrimarySkill::ATTACK))->addLimiter(nativeTerrain));
currentBattle->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE))->addLimiter(nativeTerrain));
//////////////////////////////////////////////////////////////////////////
//tactics
BattleSideArray<int> battleRepositionHex = {};
BattleSideArray<int> battleRepositionHexBlock = {};
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
if(heroes[i])
{
battleRepositionHex[i] += heroes[i]->valOfBonuses(Selector::type()(BonusType::BEFORE_BATTLE_REPOSITION));
battleRepositionHexBlock[i] += heroes[i]->valOfBonuses(Selector::type()(BonusType::BEFORE_BATTLE_REPOSITION_BLOCK));
}
}
int tacticsSkillDiffAttacker = battleRepositionHex[BattleSide::ATTACKER] - battleRepositionHexBlock[BattleSide::DEFENDER];
int tacticsSkillDiffDefender = battleRepositionHex[BattleSide::DEFENDER] - battleRepositionHexBlock[BattleSide::ATTACKER];
/* for current tactics, we need to choose one side, so, we will choose side when first - second > 0, and ignore sides
when first - second <= 0. If there will be situations when both > 0, attacker will be chosen. Anyway, in OH3 this
will not happen because tactics block opposite tactics on same value.
TODO: For now, it is an error to use BEFORE_BATTLE_REPOSITION bonus without counterpart, but it can be changed if
double tactics will be implemented.
*/
if(layout.tacticsAllowed)
{
if(tacticsSkillDiffAttacker > 0 && tacticsSkillDiffDefender > 0)
logGlobal->warn("Double tactics is not implemented, only attacker will have tactics!");
if(tacticsSkillDiffAttacker > 0)
{
currentBattle->tacticsSide = BattleSide::ATTACKER;
//bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics
currentBattle->tacticDistance = 1 + tacticsSkillDiffAttacker;
}
else if(tacticsSkillDiffDefender > 0)
{
currentBattle->tacticsSide = BattleSide::DEFENDER;
//bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics
currentBattle->tacticDistance = 1 + tacticsSkillDiffDefender;
}
else
currentBattle->tacticDistance = 0;
}
return currentBattle;
}
const CGHeroInstance * BattleInfo::getHero(const PlayerColor & player) const
{
for(const auto & side : sides)
if(side.color == player)
return side.hero;
logGlobal->error("Player %s is not in battle!", player.toString());
return nullptr;
}
BattleSide BattleInfo::whatSide(const PlayerColor & player) const
{
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
if(sides[i].color == player)
return i;
logGlobal->warn("BattleInfo::whatSide: Player %s is not in battle!", player.toString());
return BattleSide::NONE;
}
CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
{
return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
}
BattleInfo::BattleInfo(const BattleLayout & layout):
BattleInfo()
{
*this->layout = layout;
}
BattleInfo::BattleInfo():
layout(std::make_unique<BattleLayout>()),
round(-1),
activeStack(-1),
town(nullptr),
tile(-1,-1,-1),
battlefieldType(BattleField::NONE),
tacticsSide(BattleSide::NONE),
tacticDistance(0)
{
setNodeType(BATTLE);
}
BattleLayout BattleInfo::getLayout() const
{
return *layout;
}
BattleID BattleInfo::getBattleID() const
{
return battleID;
}
const IBattleInfo * BattleInfo::getBattle() const
{
return this;
}
std::optional<PlayerColor> BattleInfo::getPlayerID() const
{
return std::nullopt;
}
BattleInfo::~BattleInfo()
{
for (auto & elem : stacks)
delete elem;
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
if(auto * _armyObj = battleGetArmyObject(i))
_armyObj->battle = nullptr;
}
int32_t BattleInfo::getActiveStackID() const
{
return activeStack;
}
TStacks BattleInfo::getStacksIf(const TStackFilter & predicate) const
{
TStacks ret;
vstd::copy_if(stacks, std::back_inserter(ret), predicate);
return ret;
}
battle::Units BattleInfo::getUnitsIf(const battle::UnitFilter & predicate) const
{
battle::Units ret;
vstd::copy_if(stacks, std::back_inserter(ret), predicate);
return ret;
}
BattleField BattleInfo::getBattlefieldType() const
{
return battlefieldType;
}
TerrainId BattleInfo::getTerrainType() const
{
return terrainType;
}
IBattleInfo::ObstacleCList BattleInfo::getAllObstacles() const
{
ObstacleCList ret;
for(const auto & obstacle : obstacles)
ret.push_back(obstacle);
return ret;
}
PlayerColor BattleInfo::getSidePlayer(BattleSide side) const
{
return getSide(side).color;
}
const CArmedInstance * BattleInfo::getSideArmy(BattleSide side) const
{
return getSide(side).armyObject;
}
const CGHeroInstance * BattleInfo::getSideHero(BattleSide side) const
{
return getSide(side).hero;
}
uint8_t BattleInfo::getTacticDist() const
{
return tacticDistance;
}
BattleSide BattleInfo::getTacticsSide() const
{
return tacticsSide;
}
const CGTownInstance * BattleInfo::getDefendedTown() const
{
return town;
}
EWallState BattleInfo::getWallState(EWallPart partOfWall) const
{
return si.wallState.at(partOfWall);
}
EGateState BattleInfo::getGateState() const
{
return si.gateState;
}
uint32_t BattleInfo::getCastSpells(BattleSide side) const
{
return getSide(side).castSpellsCount;
}
int32_t BattleInfo::getEnchanterCounter(BattleSide side) const
{
return getSide(side).enchanterCounter;
}
const IBonusBearer * BattleInfo::getBonusBearer() const
{
return this;
}
int64_t BattleInfo::getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const
{
if(damage.min != damage.max)
{
int64_t sum = 0;
auto howManyToAv = std::min<int32_t>(10, attackerCount);
for(int32_t g = 0; g < howManyToAv; ++g)
sum += rng.nextInt64(damage.min, damage.max);
return sum / howManyToAv;
}
else
{
return damage.min;
}
}
int3 BattleInfo::getLocation() const
{
return tile;
}
std::vector<SpellID> BattleInfo::getUsedSpells(BattleSide side) const
{
return getSide(side).usedSpellsHistory;
}
void BattleInfo::nextRound()
{
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
sides.at(i).castSpellsCount = 0;
vstd::amax(--sides.at(i).enchanterCounter, 0);
}
round += 1;
for(CStack * s : stacks)
{
// new turn effects
s->reduceBonusDurations(Bonus::NTurns);
s->afterNewRound();
}
for(auto & obst : obstacles)
obst->battleTurnPassed();
}
void BattleInfo::nextTurn(uint32_t unitId)
{
activeStack = unitId;
CStack * st = getStack(activeStack);
//remove bonuses that last until when stack gets new turn
st->removeBonusesRecursive(Bonus::UntilGetsTurn);
st->afterGetsTurn();
}
void BattleInfo::addUnit(uint32_t id, const JsonNode & data)
{
battle::UnitInfo info;
info.load(id, data);
CStackBasicDescriptor base(info.type, info.count);
PlayerColor owner = getSidePlayer(info.side);
auto * ret = new CStack(&base, owner, info.id, info.side, SlotID::SUMMONED_SLOT_PLACEHOLDER);
ret->initialPosition = info.position;
stacks.push_back(ret);
ret->localInit(this);
ret->summoned = info.summoned;
}
void BattleInfo::moveUnit(uint32_t id, BattleHex destination)
{
auto * sta = getStack(id);
if(!sta)
{
logGlobal->error("Cannot find stack %d", id);
return;
}
sta->position = destination;
//Bonuses can be limited by unit placement, so, change tree version
//to force updating a bonus. TODO: update version only when such bonuses are present
CBonusSystemNode::treeHasChanged();
}
void BattleInfo::setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta)
{
CStack * changedStack = getStack(id, false);
if(!changedStack)
throw std::runtime_error("Invalid unit id in BattleInfo update");
if(!changedStack->alive() && healthDelta > 0)
{
//checking if we resurrect a stack that is under a living stack
auto accessibility = getAccessibility();
if(!accessibility.accessible(changedStack->getPosition(), changedStack))
{
logNetwork->error("Cannot resurrect %s because hex %d is occupied!", changedStack->nodeName(), changedStack->getPosition().hex);
return; //position is already occupied
}
}
bool killed = (-healthDelta) >= changedStack->getAvailableHealth();//todo: check using alive state once rebirth will be handled separately
bool resurrected = !changedStack->alive() && healthDelta > 0;
//applying changes
changedStack->load(data);
if(healthDelta < 0)
{
changedStack->removeBonusesRecursive(Bonus::UntilBeingAttacked);
}
resurrected = resurrected || (killed && changedStack->alive());
if(killed)
{
if(changedStack->cloneID >= 0)
{
//remove clone as well
CStack * clone = getStack(changedStack->cloneID);
if(clone)
clone->makeGhost();
changedStack->cloneID = -1;
}
}
if(resurrected || killed)
{
//removing all spells effects
auto selector = [](const Bonus * b)
{
//Special case: DISRUPTING_RAY is absolutely permanent
return b->source == BonusSource::SPELL_EFFECT && b->sid.as<SpellID>() != SpellID::DISRUPTING_RAY;
};
changedStack->removeBonusesRecursive(selector);
}
if(!changedStack->alive() && changedStack->isClone())
{
for(CStack * s : stacks)
{
if(s->cloneID == changedStack->unitId())
s->cloneID = -1;
}
}
}
void BattleInfo::removeUnit(uint32_t id)
{
std::set<uint32_t> ids;
ids.insert(id);
while(!ids.empty())
{
auto toRemoveId = *ids.begin();
auto * toRemove = getStack(toRemoveId, false);
if(!toRemove)
{
logGlobal->error("Cannot find stack %d", toRemoveId);
return;
}
if(!toRemove->ghost)
{
toRemove->onRemoved();
toRemove->detachFromAll();
//stack may be removed instantly (not being killed first)
//handle clone remove also here
if(toRemove->cloneID >= 0)
{
ids.insert(toRemove->cloneID);
toRemove->cloneID = -1;
}
//cleanup remaining clone links if any
for(auto * s : stacks)
{
if(s->cloneID == toRemoveId)
s->cloneID = -1;
}
}
ids.erase(toRemoveId);
}
}
void BattleInfo::updateUnit(uint32_t id, const JsonNode & data)
{
//TODO
}
void BattleInfo::addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
{
CStack * sta = getStack(id, false);
if(!sta)
{
logGlobal->error("Cannot find stack %d", id);
return;
}
for(const Bonus & b : bonus)
addOrUpdateUnitBonus(sta, b, true);
}
void BattleInfo::updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
{
CStack * sta = getStack(id, false);
if(!sta)
{
logGlobal->error("Cannot find stack %d", id);
return;
}
for(const Bonus & b : bonus)
addOrUpdateUnitBonus(sta, b, false);
}
void BattleInfo::removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
{
CStack * sta = getStack(id, false);
if(!sta)
{
logGlobal->error("Cannot find stack %d", id);
return;
}
for(const Bonus & one : bonus)
{
auto selector = [one](const Bonus * b)
{
//compare everything but turnsRemain, limiter and propagator
return one.duration == b->duration
&& one.type == b->type
&& one.subtype == b->subtype
&& one.source == b->source
&& one.val == b->val
&& one.sid == b->sid
&& one.valType == b->valType
&& one.additionalInfo == b->additionalInfo
&& one.effectRange == b->effectRange;
};
sta->removeBonusesRecursive(selector);
}
}
uint32_t BattleInfo::nextUnitId() const
{
return static_cast<uint32_t>(stacks.size());
}
void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd)
{
if(forceAdd || !sta->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, value.sid).And(Selector::typeSubtypeValueType(value.type, value.subtype, value.valType))))
{
//no such effect or cumulative - add new
logBonus->trace("%s receives a new bonus: %s", sta->nodeName(), value.Description());
sta->addNewBonus(std::make_shared<Bonus>(value));
}
else
{
logBonus->trace("%s updated bonus: %s", sta->nodeName(), value.Description());
for(const auto & stackBonus : sta->getExportedBonusList()) //TODO: optimize
{
if(stackBonus->source == value.source && stackBonus->sid == value.sid && stackBonus->type == value.type && stackBonus->subtype == value.subtype && stackBonus->valType == value.valType)
{
stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, value.turnsRemain);
}
}
CBonusSystemNode::treeHasChanged();
}
}
void BattleInfo::setWallState(EWallPart partOfWall, EWallState state)
{
si.wallState[partOfWall] = state;
}
void BattleInfo::addObstacle(const ObstacleChanges & changes)
{
auto obstacle = std::make_shared<SpellCreatedObstacle>();
obstacle->fromInfo(changes);
obstacles.push_back(obstacle);
}
void BattleInfo::updateObstacle(const ObstacleChanges& changes)
{
auto changedObstacle = std::make_shared<SpellCreatedObstacle>();
changedObstacle->fromInfo(changes);
for(auto & obstacle : obstacles)
{
if(obstacle->uniqueID == changes.id) // update this obstacle
{
auto * spellObstacle = dynamic_cast<SpellCreatedObstacle *>(obstacle.get());
assert(spellObstacle);
// Currently we only support to update the "revealed" property
spellObstacle->revealed = changedObstacle->revealed;
break;
}
}
}
void BattleInfo::removeObstacle(uint32_t id)
{
for(int i=0; i < obstacles.size(); ++i)
{
if(obstacles[i]->uniqueID == id) //remove this obstacle
{
obstacles.erase(obstacles.begin() + i);
break;
}
}
}
CArmedInstance * BattleInfo::battleGetArmyObject(BattleSide side) const
{
return const_cast<CArmedInstance*>(CBattleInfoEssentials::battleGetArmyObject(side));
}
CGHeroInstance * BattleInfo::battleGetFightingHero(BattleSide side) const
{
return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
}
#if SCRIPTING_ENABLED
scripting::Pool * BattleInfo::getContextPool() const
{
//this is real battle, use global scripting context pool
//TODO: make this line not ugly
return battleGetFightingHero(BattleSide::ATTACKER)->cb->getGlobalContextPool();
}
#endif
bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b) const
{
switch(phase)
{
case 0: //catapult moves after turrets
return a->creatureIndex() > b->creatureIndex(); //catapult is 145 and turrets are 149
case 1:
case 2:
case 3:
{
int as = a->getInitiative(turn);
int bs = b->getInitiative(turn);
if(as != bs)
return as > bs;
if(a->unitSide() == b->unitSide())
return a->unitSlot() < b->unitSlot();
return (a->unitSide() == side || b->unitSide() == side)
? a->unitSide() != side
: a->unitSide() < b->unitSide();
}
default:
assert(false);
return false;
}
assert(false);
return false;
}
CMP_stack::CMP_stack(int Phase, int Turn, BattleSide Side):
phase(Phase),
turn(Turn),
side(Side)
{
}
VCMI_LIB_NAMESPACE_END