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vcmi/lib/battle/CBattleInfoCallback.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

2000 lines
62 KiB
C++

/*
* CBattleInfoCallback.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 "CBattleInfoCallback.h"
#include <vcmi/scripting/Service.h>
#include "../CStack.h"
#include "BattleInfo.h"
#include "../NetPacks.h"
#include "../spells/CSpellHandler.h"
#include "../mapObjects/CGTownInstance.h"
namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
{
/*
*Here are 2 explanations how below algorithm should work in H3, looks like they are not 100% accurate as it results in one damage number, not min/max range:
*
*1. http://heroes.thelazy.net/wiki/Arrow_tower
*
*2. All towns' turrets do the same damage. If Fort, Citadel or Castle is built damage of the Middle turret is 15, and 7,5 for others.
*Buildings increase turrets' damage, but only those buildings that are new in town view, not upgrades to the existing. So, every building save:
*- dwellings' upgrades
*- Mage Guild upgrades
*- Horde buildings
*- income upgrades
*- some special ones
*increases middle Turret damage by 3, and 1,5 for the other two.
*Damage is almost always the maximum one (right click on the Turret), sometimes +1/2 points, and it does not depend on the target. Nothing can influence it, except the mentioned above (but it will be roughly double if the defender has Armorer or Air Shield).
*Maximum damage for Castle, Conflux is 120, Necropolis, Inferno, Fortress 125, Stronghold, Turret, and Dungeon 130 (for all three Turrets).
*Artillery allows the player to control the Turrets.
*/
static void retrieveTurretDamageRange(const CGTownInstance * town, const battle::Unit * turret, double & outMinDmg, double & outMaxDmg)//does not match OH3 yet, but damage is somewhat close
{
assert(turret->creatureIndex() == CreatureID::ARROW_TOWERS);
assert(town);
assert(turret->getPosition() >= -4 && turret->getPosition() <= -2);
const float multiplier = (turret->getPosition() == -2) ? 1.0f : 0.5f;
//Revised - Where do below values come from?
/*int baseMin = 6;
int baseMax = 10;*/
const int baseDamage = 15;
outMinDmg = multiplier * (baseDamage + town->getTownLevel() * 3);
outMaxDmg = multiplier * (baseDamage + town->getTownLevel() * 3);
}
static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
{
static const BattleHex 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;
}
// parts of wall
static const std::pair<int, EWallPart::EWallPart> wallParts[] =
{
std::make_pair(50, EWallPart::KEEP),
std::make_pair(183, EWallPart::BOTTOM_TOWER),
std::make_pair(182, EWallPart::BOTTOM_WALL),
std::make_pair(130, EWallPart::BELOW_GATE),
std::make_pair(78, EWallPart::OVER_GATE),
std::make_pair(29, EWallPart::UPPER_WALL),
std::make_pair(12, EWallPart::UPPER_TOWER),
std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
std::make_pair(96, EWallPart::GATE),
std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
};
static EWallPart::EWallPart hexToWallPart(BattleHex hex)
{
for(auto & elem : wallParts)
{
if(elem.first == hex)
return elem.second;
}
return EWallPart::INVALID; //not found!
}
static BattleHex WallPartToHex(EWallPart::EWallPart part)
{
for(auto & elem : wallParts)
{
if(elem.second == part)
return elem.first;
}
return BattleHex::INVALID; //not found!
}
}
using namespace SiegeStuffThatShouldBeMovedToHandlers;
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
if(caster == nullptr)
{
logGlobal->error("CBattleInfoCallback::battleCanCastSpell: no spellcaster.");
return ESpellCastProblem::INVALID;
}
const PlayerColor player = caster->getCasterOwner();
const auto side = playerToSide(player);
if(!side)
return ESpellCastProblem::INVALID;
if(!battleDoWeKnowAbout(side.get()))
{
logGlobal->warn("You can't check if enemy can cast given spell!");
return ESpellCastProblem::INVALID;
}
if(battleTacticDist())
return ESpellCastProblem::ONGOING_TACTIC_PHASE;
switch(mode)
{
case spells::Mode::HERO:
{
if(battleCastSpells(side.get()) > 0)
return ESpellCastProblem::CASTS_PER_TURN_LIMIT;
auto hero = dynamic_cast<const CGHeroInstance *>(caster);
if(!hero)
return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
return ESpellCastProblem::MAGIC_IS_BLOCKED;
}
break;
default:
break;
}
return ESpellCastProblem::OK;
}
bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
{
RETURN_IF_NOT_BATTLE(false);
if(!battleGetSiegeLevel())
return false;
const std::string cachingStrNoWallPenalty = "type_NO_WALL_PENALTY";
static const auto selectorNoWallPenalty = Selector::type()(Bonus::NO_WALL_PENALTY);
if(shooter->hasBonus(selectorNoWallPenalty, cachingStrNoWallPenalty))
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 (!isWallPartPotentiallyAttackable(battleHexToWallPart(wallPos))) return true;
}
return false;
}
si8 CBattleInfoCallback::battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const
{
RETURN_IF_NOT_BATTLE(false);
if (!getAccesibility(stack).accessible(destHex, stack))
return false;
const ui8 siegeLevel = battleGetSiegeLevel();
//check for wall
//advanced teleport can pass wall of fort|citadel, expert - of castle
if ((siegeLevel > CGTownInstance::NONE && telportLevel < 2) || (siegeLevel >= CGTownInstance::CASTLE && telportLevel < 3))
return sameSideOfWall(stack->getPosition(), destHex);
return true;
}
std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data)
{
RETURN_IF_NOT_BATTLE(std::vector<PossiblePlayerBattleAction>());
std::vector<PossiblePlayerBattleAction> allowedActionList;
if(data.tacticsMode) //would "if(battleGetTacticDist() > 0)" work?
{
allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_TACTICS);
allowedActionList.push_back(PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK);
}
else
{
if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
{
if(stack->hasBonusOfType(Bonus::SPELLCASTER) && data.creatureSpellToCast != -1)
{
const CSpell *spell = SpellID(data.creatureSpellToCast).toSpell();
PossiblePlayerBattleAction act = getCasterAction(spell, stack, spells::Mode::CREATURE_ACTIVE);
allowedActionList.push_back(act);
}
if(stack->hasBonusOfType(Bonus::RANDOM_SPELLCASTER))
allowedActionList.push_back(PossiblePlayerBattleAction::RANDOM_GENIE_SPELL);
if(stack->hasBonusOfType(Bonus::DAEMON_SUMMONING))
allowedActionList.push_back(PossiblePlayerBattleAction::RISE_DEMONS);
}
if(stack->canShoot())
allowedActionList.push_back(PossiblePlayerBattleAction::SHOOT);
if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK_AND_RETURN);
allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK); //all active stacks can attack
allowedActionList.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
if(stack->canMove() && stack->Speed(0, true)) //probably no reason to try move war machines or bound stacks
allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_STACK);
auto siegedTown = battleGetDefendedTown();
if(siegedTown && siegedTown->hasFort() && stack->hasBonusOfType(Bonus::CATAPULT)) //TODO: check shots
allowedActionList.push_back(PossiblePlayerBattleAction::CATAPULT);
if(stack->hasBonusOfType(Bonus::HEALER))
allowedActionList.push_back(PossiblePlayerBattleAction::HEAL);
}
return allowedActionList;
}
PossiblePlayerBattleAction CBattleInfoCallback::getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const
{
RETURN_IF_NOT_BATTLE(PossiblePlayerBattleAction::INVALID);
PossiblePlayerBattleAction spellSelMode = PossiblePlayerBattleAction::ANY_LOCATION;
const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode);
if(ti.massive || ti.type == spells::AimType::NO_TARGET)
spellSelMode = PossiblePlayerBattleAction::NO_LOCATION;
else if(ti.type == spells::AimType::LOCATION && ti.clearAffected)
spellSelMode = PossiblePlayerBattleAction::FREE_LOCATION;
else if(ti.type == spells::AimType::CREATURE)
spellSelMode = PossiblePlayerBattleAction::AIMED_SPELL_CREATURE;
else if(ti.type == spells::AimType::OBSTACLE)
spellSelMode = PossiblePlayerBattleAction::OBSTACLE;
return spellSelMode;
}
std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
std::set<BattleHex> attackedHexes;
RETURN_IF_NOT_BATTLE(attackedHexes);
AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
for (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);
}
}
for (BattleHex tile : at.friendlyCreaturePositions)
{
if(battleGetStackByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
{
attackedHexes.insert(tile);
}
}
return attackedHexes;
}
SpellID CBattleInfoCallback::battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const
{
switch (mode)
{
case RANDOM_GENIE:
return getRandomBeneficialSpell(rand, stack); //target
break;
case RANDOM_AIMED:
return getRandomCastedSpell(rand, stack); //caster
break;
default:
logGlobal->error("Incorrect mode of battleGetRandomSpell (%d)", static_cast<int>(mode));
return SpellID::NONE;
}
}
const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
for(auto s : battleGetAllStacks(true))
if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
return s;
return nullptr;
}
const battle::Unit * CBattleInfoCallback::battleGetUnitByPos(BattleHex pos, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
{
return !unit->isGhost()
&& vstd::contains(battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()), pos)
&& (!onlyAlive || unit->alive());
});
if(!ret.empty())
return ret.front();
else
return nullptr;
}
battle::Units CBattleInfoCallback::battleAliveUnits() const
{
return battleGetUnitsIf([](const battle::Unit * unit)
{
return unit->isValidTarget(false);
});
}
battle::Units CBattleInfoCallback::battleAliveUnits(ui8 side) const
{
return battleGetUnitsIf([=](const battle::Unit * unit)
{
return unit->isValidTarget(false) && unit->unitSide() == side;
});
}
//T is battle::Unit descendant
template <typename T>
const T * takeOneUnit(std::vector<const T*> & all, const int turn, int8_t & lastMoved, int phase)
{
const T * returnedUnit = nullptr;
size_t currentUnitIndex = 0;
for(size_t i = 0; i < all.size(); i++)
{
int32_t currentUnitSpeed = -1;
int32_t returnedUnitSpeed = -1;
if(returnedUnit)
returnedUnitSpeed = returnedUnit->getInitiative(turn);
if(all[i])
{
currentUnitSpeed = all[i]->getInitiative(turn);
switch(phase)
{
case 1: // Faster first, attacker priority, higher slot first
if(returnedUnit == nullptr || currentUnitSpeed > returnedUnitSpeed)
{
returnedUnit = all[i];
currentUnitIndex = i;
}
else if(currentUnitSpeed == returnedUnitSpeed)
{
if(lastMoved == -1 && turn <= 0 && all[i]->unitSide() == BattleSide::ATTACKER
&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Turn 0 attacker priority
{
returnedUnit = all[i];
currentUnitIndex = i;
}
else if(lastMoved != -1 && all[i]->unitSide() != lastMoved
&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
{
returnedUnit = all[i];
currentUnitIndex = i;
}
}
break;
case 2: // Slower first, higher slot first
case 3:
if(returnedUnit == nullptr || currentUnitSpeed < returnedUnitSpeed)
{
returnedUnit = all[i];
currentUnitIndex = i;
}
else if(currentUnitSpeed == returnedUnitSpeed && lastMoved != -1 && all[i]->unitSide() != lastMoved
&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
{
returnedUnit = all[i];
currentUnitIndex = i;
}
break;
default:
break;
}
}
}
if(!returnedUnit)
return nullptr;
all[currentUnitIndex] = nullptr;
return returnedUnit;
}
void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn, int8_t lastMoved) const
{
RETURN_IF_NOT_BATTLE();
if(maxUnits == 0 && maxTurns == 0)
{
logGlobal->error("Attempt to get infinite battle queue");
return;
}
auto actualTurn = turn > 0 ? turn : 0;
auto outputFull = [&]() -> bool
{
if(maxUnits == 0)
return false;//no limit
size_t outSize = 0;
for(const auto & oneTurn : out)
outSize += oneTurn.size();
return outSize >= maxUnits;
};
out.emplace_back();
//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::array<battle::Units, 4> phase;
const battle::Unit * active = battleActiveUnit();
if(active)
{
//its first turn and active unit hasn't taken any action yet - must be placed at the beginning of queue, no matter what
if(turn == 0 && active->willMove() && !active->waited())
{
out.back().push_back(active);
if(outputFull())
return;
}
//its first or current turn, turn priority for active stack side
//TODO: what if active stack mind-controlled?
if(turn <= 0 && lastMoved < 0)
lastMoved = active->unitSide();
}
auto all = battleGetUnitsIf([](const battle::Unit * unit)
{
return !unit->isGhost();
});
if(!vstd::contains_if(all, [](const battle::Unit * unit) { return unit->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
{
//No unit will be able to move, battle is over.
out.clear();
return;
}
for(auto one : all)
{
if((actualTurn == 0 && !one->willMove()) //we are considering current round and unit won't move
|| (actualTurn > 0 && !one->canMove(turn)) //unit won't be able to move in later rounds
|| (actualTurn == 0 && one == active && !out.at(0).empty() && one == out.front().front())) //it's active unit already added at the beginning of queue
{
continue;
}
int p = one->battleQueuePhase(turn);
phase[p].push_back(one);
}
boost::sort(phase[0], CMP_stack(0, actualTurn, lastMoved));
std::copy(phase[0].begin(), phase[0].end(), std::back_inserter(out.back()));
if(outputFull())
return;
for(int i = 1; i < 4; i++)
boost::sort(phase[i], CMP_stack(i, actualTurn, lastMoved));
int pi = 1;
while(!outputFull() && pi < 4)
{
const battle::Unit * current = nullptr;
if(phase[pi].empty())
pi++;
else
{
current = takeOneUnit(phase[pi], actualTurn, lastMoved, pi);
if(!current)
{
pi++;
}
else
{
out.back().push_back(current);
lastMoved = current->unitSide();
}
}
}
if(lastMoved < 0)
lastMoved = BattleSide::ATTACKER;
if(!outputFull() && (maxTurns == 0 || out.size() < maxTurns))
battleGetTurnOrder(out, maxUnits, maxTurns, actualTurn + 1, lastMoved);
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit) const
{
RETURN_IF_NOT_BATTLE(std::vector<BattleHex>());
if(!unit->getPosition().isValid()) //turrets
return std::vector<BattleHex>();
auto reachability = getReachability(unit);
return battleGetAvailableHexes(reachability, unit);
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit) const
{
std::vector<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
if(!unit->getPosition().isValid()) //turrets
return ret;
auto unitSpeed = unit->Speed(0, true);
const bool tacticPhase = battleTacticDist() && battleGetTacticsSide() == unit->unitSide();
for(int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
{
// If obstacles or other stacks makes movement impossible, it can't be helped.
if(!cache.isReachable(i))
continue;
if(tacticPhase)
{
//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 unit range.
if(cache.distances[i] > (int)unitSpeed)
continue;
}
ret.push_back(i);
}
return ret;
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool addOccupiable, std::vector<BattleHex> * attackable) const
{
std::vector<BattleHex> ret = battleGetAvailableHexes(unit);
if(ret.empty())
return ret;
if(addOccupiable && unit->doubleWide())
{
std::vector<BattleHex> occupiable;
for(auto hex : ret)
occupiable.push_back(unit->occupiedHex(hex));
vstd::concatenate(ret, occupiable);
}
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();
};
for(auto otherSt : battleAliveUnits(otherSide(unit->unitSide())))
{
if(!otherSt->isValidTarget(false))
continue;
std::vector<BattleHex> occupied = otherSt->getHexes();
if(battleCanShoot(unit, otherSt->getPosition()))
{
attackable->insert(attackable->end(), occupied.begin(), occupied.end());
continue;
}
for(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::battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
if(battleTacticDist())
return false;
if (!stack || !target)
return false;
if(!battleMatchOwner(stack, target))
return false;
auto &id = stack->getCreature()->idNumber;
if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
return false;
return target->alive();
}
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
{
RETURN_IF_NOT_BATTLE(false);
if(battleTacticDist()) //no shooting during tactics
return false;
if (!attacker)
return false;
if (attacker->creatureIndex() == CreatureID::CATAPULT) //catapult cannot attack creatures
return false;
//forgetfulness
TConstBonusListPtr forgetfulList = attacker->getBonuses(Selector::type()(Bonus::FORGETFULL));
if(!forgetfulList->empty())
{
int forgetful = forgetfulList->valOfBonuses(Selector::type()(Bonus::FORGETFULL));
//advanced+ level
if(forgetful > 1)
return false;
}
return attacker->canShoot() && (!battleIsUnitBlocked(attacker)
|| attacker->hasBonusOfType(Bonus::FREE_SHOOTING));
}
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
const battle::Unit * defender = battleGetUnitByPos(dest);
if(!attacker || !defender)
return false;
if(battleMatchOwner(attacker, defender) && defender->alive())
return battleCanShoot(attacker);
return false;
}
TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
{
auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
{
auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
auto limitMatches = info.shooting
? Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT)
: Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT);
//any regular bonuses or just ones for melee/ranged
return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
};
const IBonusBearer * attackerBonuses = info.attacker;
const IBonusBearer * defenderBonuses = info.defender;
double additiveBonus = 1.0 + info.additiveBonus;
double multBonus = 1.0 * info.multBonus;
double minDmg = 0.0;
double maxDmg = 0.0;
minDmg = info.attacker->getMinDamage(info.shooting);
maxDmg = info.attacker->getMaxDamage(info.shooting);
minDmg *= info.attacker->getCount(),
maxDmg *= info.attacker->getCount();
if(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
{
SiegeStuffThatShouldBeMovedToHandlers::retrieveTurretDamageRange(battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
TDmgRange unmodifiableTowerDamage = std::make_pair(int64_t(minDmg), int64_t(maxDmg));
return unmodifiableTowerDamage;
}
const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
static const auto selectorSiedgeWeapon = Selector::type()(Bonus::SIEGE_WEAPON);
if(attackerBonuses->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != 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 retrieveHeroPrimSkill = [&](int skill) -> int
{
std::shared_ptr<const Bonus> b = attackerBonuses->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(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 *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
maxDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
}
double attackDefenceDifference = 0.0;
double multAttackReduction = 1.0 - battleBonusValue(attackerBonuses, Selector::type()(Bonus::GENERAL_ATTACK_REDUCTION)) / 100.0;
attackDefenceDifference += info.attacker->getAttack(info.shooting) * multAttackReduction;
double multDefenceReduction = 1.0 - battleBonusValue(attackerBonuses, Selector::type()(Bonus::ENEMY_DEFENCE_REDUCTION)) / 100.0;
attackDefenceDifference -= info.defender->getDefense(info.shooting) * multDefenceReduction;
const std::string cachingStrSlayer = "type_SLAYER";
static const auto selectorSlayer = Selector::type()(Bonus::SLAYER);
//slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
auto slayerEffects = attackerBonuses->getBonuses(selectorSlayer, cachingStrSlayer);
if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
{
std::vector<int32_t> affectedIds;
const auto spLevel = slayerEffect->val;
const CCreature * defenderType = info.defender->unitType();
bool isAffected = false;
for(const auto & b : defenderType->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 +
{
isAffected = true;
break;
}
}
if(isAffected)
{
attackDefenceDifference += SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
{
ui8 attackerTier = info.attacker->unitType()->level;
ui8 specialtyBonus = std::max(5 - attackerTier, 0);
attackDefenceDifference += specialtyBonus;
}
}
}
//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;
}
const std::string cachingStrJousting = "type_JOUSTING";
static const auto selectorJousting = Selector::type()(Bonus::JOUSTING);
const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
static const auto selectorChargeImmunity = Selector::type()(Bonus::CHARGE_IMMUNITY);
//applying jousting bonus
if(info.chargedFields > 0 && attackerBonuses->hasBonus(selectorJousting, cachingStrJousting) && !defenderBonuses->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
additiveBonus += info.chargedFields * 0.05;
//handling secondary abilities and artifacts giving premies to them
const std::string cachingStrArchery = "type_SECONDARY_SKILL_PREMYs_ARCHERY";
static const auto selectorArchery = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY);
const std::string cachingStrOffence = "type_SECONDARY_SKILL_PREMYs_OFFENCE";
static const auto selectorOffence = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE);
const std::string cachingStrArmorer = "type_SECONDARY_SKILL_PREMYs_ARMORER";
static const auto selectorArmorer = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER);
if(info.shooting)
additiveBonus += attackerBonuses->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
else
additiveBonus += attackerBonuses->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
multBonus *= (std::max(0, 100 - defenderBonuses->valOfBonuses(selectorArmorer, cachingStrArmorer))) / 100.0;
//handling hate effect
//assume that unit have only few HATE features and cache them all
const std::string cachingStrHate = "type_HATE";
static const auto selectorHate = Selector::type()(Bonus::HATE);
auto allHateEffects = attackerBonuses->getBonuses(selectorHate, cachingStrHate);
additiveBonus += allHateEffects->valOfBonuses(Selector::subtype()(info.defender->creatureIndex())) / 100.0;
const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
static const auto selectorMeleeReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 0);
const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
static const auto selectorRangedReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 1);
//handling spell effects
if(!info.shooting) //eg. shield
{
multBonus *= (100 - defenderBonuses->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction)) / 100.0;
}
else //eg. air shield
{
multBonus *= (100 - defenderBonuses->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction)) / 100.0;
}
if(info.shooting)
{
//todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
//get list first, total value of 0 also counts
TConstBonusListPtr forgetfulList = attackerBonuses->getBonuses(Selector::type()(Bonus::FORGETFULL),"type_FORGETFULL");
if(!forgetfulList->empty())
{
int forgetful = forgetfulList->valOfBonuses(Selector::all);
//none of basic level
if(forgetful == 0 || forgetful == 1)
multBonus *= 0.5;
else
logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
}
}
const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
static const auto selectorForcedMinDamage = Selector::type()(Bonus::ALWAYS_MINIMUM_DAMAGE);
const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
static const auto selectorForcedMaxDamage = Selector::type()(Bonus::ALWAYS_MAXIMUM_DAMAGE);
TConstBonusListPtr curseEffects = attackerBonuses->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
TConstBonusListPtr blessEffects = attackerBonuses->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo<std::shared_ptr<Bonus>>))->additionalInfo[0] : 0;
if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
{
multBonus *= 1.0 - curseMultiplicativePenalty/100;
}
const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
auto isAdvancedAirShield = [](const Bonus* bonus)
{
return bonus->source == Bonus::SPELL_EFFECT
&& bonus->sid == SpellID::AIR_SHIELD
&& bonus->val >= SecSkillLevel::ADVANCED;
};
if(info.shooting)
{
//wall / distance penalty + advanced air shield
BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
const bool distPenalty = battleHasDistancePenalty(attackerBonuses, attackerPos, defenderPos);
const bool obstaclePenalty = battleHasWallPenalty(attackerBonuses, attackerPos, defenderPos);
if(distPenalty || defenderBonuses->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
multBonus *= 0.5;
if(obstaclePenalty)
multBonus *= 0.5; //cumulative
}
else
{
const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
static const auto selectorNoMeleePenalty = Selector::type()(Bonus::NO_MELEE_PENALTY);
if(info.attacker->isShooter() && !attackerBonuses->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
multBonus *= 0.5;
}
// psychic elementals versus mind immune units 50%
if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
{
const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
static const auto selectorMindImmunity = Selector::type()(Bonus::MIND_IMMUNITY);
if(defenderBonuses->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
multBonus *= 0.5;
}
// TODO attack on petrified unit 50%
// blinded unit retaliates
minDmg *= additiveBonus * multBonus;
maxDmg *= additiveBonus * multBonus;
if(curseEffects->size()) //curse handling (rest)
{
minDmg += curseBlessAdditiveModifier;
maxDmg = minDmg;
}
else if(blessEffects->size()) //bless handling
{
maxDmg += curseBlessAdditiveModifier;
minDmg = maxDmg;
}
TDmgRange returnedVal = std::make_pair(int64_t(minDmg), int64_t(maxDmg));
//damage cannot be less than 1
vstd::amax(returnedVal.first, 1);
vstd::amax(returnedVal.second, 1);
return returnedVal;
}
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->getPosition());
const BattleAttackInfo bai(attacker, defender, shooting);
return battleEstimateDamage(bai, retaliationDmg);
}
TDmgRange CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo & bai, TDmgRange * retaliationDmg) const
{
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
TDmgRange ret = calculateDmgRange(bai);
if(retaliationDmg)
{
if(bai.shooting)
{
//FIXME: handle RANGED_RETALIATION
retaliationDmg->first = retaliationDmg->second = 0;
}
else
{
//TODO: rewrite using boost::numeric::interval
//TODO: rewire once more using interval-based fuzzy arithmetic
int64_t TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
for (int i=0; i<2; ++i)
{
auto retaliationAttack = bai.reverse();
int64_t dmg = ret.*pairElems[i];
auto state = retaliationAttack.attacker->acquireState();
state->damage(dmg);
retaliationAttack.attacker = state.get();
retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
}
}
}
return ret;
}
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking) const
{
std::vector<std::shared_ptr<const CObstacleInstance>> obstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
RETURN_IF_NOT_BATTLE(obstacles);
for(auto & obs : battleGetAllObstacles())
{
if(vstd::contains(obs->getBlockedTiles(), tile)
|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
{
obstacles.push_back(obs);
}
}
return obstacles;
}
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::getAllAffectedObstaclesByStack(const battle::Unit * unit) const
{
std::vector<std::shared_ptr<const CObstacleInstance>> affectedObstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
RETURN_IF_NOT_BATTLE(affectedObstacles);
if(unit->alive())
{
affectedObstacles = battleGetAllObstaclesOnPos(unit->getPosition(), false);
if(unit->doubleWide())
{
BattleHex otherHex = unit->occupiedHex(unit->getPosition());
if(otherHex.isValid())
for(auto & i : battleGetAllObstaclesOnPos(otherHex, false))
affectedObstacles.push_back(i);
}
for(auto hex : unit->getHexes())
if(hex == ESiegeHex::GATE_BRIDGE)
if(battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED)
for(int i=0; i<affectedObstacles.size(); i++)
if(affectedObstacles.at(i)->obstacleType == CObstacleInstance::MOAT)
affectedObstacles.erase(affectedObstacles.begin()+i);
}
return affectedObstacles;
}
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;
}
//special battlefields with logically unavailable tiles
std::vector<BattleHex> impassableHexes;
if(battleGetBattlefieldType().num == BFieldType::SHIP_TO_SHIP)
{
impassableHexes =
{
6, 7, 8, 9,
24, 25, 26,
58, 59, 60,
75, 76, 77,
92, 93, 94,
109, 110, 111,
126, 127, 128,
159, 160, 161, 162, 163,
176, 177, 178, 179, 180
};
}
for(auto hex : impassableHexes)
ret[hex] = EAccessibility::UNAVAILABLE;
//gate -> should be before stacks
if(battleGetSiegeLevel() > 0)
{
EAccessibility accessability = EAccessibility::ACCESSIBLE;
switch(battleGetGateState())
{
case EGateState::CLOSED:
accessability = EAccessibility::GATE;
break;
case EGateState::BLOCKED:
accessability = EAccessibility::UNAVAILABLE;
break;
}
ret[ESiegeHex::GATE_OUTER] = ret[ESiegeHex::GATE_INNER] = accessability;
}
//tiles occupied by standing stacks
for(auto unit : battleAliveUnits())
{
for(auto hex : unit->getHexes())
if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
ret[hex] = EAccessibility::ALIVE_STACK;
}
//obstacles
for(const auto &obst : battleGetAllObstacles())
{
for(auto hex : obst->getBlockedTiles())
ret[hex] = EAccessibility::OBSTACLE;
}
//walls
if(battleGetSiegeLevel() > 0)
{
static const int permanentlyLocked[] = {12, 45, 62, 112, 147, 165};
for(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(ESiegeHex::DESTRUCTIBLE_WALL_4)),
std::make_pair(3, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
std::make_pair(4, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
std::make_pair(5, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
};
for(auto & elem : lockedIfNotDestroyed)
{
if(battleGetWallState(elem.first) != EWallState::DESTROYED)
ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
}
}
return ret;
}
AccessibilityInfo CBattleInfoCallback::getAccesibility(const battle::Unit * stack) const
{
return getAccesibility(battle::Unit::getHexes(stack->getPosition(), stack->doubleWide(), stack->unitSide()));
}
AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> & accessibleHexes) const
{
auto ret = getAccesibility();
for(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> obstacles = getStoppers(params.perspective);
std::queue<BattleHex> hexq; //bfs queue
//first element
hexq.push(params.startPosition);
ret.distances[params.startPosition] = 0;
std::array<bool, GameConstants::BFIELD_SIZE> accessibleCache;
for(int hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
accessibleCache[hex] = accessibility.accessible(hex, params.doubleWide, params.side);
while(!hexq.empty()) //bfs loop
{
const BattleHex curHex = hexq.front();
hexq.pop();
//walking stack can't step past the obstacles
if(curHex != params.startPosition && isInObstacle(curHex, obstacles, params))
continue;
const int costToNeighbour = ret.distances[curHex.hex] + 1;
for(BattleHex neighbour : BattleHex::neighbouringTilesCache[curHex.hex])
{
if(neighbour.isValid())
{
const int costFoundSoFar = ret.distances[neighbour.hex];
if(accessibleCache[neighbour.hex] && costToNeighbour < costFoundSoFar)
{
hexq.push(neighbour);
ret.distances[neighbour.hex] = costToNeighbour;
ret.predecessors[neighbour.hex] = curHex;
}
}
}
}
return ret;
}
bool CBattleInfoCallback::isInObstacle(
BattleHex hex,
const std::set<BattleHex> & obstacles,
const ReachabilityInfo::Parameters & params) const
{
auto occupiedHexes = battle::Unit::getHexes(hex, params.doubleWide, params.side);
for(auto occupiedHex : occupiedHexes)
{
if(vstd::contains(obstacles, occupiedHex))
{
if(occupiedHex == ESiegeHex::GATE_BRIDGE)
{
if(battleGetGateState() != EGateState::DESTROYED && params.side == BattleSide::ATTACKER)
return true;
}
else
return true;
}
}
return false;
}
std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
{
std::set<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
for(auto &oi : battleGetAllObstacles(whichSidePerspective))
{
if(battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
{
range::copy(oi->getStoppingTile(), vstd::set_inserter(ret));
}
}
return ret;
}
std::pair<const battle::Unit *, BattleHex> CBattleInfoCallback::getNearestStack(const battle::Unit * closest) const
{
auto reachability = getReachability(closest);
auto avHexes = battleGetAvailableHexes(reachability, closest);
// I hate std::pairs with their undescriptive member names first / second
struct DistStack
{
int distanceToPred;
BattleHex destination;
const battle::Unit * stack;
};
std::vector<DistStack> stackPairs;
std::vector<const battle::Unit *> possible = battleGetUnitsIf([=](const battle::Unit * unit)
{
return unit->isValidTarget(false) && unit != closest;
});
for(const battle::Unit * st : possible)
{
for(BattleHex hex : avHexes)
if(CStack::isMeleeAttackPossible(closest, st, hex))
{
DistStack hlp = {reachability.distances[hex], hex, st};
stackPairs.push_back(hlp);
}
}
if (stackPairs.size())
{
auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
auto minimal = boost::min_element(stackPairs, comparator);
return std::make_pair(minimal->stack, minimal->destination);
}
else
return std::make_pair<const battle::Unit * , BattleHex>(nullptr, BattleHex::INVALID);
}
BattleHex CBattleInfoCallback::getAvaliableHex(CreatureID creID, ui8 side, int initialPos) const
{
bool twoHex = VLC->creh->objects[creID]->isDoubleWide();
int pos;
if (initialPos > -1)
pos = initialPos;
else //summon elementals depending on player side
{
if(side == BattleSide::ATTACKER)
pos = 0; //top left
else
pos = GameConstants::BFIELD_WIDTH - 1; //top right
}
auto accessibility = getAccesibility();
std::set<BattleHex> occupyable;
for(int i = 0; i < accessibility.size(); i++)
if(accessibility.accessible(i, twoHex, side))
occupyable.insert(i);
if(occupyable.empty())
{
return BattleHex::INVALID; //all tiles are covered
}
return BattleHex::getClosestTile(side, pos, occupyable);
}
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 battle::Unit * unit) const
{
ReachabilityInfo::Parameters params(unit, unit->getPosition());
if(!battleDoWeKnowAbout(unit->unitSide()))
{
//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.
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.side))
{
ret.predecessors[i] = params.startPosition;
ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
}
}
return ret;
}
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
//TODO: apply rotation to two-hex attackers
bool isAttacker = attacker->unitSide() == BattleSide::ATTACKER;
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);
const int WN = GameConstants::BFIELD_WIDTH;
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : attacker->getPosition(); //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 && attacker->doubleWide())
{
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);
for(BattleHex tile : hexes)
{
if((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
{
auto st = battleGetUnitByPos(tile, true);
if(st && battleMatchOwner(st, attacker)) //only hostile stacks - does it work well with Berserk?
{
at.hostileCreaturePositions.insert(tile);
}
}
}
}
if(attacker->hasBonusOfType(Bonus::WIDE_BREATH))
{
std::vector<BattleHex> hexes = destinationTile.neighbouringTiles();
for(int i = 0; i<hexes.size(); i++)
{
if(hexes.at(i) == hex)
{
hexes.erase(hexes.begin() + i);
i = 0;
}
}
for(BattleHex tile : hexes)
{
//friendly stacks can also be damaged by Dragon Breath
auto st = battleGetUnitByPos(tile, true);
if(st && st != attacker)
{
at.friendlyCreaturePositions.insert(tile);
}
}
}
else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
{
int pos = BattleHex::mutualPosition(destinationTile, hex);
if (pos > -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;
}
for(BattleHex tile : hexes)
{
//friendly stacks can also be damaged by Dragon Breath
auto st = battleGetUnitByPos(tile, true);
if (st != nullptr)
at.friendlyCreaturePositions.insert(tile);
}
}
}
return at;
}
AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);
if(attacker->hasBonusOfType(Bonus::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
{
std::vector<BattleHex> targetHexes = destinationTile.neighbouringTiles();
targetHexes.push_back(destinationTile);
boost::copy(targetHexes, vstd::set_inserter(at.hostileCreaturePositions));
}
return at;
}
std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
{
std::vector<const battle::Unit*> units;
RETURN_IF_NOT_BATTLE(units);
AttackableTiles at;
if (rangedAttack)
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
else
at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
units = battleGetUnitsIf([=](const battle::Unit * unit)
{
if (unit->isGhost() || !unit->alive())
return false;
for (BattleHex hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
{
if (vstd::contains(at.hostileCreaturePositions, hex))
return true;
if (vstd::contains(at.friendlyCreaturePositions, hex))
return true;
}
return false;
});
return units;
}
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
{
std::set<const CStack*> attackedCres;
RETURN_IF_NOT_BATTLE(attackedCres);
AttackableTiles at;
if(rangedAttack)
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
else
at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
for (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);
}
}
for (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;
}
//TODO: this should apply also to mechanics and cursor interface
bool CBattleInfoCallback::isToReverseHlp (BattleHex hexFrom, BattleHex hexTo, bool curDir) const
{
int fromX = hexFrom.getX();
int fromY = hexFrom.getY();
int toX = hexTo.getX();
int toY = hexTo.getY();
if (curDir) // attacker, facing right
{
if (fromX < toX)
return false;
if (fromX > toX)
return true;
if (fromY % 2 == 0 && toY % 2 == 1)
return true;
return false;
}
else // defender, facing left
{
if(fromX < toX)
return true;
if(fromX > toX)
return false;
if (fromY % 2 == 1 && toY % 2 == 0)
return true;
return false;
}
}
//TODO: this should apply also to mechanics and cursor interface
bool CBattleInfoCallback::isToReverse (BattleHex hexFrom, BattleHex hexTo, bool curDir, bool toDoubleWide, bool toDir) const
{
if (hexTo < 0 || hexFrom < 0) //turret
return false;
if (toDoubleWide)
{
if (isToReverseHlp (hexFrom, hexTo, curDir))
{
if (toDir)
return isToReverseHlp (hexFrom, hexTo-1, curDir);
else
return isToReverseHlp (hexFrom, hexTo+1, curDir);
}
return false;
}
else
{
return isToReverseHlp(hexFrom, hexTo, curDir);
}
}
ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const
{
ReachabilityInfo::TDistances ret;
ret.fill(-1);
RETURN_IF_NOT_BATTLE(ret);
auto reachability = getReachability(unit);
boost::copy(reachability.distances, ret.begin());
return ret;
}
bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
{
RETURN_IF_NOT_BATTLE(false);
const std::string cachingStrNoDistancePenalty = "type_NO_DISTANCE_PENALTY";
static const auto selectorNoDistancePenalty = Selector::type()(Bonus::NO_DISTANCE_PENALTY);
if(shooter->hasBonus(selectorNoDistancePenalty, cachingStrNoDistancePenalty))
return false;
if(auto target = battleGetUnitByPos(destHex, true))
{
//If any hex of target creature is within range, there is no penalty
for(auto hex : target->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;
}
BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart::EWallPart part) const
{
RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
return WallPartToHex(part);
}
EWallPart::EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
{
RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
return hexToWallPart(hex);
}
bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const
{
RETURN_IF_NOT_BATTLE(false);
return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
wallPart != EWallPart::INVALID;
}
std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
{
std::vector<BattleHex> attackableBattleHexes;
RETURN_IF_NOT_BATTLE(attackableBattleHexes);
for(auto & wallPartPair : wallParts)
{
if(isWallPartPotentiallyAttackable(wallPartPair.second))
{
auto wallState = static_cast<EWallState::EWallState>(battleGetWallState(static_cast<int>(wallPartPair.second)));
if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
{
attackableBattleHexes.push_back(BattleHex(wallPartPair.first));
}
}
}
return attackableBattleHexes;
}
int32_t CBattleInfoCallback::battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
{
RETURN_IF_NOT_BATTLE(-1);
//TODO should be replaced using bonus system facilities (propagation onto battle node)
int32_t ret = caster->getSpellCost(sp);
//checking for friendly stacks reducing cost of the spell and
//enemy stacks increasing it
int32_t manaReduction = 0;
int32_t manaIncrease = 0;
for(auto unit : battleAliveUnits())
{
if(unit->unitOwner() == caster->tempOwner && unit->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY))
{
vstd::amax(manaReduction, unit->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
}
if(unit->unitOwner() != caster->tempOwner && unit->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY))
{
vstd::amax(manaIncrease, unit->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
}
}
return ret - manaReduction + manaIncrease;
}
bool CBattleInfoCallback::battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const
{
return battleHasDistancePenalty(shooter, shooter->getPosition(), destHex) || battleHasWallPenalty(shooter, shooter->getPosition(), destHex);
}
bool CBattleInfoCallback::battleIsUnitBlocked(const battle::Unit * unit) const
{
RETURN_IF_NOT_BATTLE(false);
if(unit->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
return false;
for(auto adjacent : battleAdjacentUnits(unit))
{
if(adjacent->unitOwner() != unit->unitOwner()) //blocked by enemy stack
return true;
}
return false;
}
std::set<const battle::Unit *> CBattleInfoCallback::battleAdjacentUnits(const battle::Unit * unit) const
{
std::set<const battle::Unit *> ret;
RETURN_IF_NOT_BATTLE(ret);
for(auto hex : unit->getSurroundingHexes())
{
if(auto neighbour = battleGetUnitByPos(hex, true))
ret.insert(neighbour);
}
return ret;
}
SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const
{
RETURN_IF_NOT_BATTLE(SpellID::NONE);
//This is complete list. No spells from mods.
//todo: this should be Spellbook of caster Stack
static const std::set<SpellID> allPossibleSpells =
{
SpellID::AIR_SHIELD,
SpellID::ANTI_MAGIC,
SpellID::BLESS,
SpellID::BLOODLUST,
SpellID::COUNTERSTRIKE,
SpellID::CURE,
SpellID::FIRE_SHIELD,
SpellID::FORTUNE,
SpellID::HASTE,
SpellID::MAGIC_MIRROR,
SpellID::MIRTH,
SpellID::PRAYER,
SpellID::PRECISION,
SpellID::PROTECTION_FROM_AIR,
SpellID::PROTECTION_FROM_EARTH,
SpellID::PROTECTION_FROM_FIRE,
SpellID::PROTECTION_FROM_WATER,
SpellID::SHIELD,
SpellID::SLAYER,
SpellID::STONE_SKIN
};
std::vector<SpellID> beneficialSpells;
auto getAliveEnemy = [=](const std::function<bool(const CStack *)> & pred) -> const CStack *
{
auto stacks = battleGetStacksIf([=](const CStack * stack)
{
return pred(stack) && stack->owner != subject->owner && stack->isValidTarget(false);
});
if(stacks.empty())
return nullptr;
else
return stacks.front();
};
for(const SpellID spellID : allPossibleSpells)
{
std::stringstream cachingStr;
cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << spellID.num;
if(subject->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellID), Selector::all, cachingStr.str())
//TODO: this ability has special limitations
|| !(spellID.toSpell()->canBeCast(this, spells::Mode::CREATURE_ACTIVE, subject)))
continue;
switch (spellID)
{
case SpellID::SHIELD:
case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
{
auto walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
{
return !stack->canShoot();
});
if (!walker)
continue;
}
break;
case SpellID::AIR_SHIELD: //only against active shooters
{
auto shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
{
return stack->canShoot();
});
if (!shooter)
continue;
}
break;
case SpellID::ANTI_MAGIC:
case SpellID::MAGIC_MIRROR:
case SpellID::PROTECTION_FROM_AIR:
case SpellID::PROTECTION_FROM_EARTH:
case SpellID::PROTECTION_FROM_FIRE:
case SpellID::PROTECTION_FROM_WATER:
{
const ui8 enemySide = 1 - subject->side;
//todo: only if enemy has spellbook
if (!battleHasHero(enemySide)) //only if there is enemy hero
continue;
}
break;
case SpellID::CURE: //only damaged units
{
//do not cast on affected by debuffs
if(!subject->canBeHealed())
continue;
}
break;
case SpellID::BLOODLUST:
{
if(subject->canShoot()) //TODO: if can shoot - only if enemy units are adjacent
continue;
}
break;
case SpellID::PRECISION:
{
if(!subject->canShoot())
continue;
}
break;
case SpellID::SLAYER://only if monsters are present
{
auto kingMonster = getAliveEnemy([&](const CStack * stack) -> bool //look for enemy, non-shooting stack
{
const auto isKing = Selector::type()(Bonus::KING1)
.Or(Selector::type()(Bonus::KING2))
.Or(Selector::type()(Bonus::KING3));
return stack->hasBonus(isKing);
});
if (!kingMonster)
continue;
}
break;
}
beneficialSpells.push_back(spellID);
}
if(!beneficialSpells.empty())
{
return *RandomGeneratorUtil::nextItem(beneficialSpells, rand);
}
else
{
return SpellID::NONE;
}
}
SpellID CBattleInfoCallback::getRandomCastedSpell(CRandomGenerator & rand,const CStack * caster) const
{
RETURN_IF_NOT_BATTLE(SpellID::NONE);
TConstBonusListPtr bl = caster->getBonuses(Selector::type()(Bonus::SPELLCASTER));
if (!bl->size())
return SpellID::NONE;
int totalWeight = 0;
for(auto b : *bl)
{
totalWeight += std::max(b->additionalInfo[0], 1); //minimal chance to cast is 1
}
int randomPos = rand.nextInt(totalWeight - 1);
for(auto b : *bl)
{
randomPos -= std::max(b->additionalInfo[0], 1);
if(randomPos < 0)
{
return SpellID(b->subtype);
}
}
return SpellID::NONE;
}
int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
{
RETURN_IF_NOT_BATTLE(-3);
if(!battleCanSurrender(Player))
return -1;
const auto sideOpt = playerToSide(Player);
if(!sideOpt)
return -1;
const auto side = sideOpt.get();
int ret = 0;
double discount = 0;
for(auto unit : battleAliveUnits(side))
ret += unit->getRawSurrenderCost();
if(const CGHeroInstance * h = battleGetFightingHero(side))
discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
ret = static_cast<int>(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::battleMinSpellLevel(ui8 side) const
{
const IBonusBearer * node = nullptr;
if(const CGHeroInstance * h = battleGetFightingHero(side))
node = h;
else
node = getBattleNode();
if(!node)
return 0;
auto b = node->getBonuses(Selector::type()(Bonus::BLOCK_MAGIC_BELOW));
if(b->size())
return b->totalValue();
return 0;
}
si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
{
const IBonusBearer *node = nullptr;
if(const CGHeroInstance * h = battleGetFightingHero(side))
node = h;
else
node = getBattleNode();
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;
}
boost::optional<int> CBattleInfoCallback::battleIsFinished() const
{
auto units = battleGetUnitsIf([=](const battle::Unit * unit)
{
return unit->alive() && !unit->isTurret() && unit->alive();
});
std::array<bool, 2> hasUnit = {false, false}; //index is BattleSide
for(auto & unit : units)
{
//todo: move SIEGE_WEAPON check to Unit state
if(!unit->hasBonusOfType(Bonus::SIEGE_WEAPON))
{
hasUnit.at(unit->unitSide()) = true;
}
if(hasUnit[0] && hasUnit[1])
break;
}
if(!hasUnit[0] && !hasUnit[1])
return 2;
if(!hasUnit[1])
return 0;
if(!hasUnit[0])
return 1;
return boost::none;
}