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vcmi/lib/BattleState.cpp
DjWarmonger ee2768ab07 - Some work for commanders
- New creature window - visit forum for package with necessary graphics: http://forum.vcmi.eu/viewtopic.php?p=6908#6908
- More AI optimizations - heroes will be processed starting from the fastest one.
- AI will check is GATHER_ARMY object is reachable
2012-05-07 12:54:22 +00:00

3171 lines
98 KiB
C++

#include "StdInc.h"
#include "BattleState.h"
#include <numeric>
#include <boost/random/linear_congruential.hpp>
#include "VCMI_Lib.h"
#include "CObjectHandler.h"
#include "CHeroHandler.h"
#include "CCreatureHandler.h"
#include "CSpellHandler.h"
#include "CTownHandler.h"
#include "NetPacks.h"
#include "../lib/JsonNode.h"
/*
* BattleState.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
extern boost::rand48 ran;
const CStack * BattleInfo::getNextStack() const
{
std::vector<const CStack *> hlp;
getStackQueue(hlp, 1, -1);
if(hlp.size())
return hlp[0];
else
return NULL;
}
static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
{
const CStack *ret = NULL;
unsigned i, //fastest stack
j; //fastest stack of the other side
for(i = 0; i < st.size(); i++)
if(st[i])
break;
//no stacks left
if(i == st.size())
return NULL;
const CStack *fastest = st[i], *other = NULL;
int bestSpeed = fastest->Speed(turn);
if(fastest->attackerOwned != curside)
{
ret = fastest;
}
else
{
for(j = i + 1; j < st.size(); j++)
{
if(!st[j]) continue;
if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
break;
}
if(j >= st.size())
{
ret = fastest;
}
else
{
other = st[j];
if(other->Speed(turn) != bestSpeed)
ret = fastest;
else
ret = other;
}
}
assert(ret);
if(ret == fastest)
st[i] = NULL;
else
st[j] = NULL;
curside = ret->attackerOwned;
return ret;
}
CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
{
for(ui32 g=0; g<stacks.size(); ++g)
{
if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
return stacks[g];
}
return NULL;
}
const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
{
return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
}
CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive)
{
for(ui32 g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == tileID
|| (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
|| (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
{
if(!onlyAlive || stacks[g]->alive())
{
return stacks[g];
}
}
}
return NULL;
}
const CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive) const
{
return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
}
void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack * stackToOmmit) const
{
memset(accessibility, 1, GameConstants::BFIELD_SIZE); //initialize array with trues
//removing accessibility for side columns of hexes
for(int v = 0; v < GameConstants::BFIELD_SIZE; ++v)
{
if( v % GameConstants::BFIELD_WIDTH == 0 || v % GameConstants::BFIELD_WIDTH == (GameConstants::BFIELD_WIDTH - 1) )
accessibility[v] = false;
}
for(ui32 g=0; g<stacks.size(); ++g)
{
if(!stacks[g]->alive() || (stackToOmmit && stacks[g]->ID==stackToOmmit->ID) || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
continue;
accessibility[stacks[g]->position] = false;
if(stacks[g]->doubleWide()) //if it's a double hex creature
{
if(stacks[g]->attackerOwned)
accessibility[stacks[g]->position-1] = false;
else
accessibility[stacks[g]->position+1] = false;
}
}
//obstacles
for(ui32 b=0; b<obstacles.size(); ++b)
{
std::vector<BattleHex> blocked = obstacles[b].getBlocked();
for(ui32 c=0; c<blocked.size(); ++c)
{
if(blocked[c] >=0 && blocked[c] < GameConstants::BFIELD_SIZE)
accessibility[blocked[c]] = false;
}
}
//walls
if(siege > 0)
{
static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
{
accessibility[permanentlyLocked[b]] = false;
}
static const std::pair<int, BattleHex> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
{std::make_pair(2, BattleHex(182)), std::make_pair(3, BattleHex(130)),
std::make_pair(4, BattleHex(62)), std::make_pair(5, BattleHex(29))};
for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
{
if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
{
accessibility[lockedIfNotDestroyed[b].second] = false;
}
}
//gate
if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
{
accessibility[95] = accessibility[96] = false; //block gate's hexes
}
}
//occupyability
if(addOccupiable && twoHex)
{
std::set<BattleHex> rem; //tiles to unlock
for(int h=0; h<GameConstants::BFIELD_HEIGHT; ++h)
{
for(int w=1; w<GameConstants::BFIELD_WIDTH-1; ++w)
{
BattleHex hex(w, h);
if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
&& (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
)
rem.insert(hex);
}
}
occupyable = rem;
/*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
{
accessibility[*it] = true;
}*/
}
}
bool BattleInfo::isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
{
if(flying && !lastPos)
return true;
if(twoHex)
{
//if given hex is accessible and appropriate adjacent one is free too
return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
}
else
{
return accessibility[hex];
}
}
void BattleInfo::makeBFS(BattleHex start, bool *accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
{
std::set<BattleHex> quicksands = getQuicksands(!attackerOwned);
//inits
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
predecessor[b] = -1;
for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
dists[g] = 100000000;
std::queue< std::pair<BattleHex, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
hexq.push(std::make_pair(start, true));
dists[hexq.front().first] = 0;
int curNext = -1; //for bfs loop only (helper var)
while(!hexq.empty()) //bfs loop
{
std::pair<BattleHex, bool> curHex = hexq.front();
std::vector<BattleHex> neighbours = curHex.first.neighbouringTiles();
hexq.pop();
if(curHex.first != start && !flying && vstd::contains(quicksands, curHex.first)) //walking stack can't step past the quicksands
continue;
for(ui32 nr=0; nr<neighbours.size(); nr++)
{
curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
if( dists[curHex.first]+1 >= dists[curNext] )
continue;
if(accessible && curHex.second)
{
hexq.push(std::make_pair(curNext, true));
dists[curNext] = dists[curHex.first] + 1;
}
else if(fillPredecessors && !(accessible && !curHex.second))
{
hexq.push(std::make_pair(curNext, false));
dists[curNext] = dists[curHex.first] + 1;
}
predecessor[curNext] = curHex.first;
}
}
};
std::vector<BattleHex> BattleInfo::getAccessibility( const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable /*= NULL*/, bool forPassingBy /*= false*/ ) const
{
std::vector<BattleHex> ret;
bool ac[GameConstants::BFIELD_SIZE];
if(stack->position < 0) //turrets
return std::vector<BattleHex>();
std::set<BattleHex> occupyable;
getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, addOccupiable, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
BattleHex pr[GameConstants::BFIELD_SIZE];
int dist[GameConstants::BFIELD_SIZE];
makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);
if(stack->doubleWide())
{
if(!addOccupiable)
{
std::vector<BattleHex> rem;
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
//don't take into account most left and most right columns of hexes
if( b % GameConstants::BFIELD_WIDTH == 0 || b % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1 )
continue;
if( ac[b] && !(stack->attackerOwned ? ac[b-1] : ac[b+1]) )
{
rem.push_back(b);
}
}
for(ui32 g=0; g<rem.size(); ++g)
{
ac[rem[g]] = false;
}
//removing accessibility for side hexes
for(int v=0; v<GameConstants::BFIELD_SIZE; ++v)
if(stack->attackerOwned ? (v%GameConstants::BFIELD_WIDTH)==1 : (v%GameConstants::BFIELD_WIDTH)==(GameConstants::BFIELD_WIDTH - 2))
ac[v] = false;
}
}
for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
{
bool rangeFits;
if (tacticDistance)
{
rangeFits = pr[i] >= 0; //reachable in terms of obstacles
if(!forPassingBy) //only if we're passing through, we may step out of the tactic range -> otherwise check range
rangeFits = rangeFits && isInTacticRange(i);
}
else
rangeFits = dist[i] <= stack->Speed(0, true); //we can reach the stack
if( ( !addOccupiable && rangeFits && ac[i] )
|| ( addOccupiable && rangeFits && isAccessible(i, ac, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), true) )//we can reach it
|| (vstd::contains(occupyable, i) && (!tacticDistance && dist[ i + (stack->attackerOwned ? 1 : -1 ) ] <= stack->Speed(0, true) ) && ac[i + (stack->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
)
{
ret.push_back(i);
}
}
if(attackable)
{
struct HLP
{
static bool meleeAttackable(BattleHex hex, const std::vector<BattleHex> & baseRng)
{
BOOST_FOREACH(BattleHex h, baseRng)
{
if(BattleHex::mutualPosition(h, hex) > 0)
return true;
}
return false;
}
};
BOOST_FOREACH(const CStack * otherSt, stacks)
{
if(otherSt->owner == stack->owner || !otherSt->isValidTarget(false))
continue;
std::vector<BattleHex> occupiedBySecond;
occupiedBySecond.push_back(otherSt->position);
if(otherSt->doubleWide())
occupiedBySecond.push_back(otherSt->occupiedHex());
if(battleCanShoot(stack, otherSt->position))
{
attackable->insert(attackable->end(), occupiedBySecond.begin(), occupiedBySecond.end());
continue;
}
BOOST_FOREACH(BattleHex he, occupiedBySecond)
{
if(HLP::meleeAttackable(he, ret))
attackable->push_back(he);
}
}
}
return ret;
}
BattleHex BattleInfo::getClosestTile (bool attackerOwned, int initialPos, std::set<BattleHex> & possibilities) const
{
std::vector<BattleHex> sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :(
BattleHex initialHex = BattleHex(initialPos);
auto compareDistance = [initialPos, initialHex](const BattleHex left, const BattleHex right) -> bool
{
return initialHex.getDistance (initialHex, left) < initialHex.getDistance (initialHex, right);
};
boost::sort (sortedTiles, compareDistance); //closest tiles at front
int closestDistance = initialHex.getDistance(initialPos, sortedTiles.front()); //sometimes closest tiles can be many hexes away
auto notClosest = [closestDistance, initialPos](const BattleHex here) -> bool
{
return closestDistance < here.getDistance (initialPos, here);
};
boost::remove_if (sortedTiles, notClosest); //only closest tiles are interesting
auto compareHorizontal = [attackerOwned](const BattleHex left, const BattleHex right) -> bool
{
if (attackerOwned)
return left.getX() > right.getX(); //find furthest right
else
return left.getX() < right.getX(); //find furthest left
};
boost::sort (sortedTiles, compareHorizontal);
return sortedTiles.front();
}
int BattleInfo::getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos) const
{
/*
//FIXME: unused?
int pos;
if (initialPos > -1)
pos = initialPos;
else
{
if (attackerOwned)
pos = 0; //top left
else
pos = GameConstants::BFIELD_WIDTH; //top right
}
*/
bool ac[GameConstants::BFIELD_SIZE];
std::set<BattleHex> occupyable;
bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
bool flying = VLC->creh->creatures[creID]->isFlying();// vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
getAccessibilityMap (ac, twoHex, attackerOwned, true, occupyable, flying);
if (!occupyable.size())
return -1; //all tiles are covered
return getClosestTile (attackerOwned, initialPos, occupyable);
}
bool BattleInfo::isStackBlocked(const CStack * stack) const
{
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
return false;
BOOST_FOREACH(CStack * s, getAdjacentCreatures(stack))
{
if (s->owner != stack->owner) //blocked by enemy stack
return true;
}
return false;
}
std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
{
BattleHex predecessor[GameConstants::BFIELD_SIZE]; //for getting the Path
int dist[GameConstants::BFIELD_SIZE]; //calculated distances
makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
if(predecessor[dest] == -1) //cannot reach destination
{
return std::make_pair(std::vector<BattleHex>(), 0);
}
//making the Path
std::vector<BattleHex> path;
BattleHex curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = predecessor[curElem];
}
return std::make_pair(path, dist[dest]);
}
TDmgRange BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg ) const
{
double additiveBonus = 1.0, multBonus = 1.0,
minDmg = attacker->getMinDamage() * attackerCount,
maxDmg = attacker->getMaxDamage() * attackerCount;
if(attacker->getCreature()->idNumber == 149) //arrow turret
{
switch(attacker->position)
{
case -2: //keep
minDmg = 15;
maxDmg = 15;
break;
case -3: case -4: //turrets
minDmg = 7.5;
maxDmg = 7.5;
break;
}
}
if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->getCreature()->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
{ //minDmg and maxDmg are multiplied by hero attack + 1
minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
}
int attackDefenceDifference = 0;
if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
{
double multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0;
attackDefenceDifference = attacker->Attack() * multAttackReduction;
}
else
{
attackDefenceDifference = attacker->Attack();
}
if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
{
double multDefenceReduction = (100 - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0;
attackDefenceDifference -= defender->Defense() * multDefenceReduction;
}
else
{
attackDefenceDifference -= defender->Defense();
}
//calculating total attack/defense skills modifier
if(shooting) //precision handling (etc.)
attackDefenceDifference += attacker->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))->totalValue();
else //bloodlust handling (etc.)
attackDefenceDifference += attacker->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))->totalValue();
if(attacker->getEffect(55)) //slayer handling
{
std::vector<int> affectedIds;
int spLevel = attacker->getEffect(55)->val;
for(int g = 0; g < VLC->creh->creatures.size(); ++g)
{
BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->getBonusList())
{
if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
{
affectedIds.push_back(g);
break;
}
}
}
for(ui32 g=0; g<affectedIds.size(); ++g)
{
if(defender->getCreature()->idNumber == affectedIds[g])
{
attackDefenceDifference += VLC->spellh->spells[55]->powers[attacker->getEffect(55)->val];
break;
}
}
}
//bonus from attack/defense skills
if(attackDefenceDifference < 0) //decreasing dmg
{
double dec = 0.025 * (-attackDefenceDifference);
if(dec > 0.7)
{
multBonus *= 0.3; //1.0 - 0.7
}
else
{
multBonus *= 1.0 - dec;
}
}
else //increasing dmg
{
double inc = 0.05 * attackDefenceDifference;
if(inc > 4.0)
{
additiveBonus += 4.0;
}
else
{
additiveBonus += inc;
}
}
//applying jousting bonus
if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
additiveBonus += charge * 0.05;
//handling secondary abilities and artifacts giving premies to them
if(attackerHero)
{
if(shooting)
{
additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARCHERY) / 100.0;
}
else
{
additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::OFFENCE) / 100.0;
}
}
if(defendingHero)
{
multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARMORER))) / 100.0;
}
//handling hate effect
additiveBonus += attacker->valOfBonuses(Bonus::HATE, defender->getCreature()->idNumber) / 100.;
//luck bonus
if (lucky)
{
additiveBonus += 1.0;
}
//ballista double dmg
if(ballistaDoubleDmg)
{
additiveBonus += 1.0;
}
if (deathBlow) //Dread Knight and many WoGified creatures
{
additiveBonus += 1.0;
}
//handling spell effects
if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
{
multBonus *= defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0) / 100.0;
}
else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
{
multBonus *= defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1) / 100.0;
}
TBonusListPtr curseEffects = attacker->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE)); //attacker->getEffect(42);
TBonusListPtr blessEffects = attacker->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE)); //attacker->getEffect(43);
int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo))->additionalInfo : 0;
if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
{
multBonus *= 1.0 - curseMultiplicativePenalty/100;
}
class HLP
{
public:
static bool hasAdvancedAirShield(const CStack * stack)
{
BOOST_FOREACH(const Bonus *it, stack->getBonusList())
{
if (it->source == Bonus::SPELL_EFFECT && it->sid == 28 && it->val >= 2)
{
return true;
}
}
return false;
}
};
//wall / distance penalty + advanced air shield
bool distPenalty = !NBonus::hasOfType(attackerHero, Bonus::NO_DISTANCE_PENALTY) &&
hasDistancePenalty(attacker, defender->position);
bool obstaclePenalty = hasWallPenalty(attacker, defender->position);
if (shooting)
{
if (distPenalty || HLP::hasAdvancedAirShield(defender))
{
multBonus *= 0.5;
}
if (obstaclePenalty)
{
multBonus *= 0.5; //cumulative
}
}
if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
{
multBonus *= 0.5;
}
minDmg *= additiveBonus * multBonus;
maxDmg *= additiveBonus * multBonus;
TDmgRange returnedVal;
if(curseEffects->size()) //curse handling (rest)
{
minDmg += curseBlessAdditiveModifier;
returnedVal = std::make_pair(int(minDmg), int(minDmg));
}
else if(blessEffects->size()) //bless handling
{
maxDmg += curseBlessAdditiveModifier;
returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
}
else
{
returnedVal = std::make_pair(int(minDmg), int(maxDmg));
}
//damage cannot be less than 1
vstd::amax(returnedVal.first, 1);
vstd::amax(returnedVal.second, 1);
return returnedVal;
}
TDmgRange BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const
{
return calculateDmgRange(attacker, defender, attacker->count, defender->count, attackerHero, defendingHero, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
}
ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg )
{
TDmgRange range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
if(range.first != range.second)
{
int valuesToAverage[10];
int howManyToAv = std::min<ui32>(10, attacker->count);
for (int g=0; g<howManyToAv; ++g)
{
valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
}
return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
}
else
return range.first;
}
void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
{
for(ui32 i=0; i<stacks.size();i++)//setting casualties
{
const CStack * const st = stacks[i];
si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
vstd::amax(killed, 0);
if(killed)
casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
}
}
std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile )
{
std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
if(s->id == Spells::DEATH_RIPPLE || s->id == Spells::DESTROY_UNDEAD || s->id == Spells::ARMAGEDDON)
{
for(int it=0; it<stacks.size(); ++it)
{
if((s->id == Spells::DEATH_RIPPLE && !stacks[it]->getCreature()->isUndead()) //death ripple
|| (s->id == Spells::DESTROY_UNDEAD && stacks[it]->getCreature()->isUndead()) //destroy undead
|| (s->id == Spells::ARMAGEDDON) //Armageddon
)
{
if(stacks[it]->isValidTarget())
attackedCres.insert(stacks[it]);
}
}
}
else if (s->range[skillLevel].size() > 1) //custom many-hex range
{
for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
{
CStack * st = getStackT(*it, onlyAlive);
if(st)
{
if (s->id == 76) //Death Cloud //TODO: fireball and fire immunity
{
if (st->isLiving() || st->coversPos(destinationTile)) //directly hit or alive
{
attackedCres.insert(st);
}
}
else
attackedCres.insert(st);
}
}
}
else if(s->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
{
if(skillLevel < 3) /*not expert */
{
CStack * st = getStackT(destinationTile, onlyAlive);
if(st)
attackedCres.insert(st);
}
else
{
for(int it=0; it<stacks.size(); ++it)
{
/*if it's non negative spell and our unit or non positive spell and hostile unit */
if((!s->isNegative() && stacks[it]->owner == attackerOwner)
||(!s->isPositive() && stacks[it]->owner != attackerOwner )
)
{
if(stacks[it]->isValidTarget(!onlyAlive))
attackedCres.insert(stacks[it]);
}
}
} //if(caster->getSpellSchoolLevel(s) < 3)
}
else if(s->getTargetType() == CSpell::CREATURE)
{
CStack * st = getStackT(destinationTile, onlyAlive);
if(st)
attackedCres.insert(st);
}
else //custom range from attackedHexes
{
for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
{
CStack * st = getStackT(*it, onlyAlive);
if(st)
attackedCres.insert(st);
}
}
return attackedCres;
}
void BattleInfo::getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
{
const int WN = GameConstants::BFIELD_WIDTH;
ui16 hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
{
std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
BOOST_FOREACH (BattleHex tile, hexes)
{
at.hostileCreaturePositions.insert(tile);
}
}
if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
{
std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
BOOST_FOREACH (BattleHex tile, hexes)
{
if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1) //adjacent both to attacker's head and attacked tile
|| tile == destinationTile) //or simply attacked directly
{
CStack * st = getStackT(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
at.hostileCreaturePositions.insert(tile);
}
}
}
}
if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
{
std::vector<BattleHex> hexes; //only one, in fact
int pseudoVector = destinationTile.hex - hex;
switch (pseudoVector)
{
case 1:
case -1:
BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
break;
case WN: //17
case WN + 1: //18
case -WN: //-17
case -WN + 1: //-16
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : -1 ), hexes);
break;
case WN-1: //16
case -WN-1: //-18
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : 0), hexes);
break;
}
BOOST_FOREACH (BattleHex tile, hexes)
{
CStack * st = getStackT(tile, true);
if(st) //friendly stacks can also be damaged by Dragon Breath
{
at.friendlyCreaturePositions.insert(tile);
}
}
}
}
std::set<CStack*> BattleInfo::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
{ //TODO: caching?
AttackableTiles at;
getPotentiallyAttackableHexes(at, attacker, destinationTile, attackerPos);
std::set<CStack*> attackedCres;
BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions) //all around & three-headed attack
{
CStack * st = getStackT(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
attackedCres.insert(st);
}
}
BOOST_FOREACH (BattleHex tile, at.friendlyCreaturePositions)
{
CStack * st = getStackT(tile, true);
if(st) //friendly stacks can also be damaged by Dragon Breath
{
attackedCres.insert(st);
}
}
return attackedCres;
}
std::set<BattleHex> BattleInfo::getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
{
AttackableTiles at;
getPotentiallyAttackableHexes(at, attacker, destinationTile, attackerPos);
std::set<BattleHex> attackedHexes;
BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions)
{
CStack * st = getStackT(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
attackedHexes.insert(tile);
}
}
BOOST_FOREACH (BattleHex tile, at.friendlyCreaturePositions)
{
CStack * st = getStackT(tile, true);
if(st) //friendly stacks can also be damaged by Dragon Breath
{
attackedHexes.insert(tile);
}
}
return attackedHexes;
}
std::set<CStack*> BattleInfo::getAdjacentCreatures (const CStack * stack) const
{
std::set<CStack*> stacks;
CStack * localStack;
BOOST_FOREACH (BattleHex hex, stack->getSurroundingHexes())
{
localStack = const_cast<CStack*>(getStackT(hex, true)); //only alive?
if (localStack)
stacks.insert(localStack);
}
return stacks;
}
int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower)
{
if(!caster)
{
if (!usedSpellPower)
return 3; //default duration of all creature spells
else
return usedSpellPower; //use creature spell power
}
switch(spell->id)
{
case Spells::FRENZY:
return 1;
default: //other spells
return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
}
}
CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, int slot, BattleHex position) const
{
int stackID = getIdForNewStack();
int owner = attackerOwned ? sides[0] : sides[1];
assert((owner >= GameConstants::PLAYER_LIMIT) ||
(base.armyObj && base.armyObj->tempOwner == owner));
CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = position;
return ret;
}
CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, int slot, BattleHex position) const
{
int stackID = getIdForNewStack();
int owner = attackerOwned ? sides[0] : sides[1];
CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
ret->position = position;
return ret;
}
ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
{
ui32 ret = caster->getSpellCost(sp);
//checking for friendly stacks reducing cost of the spell and
//enemy stacks increasing it
si32 manaReduction = 0;
si32 manaIncrease = 0;
for(int g=0; g<stacks.size(); ++g)
{
if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
{
vstd::amax(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
}
if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
{
vstd::amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
}
}
return ret - manaReduction + manaIncrease;
}
int BattleInfo::hexToWallPart(BattleHex hex) const
{
if(siege == 0) //there is no battle!
return -1;
static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
{std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7),
std::make_pair(45, -2), std::make_pair(78, -2), std::make_pair(112, -2), std::make_pair(147, -2)}; // -2 - indestructible walls
for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
{
if(attackable[g].first == hex)
return attackable[g].second;
}
return -1; //not found!
}
int BattleInfo::lineToWallHex( int line ) const
{
static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
return lineToHex[line];
}
std::pair<const CStack *, BattleHex> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
{
bool ac[GameConstants::BFIELD_SIZE];
std::set<BattleHex> occupyable;
getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest);
BattleHex predecessor[GameConstants::BFIELD_SIZE];
int dist[GameConstants::BFIELD_SIZE];
makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
{
const CStack * atG = getStackT(g);
if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
continue;
if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
{
if(predecessor[g] == -1) //TODO: is it really the best solution?
continue;
stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
}
}
if(stackPairs.size() > 0)
{
std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
minimalPairs.push_back(stackPairs[0]);
for(int b=1; b<stackPairs.size(); ++b)
{
if(stackPairs[b].first.first < minimalPairs[0].first.first)
{
minimalPairs.clear();
minimalPairs.push_back(stackPairs[b]);
}
else if(stackPairs[b].first.first == minimalPairs[0].first.first)
{
minimalPairs.push_back(stackPairs[b]);
}
}
std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
return std::make_pair(minPair.second, predecessor[minPair.first.second]);
}
return std::make_pair<const CStack * , BattleHex>(NULL, BattleHex::INVALID);
}
ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
{
ui32 ret = baseDamage;
//applying sorcery secondary skill
if(caster)
{
ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::SORCERY)) / 100.0;
ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0;
if(sp->air)
ret *= (100.0 + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0;
else if(sp->fire) //only one type of bonus for Magic Arrow
ret *= (100.0 + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0;
else if(sp->water)
ret *= (100.0 + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0;
else if(sp->earth)
ret *= (100.0 + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0;
if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
}
return ret;
}
ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
{
ui32 ret = 0; //value to return
//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
//check if spell really does damage - if not, return 0
if(VLC->spellh->damageSpells.find(sp->id) == VLC->spellh->damageSpells.end())
return 0;
ret = usedSpellPower * sp->power;
ret += sp->powers[spellSchoolLevel];
//affected creature-specific part
if(affectedCreature)
{
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
ret /= 100;
}
else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
ret /= 100;
}
else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
ret /= 100;
}
else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
ret /= 100;
}
//general spell dmg reduction
if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
{
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
ret /= 100;
}
//dmg increasing
if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
{
ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
ret /= 100;
}
}
ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
return ret;
}
ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack) const
{
bool resurrect = resurrects(spell->id);
int healedHealth;
if (spell->id == Spells::SACRIFICE && sacrificedStack)
healedHealth = (caster->getPrimSkillLevel(2) + sacrificedStack->MaxHealth() + spell->powers[caster->getSpellSchoolLevel(spell)]) * sacrificedStack->count;
else
healedHealth = caster->getPrimSkillLevel(2) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];
healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
}
ui32 BattleInfo::calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const
{
bool resurrect = resurrects(spell->id);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
}
ui32 BattleInfo::calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const
{
bool resurrect = resurrects(spell->id);
int healedHealth = usedSpellPower * spell->power + spell->powers[spellSchoolLevel];
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
}
bool BattleInfo::resurrects(TSpell spellid) const
{
return vstd::contains(VLC->spellh->risingSpells, spellid);
}
void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
{
//we'll split creatures with remaining movement to 4 parts
std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
int toMove = 0; //how many stacks still has move
const CStack *active = getStack(activeStack);
//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
if(!turn && active && active->willMove() && !vstd::contains(active->state, EBattleStackState::WAITING))
{
out.push_back(active);
if(out.size() == howMany)
return;
}
for(ui32 i=0; i<stacks.size(); ++i)
{
const CStack * const s = stacks[i];
if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move
|| (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds
|| (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue
{
continue;
}
int p = -1; //in which phase this tack will move?
if(turn <= 0 && vstd::contains(s->state, EBattleStackState::WAITING)) //consider waiting state only for ongoing round
{
if(vstd::contains(s->state, EBattleStackState::HAD_MORALE))
p = 2;
else
p = 3;
}
else if(s->getCreature()->idNumber == 145 || s->getCreature()->idNumber == 149) //catapult and turrets are first
{
p = 0;
}
else
{
p = 1;
}
phase[p].push_back(s);
toMove++;
}
for(int i = 0; i < 4; i++)
std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
out.push_back(phase[0][i]);
if(out.size() == howMany)
return;
if(lastMoved == -1)
{
if(active)
{
if(out.size() && out.front() == active)
lastMoved = active->attackerOwned;
else
lastMoved = active->attackerOwned;
}
else
{
lastMoved = 0;
}
}
int pi = 1;
while(out.size() < howMany)
{
const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
if(!hlp)
{
pi++;
if(pi > 3)
{
//if(turn != 2)
getStackQueue(out, howMany, turn + 1, lastMoved);
return;
}
}
else
{
out.push_back(hlp);
}
}
}
si8 BattleInfo::hasDistancePenalty( const CStack * stack, BattleHex destHex ) const
{
struct HLP
{
static bool lowerAnalyze(const CStack * stack, BattleHex hex)
{
int distance = BattleHex::getDistance(hex, stack->position);
//I hope it's approximately correct
return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
}
};
const CStack * dstStack = getStackT(destHex, false);
if (dstStack->doubleWide())
return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
else
return HLP::lowerAnalyze(stack, destHex);
}
si8 BattleInfo::sameSideOfWall(int pos1, int pos2) const
{
int wallInStackLine = lineToWallHex(pos1/GameConstants::BFIELD_WIDTH);
int wallInDestLine = lineToWallHex(pos2/GameConstants::BFIELD_WIDTH);
bool stackLeft = pos1 < wallInStackLine;
bool destLeft = pos2 < wallInDestLine;
return stackLeft != destLeft;
}
si8 BattleInfo::hasWallPenalty( const CStack* stack, BattleHex destHex ) const
{
if (!siege || stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))
{
return false;
}
int wallInStackLine = lineToWallHex(stack->position/GameConstants::BFIELD_WIDTH);
int wallInDestLine = lineToWallHex(destHex/GameConstants::BFIELD_WIDTH);
bool stackLeft = stack->position < wallInStackLine;
bool destRight = destHex > wallInDestLine;
if (stackLeft && destRight) //shooting from outside to inside
{
int row = (stack->position + destHex) / (2 * GameConstants::BFIELD_WIDTH);
if (stack->position > destHex && ((destHex % GameConstants::BFIELD_WIDTH - stack->position % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
row -= 2;
int wallPos = lineToWallHex(row);
if (hexToWallPart(wallPos) != -1) //wall still exists or is indestructible
return true;
}
return false;
}
si8 BattleInfo::canTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
{
bool ac[GameConstants::BFIELD_SIZE];
std::set<BattleHex> occupyable;
getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, false, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
if (siege && telportLevel < 2) //check for wall
{
return ac[destHex] && sameSideOfWall(stack->position, destHex);
}
else
{
return ac[destHex];
}
}
bool BattleInfo::battleCanShoot(const CStack * stack, BattleHex dest) const
{
if(tacticDistance) //no shooting during tactics
return false;
const CStack *dst = getStackT(dest);
if(!stack || !dst) return false;
const CGHeroInstance * stackHero = battleGetOwner(stack);
if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
return false;
if(stack->getCreature()->idNumber == 145 && dst) //catapult cannot attack creatures
return false;
if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
&& stack->owner != dst->owner
&& dst->alive()
&& (!isStackBlocked(stack) || NBonus::hasOfType(stackHero, Bonus::FREE_SHOOTING))
&& stack->shots
)
return true;
return false;
}
bool BattleInfo::battleCanFlee(int player) const
{
if (player == sides[0])
{
if (!heroes[0])
return false;//current player have no hero
}
else
{
if (!heroes[1])
return false;
}
if( ( heroes[0] && heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) ) //eg. one of heroes is wearing shakles of war
|| ( heroes[1] && heroes[1]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE)))
return false;
if (player == sides[1] && siege //defender in siege
&& !(town->subID == 6 && vstd::contains(town->builtBuildings, 17)))//without escape tunnel
return false;
return true;
}
const CStack * BattleInfo::battleGetStack(BattleHex pos, bool onlyAlive)
{
CStack * stack = NULL;
for(ui32 g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == pos
|| (stacks[g]->doubleWide()
&&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos)
|| (!stacks[g]->attackerOwned && stacks[g]->position+1 == pos) )
) )
{
if (stacks[g]->alive())
return stacks[g]; //we prefer living stacks - there cna be only one stack on te tile, so return it imediately
else if (!onlyAlive)
stack = stacks[g]; //dead stacks are only accessible when there's no alive stack on this tile
}
}
return stack;
}
const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
{
return heroes[!stack->attackerOwned];
}
si8 BattleInfo::battleMinSpellLevel() const
{
si8 levelLimit = 0;
if(const CGHeroInstance *h1 = heroes[0])
{
vstd::amax(levelLimit, h1->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));
}
if(const CGHeroInstance *h2 = heroes[1])
{
vstd::amax(levelLimit, h2->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));
}
return levelLimit;
}
void BattleInfo::localInit()
{
belligerents[0]->battle = belligerents[1]->battle = this;
BOOST_FOREACH(CArmedInstance *b, belligerents)
b->attachTo(this);
BOOST_FOREACH(CStack *s, stacks)
localInitStack(s);
exportBonuses();
}
void BattleInfo::localInitStack(CStack * s)
{
s->exportBonuses();
if(s->base) //stack originating from "real" stack in garrison -> attach to it
{
s->attachTo(const_cast<CStackInstance*>(s->base));
}
else //attach directly to obj to which stack belongs and creature type
{
CArmedInstance *army = belligerents[!s->attackerOwned];
s->attachTo(army);
assert(s->type);
s->attachTo(const_cast<CCreature*>(s->type));
}
s->postInit();
}
namespace CGH
{
using namespace std;
static void readBattlePositions(const JsonNode &node, vector< vector<int> > & dest)
{
BOOST_FOREACH(const JsonNode &level, node.Vector())
{
std::vector<int> pom;
BOOST_FOREACH(const JsonNode &value, level.Vector())
{
pom.push_back(value.Float());
}
dest.push_back(pom);
}
}
}
//RNG that works like H3 one
struct RandGen
{
int seed;
void srand(int s)
{
seed = s;
}
void srand(int3 pos)
{
srand(110291 * pos.x + 167801 * pos.y + 81569);
}
int rand()
{
seed = 214013 * seed + 2531011;
return (seed >> 16) & 0x7FFF;
}
int rand(int min, int max)
{
if(min == max)
return min;
if(min > max)
return min;
return min + rand() % (max - min + 1);
}
};
struct RangeGenerator
{
class ExhaustedPossibilities : public std::exception
{
};
RangeGenerator(int _min, int _max, boost::function<int()> _myRand)
{
myRand = _myRand;
min = _min;
remainingCount = _max - _min + 1;
remaining.resize(remainingCount, true);
}
int generateNumber()
{
if(!remainingCount)
throw ExhaustedPossibilities();
if(remainingCount == 1)
return 0;
return myRand() % remainingCount;
}
//get number fulfilling predicate. Never gives the same number twice.
int getSuchNumber(boost::function<bool(int)> goodNumberPred = 0)
{
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, remainingCount;
std::vector<bool> remaining;
boost::function<int()> myRand;
};
BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
{
CMP_stack cmpst;
BattleInfo *curB = new BattleInfo;
curB->castSpells[0] = curB->castSpells[1] = 0;
curB->sides[0] = armies[0]->tempOwner;
curB->sides[1] = armies[1]->tempOwner;
if(curB->sides[1] == 254)
curB->sides[1] = 255;
std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile;
curB->battlefieldType = terType;
curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
curB->round = -2;
curB->activeStack = -1;
curB->enchanterCounter[0] = curB->enchanterCounter[1] = 0; //ready to cast
if(town)
{
curB->town = town;
curB->siege = town->fortLevel();
}
else
{
curB->town = NULL;
curB->siege = 0;
}
//reading battleStartpos
//TODO: parse once to some structure
std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
std::vector <int> commanderField, commanderBank;
const JsonNode config(GameConstants::DATA_DIR + "/config/battleStartpos.json");
const JsonVector &positions = config["battle_positions"].Vector();
CGH::readBattlePositions(positions[0]["levels"], attackerLoose);
CGH::readBattlePositions(positions[1]["levels"], defenderLoose);
CGH::readBattlePositions(positions[2]["levels"], attackerTight);
CGH::readBattlePositions(positions[3]["levels"], defenderTight);
CGH::readBattlePositions(positions[4]["levels"], attackerCreBank);
CGH::readBattlePositions(positions[5]["levels"], defenderCreBank);
BOOST_FOREACH (auto position, config["commanderPositions"]["field"].Vector())
{
commanderField.push_back (position.Float());
}
BOOST_FOREACH (auto position, config["commanderPositions"]["creBank"].Vector())
{
commanderBank.push_back (position.Float());
}
//battleStartpos read
int k = 0; //stack serial
for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
{
int pos;
if(creatureBank)
pos = attackerCreBank[armies[0]->stacksCount()-1][k];
else if(armies[0]->formation)
pos = attackerTight[armies[0]->stacksCount()-1][k];
else
pos = attackerLoose[armies[0]->stacksCount()-1][k];
CStack * stack = curB->generateNewStack(*i->second, true, i->first, pos);
stacks.push_back(stack);
}
k = 0;
for(TSlots::const_iterator i = armies[1]->Slots().begin(); i!=armies[1]->Slots().end(); i++, k++)
{
int pos;
if(creatureBank)
pos = defenderCreBank[armies[1]->stacksCount()-1][k];
else if(armies[1]->formation)
pos = defenderTight[armies[1]->stacksCount()-1][k];
else
pos = defenderLoose[armies[1]->stacksCount()-1][k];
CStack * stack = curB->generateNewStack(*i->second, false, i->first, pos);
stacks.push_back(stack);
}
//shifting positions of two-hex creatures
for(unsigned g=0; g<stacks.size(); ++g)
{
//we should do that for creature bank too
if(stacks[g]->doubleWide() && stacks[g]->attackerOwned)
{
stacks[g]->position += BattleHex::RIGHT;
}
else if(stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
{
if (stacks[g]->position.getX() > 1)
stacks[g]->position += BattleHex::LEFT;
}
}
//adding war machines
if(!creatureBank)
{
if(heroes[0])
{
if(heroes[0]->getArt(13)) //ballista
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), true, 255, 52);
stacks.push_back(stack);
}
if(heroes[0]->getArt(14)) //ammo cart
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), true, 255, 18);
stacks.push_back(stack);
}
if(heroes[0]->getArt(15)) //first aid tent
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), true, 255, 154);
stacks.push_back(stack);
}
}
if(heroes[1])
{
//defending hero shouldn't receive ballista (bug #551)
if(heroes[1]->getArt(13) && !town) //ballista
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), false, 255, 66);
stacks.push_back(stack);
}
if(heroes[1]->getArt(14)) //ammo cart
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), false, 255, 32);
stacks.push_back(stack);
}
if(heroes[1]->getArt(15)) //first aid tent
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), false, 255, 168);
stacks.push_back(stack);
}
}
if(town && heroes[0] && town->hasFort()) //catapult
{
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), true, 255, 120);
stacks.push_back(stack);
}
}
//war machines added
//adding commanders
for (int i = 0; i < 2; ++i)
{
if (heroes[i] && heroes[i]->commander)
{
CStack * stack = curB->generateNewStack (*heroes[i]->commander, !i, 255,
creatureBank ? commanderBank[i] : commanderField[i]);
stacks.push_back(stack);
}
}
if (curB->siege == 2 || curB->siege == 3)
{
// keep tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -2);
stacks.push_back(stack);
if (curB->siege == 3)
{
// lower tower + upper tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -4);
stacks.push_back(stack);
stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -3);
stacks.push_back(stack);
}
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
//setting up siege
if(town && town->hasFort())
{
for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
{
curB->si.wallState[b] = 1;
}
}
//randomize obstacles
if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
{
const int ABSOLUTE_OBSTACLES_COUNT = 34, USUAL_OBSTACLES_COUNT = 91; //shouldn't be changes if we want H3-like obstacle placement
RandGen r;
auto ourRand = [&]{ return r.rand(); };
r.srand(tile);
r.rand(1,8); //battle sound ID to play... can't do anything with it here
int tilesToBlock = r.rand(5,12);
const int specialBattlefield = battlefieldTypeToBI(terType);
std::vector<BattleHex> blockedTiles;
auto appropriateAbsoluteObstacle = [&](int id)
{
return VLC->heroh->absoluteObstacles[id].isAppropriate(terrain, specialBattlefield);
};
auto appropriateUsualObstacle = [&](int id) -> bool
{
return VLC->heroh->obstacles[id].isAppropriate(terrain, specialBattlefield);
};
if(r.rand(1,100) <= 40) //put cliff-like obstacle
{
RangeGenerator obidgen(0, ABSOLUTE_OBSTACLES_COUNT-1, ourRand);
try
{
CObstacleInstance coi;
coi.obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
coi.ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
coi.uniqueID = curB->obstacles.size();
curB->obstacles.push_back(coi);
BOOST_FOREACH(BattleHex blocked, coi.getBlocked())
blockedTiles.push_back(blocked);
tilesToBlock -= VLC->heroh->absoluteObstacles[coi.ID].blockedTiles.size() / 2;
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
//silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
}
}
RangeGenerator obidgen(0, USUAL_OBSTACLES_COUNT-1, ourRand);
try
{
while(tilesToBlock > 0)
{
const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
const CObstacleInfo &obi = VLC->heroh->obstacles[obid];
auto validPosition = [&](BattleHex pos) -> bool
{
if(obi.height >= pos.getY())
return false;
if(pos.getX() == 0)
return false;
if(pos.getX() + obi.width > 15)
return false;
if(vstd::contains(blockedTiles, pos))
return false;
BOOST_FOREACH(BattleHex blocked, obi.getBlocked(pos))
{
if(vstd::contains(blockedTiles, blocked))
return false;
int x = blocked.getX();
if(x <= 2 || x >= 14)
return false;
}
return true;
};
RangeGenerator posgenerator(18, 168, ourRand);
CObstacleInstance oi;
oi.ID = obid;
oi.pos = posgenerator.getSuchNumber(validPosition);
oi.uniqueID = curB->obstacles.size();
curB->obstacles.push_back(oi);
BOOST_FOREACH(BattleHex blocked, oi.getBlocked())
blockedTiles.push_back(blocked);
tilesToBlock -= obi.blockedTiles.size();
}
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
}
}
//spell level limiting bonus
curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
0, -1, -1, Bonus::INDEPENDENT_MAX));
//giving terrain overalay premies
int bonusSubtype = -1;
switch(terType)
{
case 9: //magic plains
{
bonusSubtype = 0;
}
case 14: //fiery fields
{
if(bonusSubtype == -1) bonusSubtype = 1;
}
case 15: //rock lands
{
if(bonusSubtype == -1) bonusSubtype = 8;
}
case 16: //magic clouds
{
if(bonusSubtype == -1) bonusSubtype = 2;
}
case 17: //lucid pools
{
if(bonusSubtype == -1) bonusSubtype = 4;
}
{ //common part for cases 9, 14, 15, 16, 17
curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
break;
}
case 18: //holy ground
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
break;
}
case 19: //clover field
{ //+2 luck bonus for neutral creatures
curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureFactionLimiter>(-1)));
break;
}
case 20: //evil fog
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
break;
}
case 22: //cursed ground
{
curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
Bonus * b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, GameConstants::SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY);
b->valType = Bonus::INDEPENDENT_MAX;
curB->addNewBonus(b);
break;
}
}
//overlay premies given
//native terrain bonuses
if(town) //during siege always take premies for native terrain of faction
terrain = VLC->heroh->nativeTerrains[town->town->typeID];
auto nativeTerrain = make_shared<CreatureNativeTerrainLimiter>(terrain);
curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
//////////////////////////////////////////////////////////////////////////
//tactics
bool isTacticsAllowed = !creatureBank; //no tactics in crebanks
int tacticLvls[2] = {0};
for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
{
if(heroes[i])
tacticLvls[i] += heroes[i]->getSecSkillLevel(CGHeroInstance::TACTICS);
}
int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
if(tacticsSkillDiff && isTacticsAllowed)
{
curB->tacticsSide = tacticsSkillDiff < 0;
curB->tacticDistance = std::abs(tacticsSkillDiff)*2 + 1;
}
else
curB->tacticDistance = 0;
// workaround — bonuses affecting only enemy
for(int i = 0; i < 2; i++)
{
TNodes nodes;
curB->belligerents[i]->getRedAncestors(nodes);
BOOST_FOREACH(CBonusSystemNode *n, nodes)
{
BOOST_FOREACH(Bonus *b, n->getExportedBonusList())
{
if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
{
Bonus *bCopy = new Bonus(*b);
bCopy->effectRange = Bonus::NO_LIMIT;
bCopy->propagator.reset();
bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i]));
curB->addNewBonus(bCopy);
}
}
}
}
return curB;
}
bool BattleInfo::isInTacticRange( BattleHex dest ) const
{
return ((!tacticsSide && dest.getX() > 0 && dest.getX() <= tacticDistance)
|| (tacticsSide && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - tacticDistance - 1));
}
ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const
{
int side = sides[0] == player ? 0 : 1;
switch (mode)
{
case ECastingMode::HERO_CASTING:
{
if(tacticDistance)
return ESpellCastProblem::ONGOING_TACTIC_PHASE;
if(castSpells[side] > 0)
return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
if(!heroes[side])
return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
if(!heroes[side]->getArt(17))
return ESpellCastProblem::NO_SPELLBOOK;
}
break;
}
return ESpellCastProblem::OK;
}
ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpell( int player, const CSpell * spell, ECastingMode::ECastingMode mode ) const
{
ESpellCastProblem::ESpellCastProblem genProblem = battleCanCastSpell(player, mode);
if(genProblem != ESpellCastProblem::OK)
return genProblem;
int cside = sides[0] == player ? 0 : 1; //caster's side
switch(mode)
{
case ECastingMode::HERO_CASTING:
{
const CGHeroInstance * caster = heroes[cside];
if(!caster->canCastThisSpell(spell))
return ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
if(caster->mana < getSpellCost(spell, caster)) //not enough mana
return ESpellCastProblem::NOT_ENOUGH_MANA;
}
break;
}
if(spell->id < 10) //it's adventure spell (not combat))
return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
if(NBonus::hasOfType(heroes[1-cside], Bonus::SPELL_IMMUNITY, spell->id)) //non - casting hero provides immunity for this spell
return ESpellCastProblem::SECOND_HEROS_SPELL_IMMUNITY;
if(battleMinSpellLevel() > spell->level) //non - casting hero stops caster from casting this spell
return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
int spellIDs[] = {66, 67, 68, 69}; //IDs of summon elemental spells (fire, earth, water, air)
int creIDs[] = {114, 113, 115, 112}; //(fire, earth, water, air)
int * idp = std::find(spellIDs, spellIDs + ARRAY_COUNT(spellIDs), spell->id);
int arpos = idp - spellIDs;
if(arpos < ARRAY_COUNT(spellIDs))
{
//check if there are summoned elementals of other type
BOOST_FOREACH ( const CStack * st, stacks)
{
if (vstd::contains(st->state, EBattleStackState::SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])
{
return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
}
}
}
//checking if there exists an appropriate target
switch(spell->getTargetType())
{
case CSpell::CREATURE:
case CSpell::CREATURE_EXPERT_MASSIVE:
if(mode == ECastingMode::HERO_CASTING)
{
const CGHeroInstance * caster = getHero(player);
bool targetExists = false;
BOOST_FOREACH(const CStack * stack, stacks)
{
switch (spell->positiveness)
{
case CSpell::POSITIVE:
if(stack->owner == caster->getOwner())
{
if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
{
targetExists = true;
break;
}
}
break;
case CSpell::NEUTRAL:
if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
{
targetExists = true;
break;
}
break;
case CSpell::NEGATIVE:
if(stack->owner != caster->getOwner())
{
if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
{
targetExists = true;
break;
}
}
break;
}
}
if(!targetExists)
{
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
}
break;
case CSpell::OBSTACLE:
break;
}
return ESpellCastProblem::OK;
}
ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest ) const
{
ESpellCastProblem::ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell(player, spell, mode);
if(moreGeneralProblem != ESpellCastProblem::OK)
return moreGeneralProblem;
if(spell->getTargetType() == CSpell::OBSTACLE && !isObstacleOnTile(dest))
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
//get dead stack if we cast resurrection or animate dead
const CStack *deadStack = getStackIf([dest](const CStack *s) { return !s->alive() && s->position == dest; });
const CStack *aliveStack = getStackIf([dest](const CStack *s) { return s->alive() && s->position == dest;});
if(spell->isRisingSpell())
{
if(!deadStack && !aliveStack)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(spell->id == Spells::ANIMATE_DEAD && deadStack && !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::CREATURE_ACTIVE_CASTING && mode != ECastingMode::ENCHANTER_CASTING)
return battleIsImmune(getHero(player), spell, mode, dest);
else
return battleIsImmune(NULL, spell, mode, dest);
}
TSpell BattleInfo::getRandomBeneficialSpell(const CStack * subject) const
{
std::vector<TSpell> possibleSpells;
CSpell * spell;
for (int i = 0; i < GameConstants::SPELLS_QUANTITY; ++i) //should not use future spells added by mods
{
spell = VLC->spellh->spells[i];
if (spell->isPositive()) //only positive
{
if (subject->hasBonusFrom(Bonus::SPELL_EFFECT, i) ||
battleCanCastThisSpellHere(subject->owner, spell, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
continue;
switch (i)
{
case Spells::SHIELD:
case Spells::FIRE_SHIELD: // not if all enemy units are shooters
{
bool walkerPresent = false;
BOOST_FOREACH (CStack * stack, stacks)
{
if ((stack->owner != subject->owner) && !stack->shots)
{
walkerPresent = true;
break;
}
}
if (!walkerPresent)
continue;
}
break;
case Spells::AIR_SHIELD: //only against active shooters
{
bool shooterPresent = false;
BOOST_FOREACH (CStack * stack, stacks)
{
if ((stack->owner != subject->owner) && stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots)
{
shooterPresent = true;
break;
}
}
if (!shooterPresent)
continue;
break;
}
case Spells::ANTI_MAGIC:
case Spells::MAGIC_MIRROR:
{
if (!heroes[whatSide(theOtherPlayer(subject->owner))]) //only if there is enemy hero
continue;
}
break;
case Spells::CURE: //only damaged units - what about affected by curse?
{
if (subject->firstHPleft >= subject->MaxHealth())
continue;
}
break;
case Spells::BLOODLUST:
{
if (subject->shots) //if can shoot - only if enemy uits are adjacent
continue;
}
break;
case Spells::PRECISION:
{
if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))
continue;
}
break;
case Spells::SLAYER://only if monsters are present
{
bool monsterPresent = false;
BOOST_FOREACH (CStack * stack, stacks)
{
if ((stack->owner != subject->owner) &&
(stack->hasBonus(Selector::type(Bonus::KING1) || Selector::type(Bonus::KING2) || Selector::type(Bonus::KING3))))
{
monsterPresent = true;
break;
}
}
if (!monsterPresent)
continue;
}
break;
case Spells::CLONE: //not allowed
continue;
break;
}
possibleSpells.push_back(i);
}
}
if (possibleSpells.size())
return possibleSpells[ran() % possibleSpells.size()];
else
return -1;
}
TSpell BattleInfo::getRandomCastedSpell(const CStack * caster) const
{
TBonusListPtr bl = caster->getBonuses(Selector::type(Bonus::SPELLCASTER));
if (!bl->size())
return -1;
int totalWeight = 0;
BOOST_FOREACH(Bonus * b, *bl)
{
totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1
}
int randomPos = ran() % totalWeight;
BOOST_FOREACH(Bonus * b, *bl)
{
randomPos -= std::max(b->additionalInfo, 1);
if(randomPos < 0)
{
return b->subtype;
}
}
return -1;
}
const CGHeroInstance * BattleInfo::getHero( int player ) const
{
assert(sides[0] == player || sides[1] == player);
if(heroes[0] && heroes[0]->getOwner() == player)
return heroes[0];
return heroes[1];
}
bool NegateRemover(const Bonus* b)
{
return b->source == Bonus::CREATURE_ABILITY;
}
bool BattleInfo::battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const //helper for battleisImmune
{
if (!spell->isPositive()) //negative or indifferent
{
if ((damageSpell && subject->hasBonusOfType(element, 2)) || subject->hasBonusOfType(element, 1))
return true;
}
else if (spell->isPositive()) //positive
{
if (subject->hasBonusOfType(element, 0)) //must be immune to all spells
return true;
}
return false;
}
ESpellCastProblem::ESpellCastProblem BattleInfo::battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const
{
const CStack * subject;
bool risingSpell = vstd::contains(VLC->spellh->risingSpells, spell->id);
if (risingSpell)
subject = getStackT(dest, false); //including dead stacks
else
subject = getStackT(dest, true); //only alive
if(subject)
{
if (spell->isPositive() && subject->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
return ESpellCastProblem::OK;
switch (spell->id) //TODO: more general logic for new spells?
{
case Spells::DESTROY_UNDEAD:
if (!subject->hasBonusOfType(Bonus::UNDEAD))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
break;
case Spells::DEATH_RIPPLE:
if (subject->hasBonusOfType(Bonus::SIEGE_WEAPON))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //don't break here - undeads and war machines are immune, non-living are not
case Spells::BLESS:
case Spells::CURSE: //undeads are immune to bless & curse
if (subject->hasBonusOfType(Bonus::UNDEAD))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
break;
case Spells::HASTE:
case Spells::SLOW:
case Spells::TELEPORT:
case Spells::CLONE:
if (subject->hasBonusOfType(Bonus::SIEGE_WEAPON))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //war machines are immune to some spells than involve movement
if (spell->id == Spells::CLONE && caster) //TODO: how about stacks casting Clone?
{
if (vstd::contains(subject->state, EBattleStackState::CLONED))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //can't clone already cloned creature
int maxLevel = (std::max(caster->getSpellSchoolLevel(spell), (ui8)1) + 4);
int creLevel = subject->getCreature()->level;
if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, 1-7 for expert
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
break;
case Spells::FORGETFULNESS:
if (!subject->hasBonusOfType(Bonus::SHOOTER))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
break;
case Spells::DISPEL_HELPFUL_SPELLS:
{
TBonusListPtr spellBon = subject->getSpellBonuses();
bool hasPositiveSpell = false;
BOOST_FOREACH(const Bonus * b, *spellBon)
{
if(VLC->spellh->spells[b->sid]->isPositive())
{
hasPositiveSpell = true;
break;
}
}
if(!hasPositiveSpell)
{
return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
}
}
break;
}
bool damageSpell = (vstd::contains(VLC->spellh->damageSpells, spell->id));
if (damageSpell && subject->hasBonusOfType(Bonus::DIRECT_DAMAGE_IMMUNITY))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
if (spell->fire)
{
if (battleTestElementalImmunity(subject, spell, Bonus::FIRE_IMMUNITY, damageSpell))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
if (spell->water)
{
if (battleTestElementalImmunity(subject, spell, Bonus::WATER_IMMUNITY, damageSpell))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
if (spell->earth)
{
if (battleTestElementalImmunity(subject, spell, Bonus::EARTH_IMMUNITY, damageSpell))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
if (spell->air)
{
if (battleTestElementalImmunity(subject, spell, Bonus::AIR_IMMUNITY, damageSpell))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
if (vstd::contains(VLC->spellh->mindSpells, spell->id))
{
if (subject->hasBonusOfType(Bonus::MIND_IMMUNITY))
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
if (risingSpell)
{
if (subject->count >= subject->baseAmount) //TODO: calculate potential hp raised
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
TBonusListPtr immunities = subject->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
if(subject->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES))
{
//std::remove_if(immunities->begin(), immunities->end(), NegateRemover);
immunities->remove_if(NegateRemover);
}
if(subject->hasBonusOfType(Bonus::SPELL_IMMUNITY, spell->id) ||
( immunities->size() > 0 && immunities->totalValue() >= spell->level && spell->level))
{
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
}
}
else //no target stack on this tile
{
if(spell->getTargetType() == CSpell::CREATURE ||
(spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE && mode == ECastingMode::HERO_CASTING && caster && caster->getSpellSchoolLevel(spell) < 3))
{
return ESpellCastProblem::WRONG_SPELL_TARGET;
}
}
return ESpellCastProblem::OK;
}
std::vector<ui32> BattleInfo::calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const
{
std::vector<ui32> ret;
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
{
if(battleIsImmune(caster, sp, mode, (*it)->position) != ESpellCastProblem::OK)
{
ret.push_back((*it)->ID);
continue;
}
//non-negative spells on friendly stacks should always succeed, unless immune
if(!sp->isNegative() && (*it)->owner == casterSideOwner)
continue;
/*
const CGHeroInstance * bonusHero; //hero we should take bonuses from
if((*it)->owner == casterSideOwner)
bonusHero = caster;
else
bonusHero = hero2;*/
int prob = (*it)->magicResistance(); //probability of resistance in %
if(prob > 100) prob = 100;
if(rand()%100 < prob) //immunity from resistance
ret.push_back((*it)->ID);
}
if(sp->id == 60) //hypnotize
{
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
{
if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
|| ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
>
usedSpellPower * 25 + sp->powers[spellLevel]
)
{
ret.push_back((*it)->ID);
}
}
}
return ret;
}
int BattleInfo::getSurrenderingCost(int player) const
{
if(!battleCanFlee(player)) //to surrender, conditions of fleeing must be fulfilled
return -1;
if(!getHero(theOtherPlayer(player))) //additionally, there must be an enemy hero
return -2;
int ret = 0;
double discount = 0;
BOOST_FOREACH(const CStack *s, stacks)
if(s->owner == player && s->base) //we pay for our stack that comes from our army (the last condition eliminates summoned cres and war machines)
ret += s->getCreature()->cost[Res::GOLD] * s->count;
if(const CGHeroInstance *h = getHero(player))
discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
ret *= (100.0 - discount) / 100.0;
vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
return ret;
}
int BattleInfo::theOtherPlayer(int player) const
{
return sides[!whatSide(player)];
}
ui8 BattleInfo::whatSide(int player) const
{
for(int i = 0; i < ARRAY_COUNT(sides); i++)
if(sides[i] == player)
return i;
tlog1 << "BattleInfo::whatSide: Player " << player << " is not in battle!\n";
return -1;
}
int BattleInfo::getIdForNewStack() const
{
if(stacks.size())
{
//stacks vector may be sorted not by ID and they may be not contiguous -> find stack with max ID
auto highestIDStack = *std::max_element(stacks.begin(), stacks.end(),
[](const CStack *a, const CStack *b) { return a->ID < b->ID; });
return highestIDStack->ID + 1;
}
return 0;
}
bool BattleInfo::isObstacleOnTile(BattleHex tile) const
{
std::set<BattleHex> coveredHexes;
BOOST_FOREACH(const CObstacleInstance &obs, obstacles)
{
std::vector<BattleHex> blocked = obs.getBlocked();
for(size_t w = 0; w < blocked.size(); ++w)
coveredHexes.insert(blocked[w]);
}
return vstd::contains(coveredHexes, tile);
}
const CStack * BattleInfo::getStackIf(boost::function<bool(const CStack*)> pred) const
{
auto stackItr = range::find_if(stacks, pred);
return stackItr == stacks.end()
? NULL
: *stackItr;
}
int BattleInfo::battlefieldTypeToBI(int bfieldType)
{
static const std::map<int, int> theMap = boost::assign::map_list_of(19, BattlefieldBI::CLOVER_FIELD)
(22, BattlefieldBI::CURSED_GROUND)(20, BattlefieldBI::EVIL_FOG)(21, BattlefieldBI::NONE)
(14, BattlefieldBI::FIERY_FIELDS)(18, BattlefieldBI::HOLY_GROUND)(17, BattlefieldBI::LUCID_POOLS)
(16, BattlefieldBI::MAGIC_CLOUDS)(9, BattlefieldBI::MAGIC_PLAINS)(15, BattlefieldBI::ROCKLANDS)
(1, BattlefieldBI::COASTAL);
auto itr = theMap.find(bfieldType);
if(itr != theMap.end())
return itr->second;
return BattlefieldBI::NONE;
}
std::set<BattleHex> BattleInfo::getQuicksands(bool whichSidePerspective) const
{
std::set<BattleHex> ret;
BOOST_FOREACH(const CObstacleInstance &oi, obstacles)
{
if(oi.obstacleType == CObstacleInstance::QUICKSAND
&& oi.visibleForSide(whichSidePerspective)) //quicksands are visible to the caster or if owned unit stepped into that partcular patch
{
range::copy(oi.getAffectedTiles(), std::inserter(ret, ret.begin()));
}
}
return ret;
}
CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
counterAttacks(1)
{
assert(base);
type = base->type;
count = baseAmount = base->count;
setNodeType(STACK_BATTLE);
}
CStack::CStack()
{
init();
setNodeType(STACK_BATTLE);
}
CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)
: base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1)
{
type = stack->type;
count = baseAmount = stack->count;
setNodeType(STACK_BATTLE);
}
void CStack::init()
{
base = NULL;
type = NULL;
ID = -1;
count = baseAmount = -1;
firstHPleft = -1;
owner = 255;
slot = 255;
attackerOwned = false;
position = BattleHex();
counterAttacks = -1;
}
void CStack::postInit()
{
assert(type);
assert(getParentNodes().size());
firstHPleft = MaxHealth();
shots = getCreature()->valOfBonuses(Bonus::SHOTS);
counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
casts = valOfBonuses(Bonus::CASTS);
state.insert(EBattleStackState::ALIVE); //alive state indication
}
ui32 CStack::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
{
if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
return 0;
int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
int percentBonus = 0;
BOOST_FOREACH(const Bonus *b, getBonusList())
{
if(b->type == Bonus::STACKS_SPEED)
{
percentBonus += b->additionalInfo;
}
}
speed = ((100 + percentBonus) * speed)/100;
//bind effect check - doesn't influence stack initiative
if (useBind && getEffect(72))
{
return 0;
}
return speed;
}
si32 CStack::magicResistance() const
{
si32 magicResistance;
if (base) //TODO: make war machines receive aura of magic resistance
{
magicResistance = base->magicResistance();
int auraBonus = 0;
BOOST_FOREACH (CStack * stack, base->armyObj->battle->getAdjacentCreatures(this))
{
if (stack->owner == owner)
{
vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
}
}
magicResistance += auraBonus;
vstd::amin (magicResistance, 100);
}
else
magicResistance = type->magicResistance();
return magicResistance;
}
const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
{
BOOST_FOREACH(Bonus *it, getBonusList())
{
if(it->source == Bonus::SPELL_EFFECT && it->sid == id)
{
if(!turn || it->turnsRemain > turn)
return &(*it);
}
}
return NULL;
}
void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
{
si32 power = VLC->spellh->spells[sse.sid]->powers[sse.val];
switch(sse.sid)
{
case 27: //shield
sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 28: //air shield
sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 29: //fire shield
sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 30: //protection from air
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 31: //protection from fire
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 32: //protection from water
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 33: //protection from earth
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 34: //anti-magic
sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, GameConstants::SPELL_LEVELS, power - 1, sse.turnsRemain));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
break;
case 36: //magic mirror
sf.push_back(featureGenerator(Bonus::MAGIC_MIRROR, -1, power, sse.turnsRemain));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
case 41: //bless
sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
break;
case 42: //curse
sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
sf.back().valType = Bonus::INDEPENDENT_MAX;
sf.back().sid = sse.sid;
break;
case 43: //bloodlust
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
sf.back().sid = sse.sid;
break;
case 44: //precision
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
sf.back().sid = sse.sid;
break;
case 45: //weakness
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 46: //stone skin
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 47: //disrupting ray
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.back().valType = Bonus::ADDITIVE_VALUE;
break;
case 48: //prayer
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 49: //mirth
sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 50: //sorrow
sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 51: //fortune
sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 52: //misfortune
sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 53: //haste
sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 54: //slow
sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
sf.back().sid = sse.sid;
break;
case 55: //slayer
sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 56: //frenzy
sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 58: //counterstrike
sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 59: //bersek
sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 60: //hypnotize
sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 61: //forgetfulness
sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case Spells::BLIND: //blind
sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(makeFeatureVal(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
sf.back().sid = sse.sid;
break;
case Spells::STONE_GAZE: //Stone Gaze
case Spells::PARALYZE: //Paralyze
sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
sf.back().sid = sse.sid;
break;
case 71: //Poison
sf.push_back(featureGeneratorVT(Bonus::POISON, 0, 30, sse.turnsRemain, Bonus::INDEPENDENT_MAX)); //max hp penalty from this source
sf.back().sid = sse.sid;
sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -10, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
sf.back().sid = sse.sid;
break;
case 72: //Bind
sf.push_back(featureGenerator(Bonus::BIND_EFFECT, 0, 0, 1)); //marker
sf.back().duration = Bonus::PERMANENT;
sf.back().sid = sse.sid;
break;
case 73: //Disease
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -2 , sse.turnsRemain));
sf.back().sid = sse.sid;
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -2 , sse.turnsRemain));
sf.back().sid = sse.sid;
break;
case 75: //Age
sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -50, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
sf.back().sid = sse.sid;
break;
case 80: //Acid Breath
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -sse.turnsRemain, 1));
sf.back().sid = sse.sid;
sf.back().duration = Bonus::PERMANENT;
sf.back().valType = Bonus::ADDITIVE_VALUE;
break;
}
}
ui8 CStack::howManyEffectsSet(ui16 id) const
{
ui8 ret = 0;
BOOST_FOREACH(const Bonus *it, getBonusList())
if(it->source == Bonus::SPELL_EFFECT && it->sid == id) //effect found
{
++ret;
}
return ret;
}
bool CStack::willMove(int turn /*= 0*/) const
{
return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
&& !moved(turn)
&& canMove(turn);
}
bool CStack::canMove( int turn /*= 0*/ ) const
{
return alive()
&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
}
bool CStack::moved( int turn /*= 0*/ ) const
{
if(!turn)
return vstd::contains(state, EBattleStackState::MOVED);
else
return false;
}
bool CStack::doubleWide() const
{
return getCreature()->doubleWide;
}
BattleHex CStack::occupiedHex() const
{
if (doubleWide())
{
if (attackerOwned)
return position - 1;
else
return position + 1;
}
else
{
return BattleHex::INVALID;
}
}
std::vector<BattleHex> CStack::getHexes() const
{
std::vector<BattleHex> hexes;
hexes.push_back(BattleHex(position));
BattleHex occupied = occupiedHex();
if(occupied.isValid())
hexes.push_back(occupied);
return hexes;
}
bool CStack::coversPos(BattleHex pos) const
{
return vstd::contains(getHexes(), pos);
}
std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
{
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
std::vector<BattleHex> hexes;
if (doubleWide())
{
const int WN = GameConstants::BFIELD_WIDTH;
if(attackerOwned)
{ //position is equal to front hex
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
BattleHex::checkAndPush(hex - 2, hexes);
BattleHex::checkAndPush(hex + 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
}
else
{
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
BattleHex::checkAndPush(hex + 2, hexes);
BattleHex::checkAndPush(hex - 1, hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
}
return hexes;
}
else
{
return hex.neighbouringTiles();
}
}
std::vector<si32> CStack::activeSpells() const
{
std::vector<si32> ret;
TBonusListPtr spellEffects = getSpellBonuses();
BOOST_FOREACH(const Bonus *it, *spellEffects)
{
if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
ret.push_back(it->sid);
}
return ret;
}
CStack::~CStack()
{
detachFromAll();
}
const CGHeroInstance * CStack::getMyHero() const
{
if(base)
return dynamic_cast<const CGHeroInstance *>(base->armyObj);
else //we are attached directly?
BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())
if(n->getNodeType() == HERO)
dynamic_cast<const CGHeroInstance *>(n);
return NULL;
}
std::string CStack::nodeName() const
{
std::ostringstream oss;
oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
if(type)
oss << type->namePl;
else
oss << "[UNDEFINED TYPE]";
oss << " from slot " << (int)slot;
if(base && base->armyObj)
oss << " of armyobj=" << base->armyObj->id;
return oss.str();
}
void CStack::prepareAttacked(BattleStackAttacked &bsa) const
{
bsa.killedAmount = bsa.damageAmount / MaxHealth();
unsigned damageFirst = bsa.damageAmount % MaxHealth();
if (bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
{
bsa.killedAmount = count;
bsa.flags |= BattleStackAttacked::CLONE_KILLED;
return; // no rebirth I believe
}
if( firstHPleft <= damageFirst )
{
bsa.killedAmount++;
bsa.newHP = firstHPleft + MaxHealth() - damageFirst;
}
else
{
bsa.newHP = firstHPleft - damageFirst;
}
if(count <= bsa.killedAmount) //stack killed
{
bsa.newAmount = 0;
bsa.flags |= BattleStackAttacked::KILLED;
bsa.killedAmount = count; //we cannot kill more creatures than we have
int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
if (resurrectFactor > 0 && casts) //there must be casts left
{
int resurrectedCount = base->count * resurrectFactor / 100;
if (resurrectedCount)
resurrectedCount += ((base->count * resurrectFactor / 100.0 - resurrectedCount) > ran()%100 / 100.0) ? 1 : 0; //last stack has proportional chance to rebirth
else //only one unit
resurrectedCount += ((base->count * resurrectFactor / 100.0) > ran()%100 / 100.0) ? 1 : 0;
if (hasBonusOfType(Bonus::REBIRTH, 1))
vstd::amax (resurrectedCount, 1); //resurrect at least one Sacred Phoenix
if (resurrectedCount)
{
bsa.flags |= BattleStackAttacked::REBIRTH;
bsa.newAmount = resurrectedCount; //risky?
bsa.newHP = MaxHealth(); //resore full health
}
}
}
else
{
bsa.newAmount = count - bsa.killedAmount;
}
}
bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
{
if (!attackerPos.isValid())
{
attackerPos = attacker->position;
}
if (!defenderPos.isValid())
{
defenderPos = defender->position;
}
return
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
|| (attacker->doubleWide() //back <=> front
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
|| (defender->doubleWide() //front <=> back
&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
}
bool CStack::ableToRetaliate() const
{
return alive()
&& (counterAttacks > 0 || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
&& !hasBonusOfType(Bonus::HYPNOTIZED)
&& !hasBonusOfType(Bonus::NO_RETALIATION);
}
std::string CStack::getName() const
{
return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
}
bool CStack::isValidTarget(bool allowDead/* = false*/) const /*alive non-turret stacks (can be attacked or be object of magic effect) */
{
return (alive() || allowDead) && position.isValid();
}
bool CStack::canBeHealed() const
{
return firstHPleft != MaxHealth()
&& alive()
&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
}
bool CMP_stack::operator()( const CStack* a, const CStack* b )
{
switch(phase)
{
case 0: //catapult moves after turrets
return a->getCreature()->idNumber > b->getCreature()->idNumber; //catapult is 145 and turrets are 149
case 1: //fastest first, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as > bs;
else
return a->slot < b->slot;
}
case 2: //fastest last, upper slot first
//TODO: should be replaced with order of receiving morale!
case 3: //fastest last, upper slot first
{
int as = a->Speed(turn), bs = b->Speed(turn);
if(as != bs)
return as < bs;
else
return a->slot < b->slot;
}
default:
assert(0);
return false;
}
}
CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
{
phase = Phase;
turn = Turn;
}