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https://github.com/vcmi/vcmi.git
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36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
805 lines
27 KiB
C++
805 lines
27 KiB
C++
/*
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* BattleFlowProcessor.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleFlowProcessor.h"
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#include "BattleProcessor.h"
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#include "../CGameHandler.h"
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#include "../TurnTimerHandler.h"
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#include "../../lib/CStack.h"
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#include "../../lib/GameSettings.h"
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#include "../../lib/battle/CBattleInfoCallback.h"
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#include "../../lib/battle/IBattleState.h"
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#include "../../lib/entities/building/TownFortifications.h"
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#include "../../lib/gameState/CGameState.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/networkPacks/PacksForClientBattle.h"
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#include "../../lib/spells/BonusCaster.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/spells/ObstacleCasterProxy.h"
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#include <vstd/RNG.h>
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BattleFlowProcessor::BattleFlowProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
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: owner(owner)
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, gameHandler(newGameHandler)
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{
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}
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void BattleFlowProcessor::summonGuardiansHelper(const CBattleInfoCallback & battle, std::vector<BattleHex> & output, const BattleHex & targetPosition, BattleSide side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
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{
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int x = targetPosition.getX();
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int y = targetPosition.getY();
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const bool targetIsAttacker = side == BattleSide::ATTACKER;
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if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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else
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
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//guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
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if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
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{
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if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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}
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else
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{ //add back-side guardians for two-hex target, side guardians for one-hex
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
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if (!targetIsTwoHex && x > 2) //back guard for one-hex
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
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else if (targetIsTwoHex)//front-side guardians for two-hex target
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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if (x > 3) //back guard for two-hex
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
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}
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}
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}
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else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
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{
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if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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}
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else
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
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if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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else if (targetIsTwoHex)
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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if (x < GameConstants::BFIELD_WIDTH - 4)
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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}
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}
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}
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else if (!targetIsAttacker && y % 2 == 0)
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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}
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else if (targetIsAttacker && y % 2 == 1)
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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}
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}
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void BattleFlowProcessor::tryPlaceMoats(const CBattleInfoCallback & battle)
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{
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const auto * town = battle.battleGetDefendedTown();
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if (!town)
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return;
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const auto & fortifications = town->fortificationsLevel();
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//Moat should be initialized here, because only here we can use spellcasting
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if (fortifications.hasMoat)
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{
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const auto * h = battle.battleGetFightingHero(BattleSide::DEFENDER);
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const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
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auto moatCaster = spells::SilentCaster(battle.sideToPlayer(BattleSide::DEFENDER), actualCaster);
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auto cast = spells::BattleCast(&battle, &moatCaster, spells::Mode::PASSIVE, fortifications.moatSpell.toSpell());
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auto target = spells::Target();
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cast.cast(gameHandler->spellEnv, target);
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}
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}
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void BattleFlowProcessor::onBattleStarted(const CBattleInfoCallback & battle)
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{
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tryPlaceMoats(battle);
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gameHandler->turnTimerHandler->onBattleStart(battle.getBattle()->getBattleID());
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if (battle.battleGetTacticDist() == 0)
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onTacticsEnded(battle);
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}
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void BattleFlowProcessor::trySummonGuardians(const CBattleInfoCallback & battle, const CStack * stack)
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{
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if (!stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
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return;
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std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
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auto accessibility = battle.getAccessibility();
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CreatureID creatureData = summonInfo->subtype.as<CreatureID>();
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std::vector<BattleHex> targetHexes;
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const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
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const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
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/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
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For one-hex targets there are four guardians - front, back and one per side (up + down).
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Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
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Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
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if (!guardianIsBig)
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targetHexes = stack->getSurroundingHexes();
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else
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summonGuardiansHelper(battle, targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
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for(auto hex : targetHexes)
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{
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if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
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{
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battle::UnitInfo info;
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info.id = battle.battleNextUnitId();
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info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
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info.type = creatureData;
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info.side = stack->unitSide();
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info.position = hex;
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info.summoned = true;
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BattleUnitsChanged pack;
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pack.battleID = battle.getBattle()->getBattleID();
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pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
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info.save(pack.changedStacks.back().data);
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gameHandler->sendAndApply(&pack);
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}
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}
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// send empty event to client
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// temporary(?) workaround to force animations to trigger
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StacksInjured fakeEvent;
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fakeEvent.battleID = battle.getBattle()->getBattleID();
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gameHandler->sendAndApply(&fakeEvent);
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}
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void BattleFlowProcessor::castOpeningSpells(const CBattleInfoCallback & battle)
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{
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for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
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{
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auto h = battle.battleGetFightingHero(i);
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if (!h)
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continue;
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TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
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for (auto b : *bl)
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{
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spells::BonusCaster caster(h, b);
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const CSpell * spell = b->subtype.as<SpellID>().toSpell();
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spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
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parameters.setSpellLevel(3);
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parameters.setEffectDuration(b->val);
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parameters.massive = true;
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parameters.castIfPossible(gameHandler->spellEnv, spells::Target());
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}
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}
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}
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void BattleFlowProcessor::onTacticsEnded(const CBattleInfoCallback & battle)
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{
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//initial stacks appearance triggers, e.g. built-in bonus spells
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auto initialStacks = battle.battleGetAllStacks(true);
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for (const CStack * stack : initialStacks)
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{
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trySummonGuardians(battle, stack);
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stackEnchantedTrigger(battle, stack);
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}
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castOpeningSpells(battle);
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// it is possible that due to opening spells one side was eliminated -> check for end of battle
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if (owner->checkBattleStateChanges(battle))
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return;
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startNextRound(battle, true);
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activateNextStack(battle);
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}
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void BattleFlowProcessor::startNextRound(const CBattleInfoCallback & battle, bool isFirstRound)
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{
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BattleNextRound bnr;
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bnr.battleID = battle.getBattle()->getBattleID();
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logGlobal->debug("Next round starts");
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gameHandler->sendAndApply(&bnr);
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// operate on copy - removing obstacles will invalidate iterator on 'battle' container
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auto obstacles = battle.battleGetAllObstacles();
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for (auto &obstPtr : obstacles)
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{
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if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
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if (sco->turnsRemaining == 0)
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removeObstacle(battle, *obstPtr);
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}
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for(auto stack : battle.battleGetAllStacks(true))
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{
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if(stack->alive() && !isFirstRound)
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stackEnchantedTrigger(battle, stack);
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}
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}
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const CStack * BattleFlowProcessor::getNextStack(const CBattleInfoCallback & battle)
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{
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std::vector<battle::Units> q;
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battle.battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
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if(q.empty())
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return nullptr;
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if(q.front().empty())
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return nullptr;
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auto next = q.front().front();
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const auto stack = dynamic_cast<const CStack *>(next);
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// regeneration takes place before everything else but only during first turn attempt in each round
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// also works under blind and similar effects
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if(stack && stack->alive() && !stack->waiting)
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{
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BattleTriggerEffect bte;
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bte.battleID = battle.getBattle()->getBattleID();
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bte.stackID = stack->unitId();
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bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
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const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
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if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
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bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
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if(bte.val) // anything to heal
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gameHandler->sendAndApply(&bte);
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}
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if(!next || !next->willMove())
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return nullptr;
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return stack;
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}
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void BattleFlowProcessor::activateNextStack(const CBattleInfoCallback & battle)
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{
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// Find next stack that requires manual control
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for (;;)
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{
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// battle has ended
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if (owner->checkBattleStateChanges(battle))
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return;
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const CStack * next = getNextStack(battle);
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if (!next)
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{
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// No stacks to move - start next round
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startNextRound(battle, false);
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next = getNextStack(battle);
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if (!next)
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throw std::runtime_error("Failed to find valid stack to act!");
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}
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BattleUnitsChanged removeGhosts;
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removeGhosts.battleID = battle.getBattle()->getBattleID();
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auto pendingGhosts = battle.battleGetStacksIf([](const CStack * stack){
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return stack->ghostPending;
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});
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for(auto stack : pendingGhosts)
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removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
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if(!removeGhosts.changedStacks.empty())
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gameHandler->sendAndApply(&removeGhosts);
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gameHandler->turnTimerHandler->onBattleNextStack(battle.getBattle()->getBattleID(), *next);
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if (!tryMakeAutomaticAction(battle, next))
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{
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if(next->alive()) {
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setActiveStack(battle, next);
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break;
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}
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}
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}
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}
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bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * next)
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{
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// check for bad morale => freeze
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int nextStackMorale = next->moraleVal();
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if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
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{
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auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
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size_t diceIndex = std::min<size_t>(diceSize.size(), -nextStackMorale) - 1; // array index, so 0-indexed
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if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
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{
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//unit loses its turn - empty freeze action
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BattleAction ba;
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ba.actionType = EActionType::BAD_MORALE;
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ba.side = next->unitSide();
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ba.stackNumber = next->unitId();
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makeAutomaticAction(battle, next, ba);
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return true;
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}
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}
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if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
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{
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logGlobal->trace("Handle Berserk effect");
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std::pair<const battle::Unit *, BattleHex> attackInfo = battle.getNearestStack(next);
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if (attackInfo.first != nullptr)
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{
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BattleAction attack;
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attack.actionType = EActionType::WALK_AND_ATTACK;
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attack.side = next->unitSide();
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attack.stackNumber = next->unitId();
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attack.aimToHex(attackInfo.second);
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attack.aimToUnit(attackInfo.first);
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makeAutomaticAction(battle, next, attack);
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logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
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}
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else
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{
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makeStackDoNothing(battle, next);
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logGlobal->trace("No target found");
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}
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return true;
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}
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const CGHeroInstance * curOwner = battle.battleGetOwnerHero(next);
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const CreatureID stackCreatureId = next->unitType()->getId();
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if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
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&& (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(stackCreatureId))))
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{
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BattleAction attack;
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attack.actionType = EActionType::SHOOT;
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attack.side = next->unitSide();
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attack.stackNumber = next->unitId();
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// TODO: unify logic with AI?
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// Find best target using logic similar to H3 AI
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const auto & isBetterTarget = [&battle](const battle::Unit * candidate, const battle::Unit * current)
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{
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bool candidateInsideWalls = battle.battleIsInsideWalls(candidate->getPosition());
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bool currentInsideWalls = battle.battleIsInsideWalls(current->getPosition());
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if (candidateInsideWalls != currentInsideWalls)
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return candidateInsideWalls > currentInsideWalls;
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// also check for war machines - shooters are more dangerous than war machines, ballista or catapult
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bool candidateCanShoot = candidate->canShoot() && candidate->unitType()->warMachine == ArtifactID::NONE;
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bool currentCanShoot = current->canShoot() && current->unitType()->warMachine == ArtifactID::NONE;
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if (candidateCanShoot != currentCanShoot)
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return candidateCanShoot > currentCanShoot;
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int64_t candidateTargetValue = static_cast<int64_t>(candidate->unitType()->getAIValue() * candidate->getCount());
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int64_t currentTargetValue = static_cast<int64_t>(current->unitType()->getAIValue() * current->getCount());
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return candidateTargetValue > currentTargetValue;
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};
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const battle::Unit * target = nullptr;
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for(auto & elem : battle.battleGetAllStacks(true))
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{
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if (elem->unitOwner() == next->unitOwner())
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continue;
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if (!elem->isValidTarget())
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continue;
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if (!battle.battleCanShoot(next, elem->getPosition()))
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|
continue;
|
|
|
|
if (target && !isBetterTarget(elem, target))
|
|
continue;
|
|
|
|
target = elem;
|
|
}
|
|
|
|
if(target == nullptr)
|
|
{
|
|
makeStackDoNothing(battle, next);
|
|
}
|
|
else
|
|
{
|
|
attack.aimToUnit(target);
|
|
makeAutomaticAction(battle, next, attack);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if (next->unitType()->getId() == CreatureID::CATAPULT)
|
|
{
|
|
const auto & attackableBattleHexes = battle.getAttackableBattleHexes();
|
|
|
|
if (attackableBattleHexes.empty())
|
|
{
|
|
makeStackDoNothing(battle, next);
|
|
return true;
|
|
}
|
|
|
|
if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(CreatureID(CreatureID::CATAPULT))))
|
|
{
|
|
BattleAction attack;
|
|
attack.actionType = EActionType::CATAPULT;
|
|
attack.side = next->unitSide();
|
|
attack.stackNumber = next->unitId();
|
|
|
|
makeAutomaticAction(battle, next, attack);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
|
|
{
|
|
TStacks possibleStacks = battle.battleGetStacksIf([=](const CStack * s)
|
|
{
|
|
return s->unitOwner() == next->unitOwner() && s->canBeHealed();
|
|
});
|
|
|
|
if (possibleStacks.empty())
|
|
{
|
|
makeStackDoNothing(battle, next);
|
|
return true;
|
|
}
|
|
|
|
if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(CreatureID(CreatureID::FIRST_AID_TENT))))
|
|
{
|
|
RandomGeneratorUtil::randomShuffle(possibleStacks, gameHandler->getRandomGenerator());
|
|
const CStack * toBeHealed = possibleStacks.front();
|
|
|
|
BattleAction heal;
|
|
heal.actionType = EActionType::STACK_HEAL;
|
|
heal.aimToUnit(toBeHealed);
|
|
heal.side = next->unitSide();
|
|
heal.stackNumber = next->unitId();
|
|
|
|
makeAutomaticAction(battle, next, heal);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
stackTurnTrigger(battle, next); //various effects
|
|
|
|
if(next->fear)
|
|
{
|
|
makeStackDoNothing(battle, next); //end immediately if stack was affected by fear
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, const CStack * next)
|
|
{
|
|
//check for good morale
|
|
auto nextStackMorale = next->moraleVal();
|
|
if( !next->hadMorale
|
|
&& !next->defending
|
|
&& !next->waited()
|
|
&& !next->fear
|
|
&& next->alive()
|
|
&& next->canMove()
|
|
&& nextStackMorale > 0)
|
|
{
|
|
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
|
|
size_t diceIndex = std::min<size_t>(diceSize.size(), nextStackMorale) - 1; // array index, so 0-indexed
|
|
|
|
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
|
{
|
|
BattleTriggerEffect bte;
|
|
bte.battleID = battle.getBattle()->getBattleID();
|
|
bte.stackID = next->unitId();
|
|
bte.effect = vstd::to_underlying(BonusType::MORALE);
|
|
bte.val = 1;
|
|
bte.additionalInfo = 0;
|
|
gameHandler->sendAndApply(&bte); //play animation
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void BattleFlowProcessor::onActionMade(const CBattleInfoCallback & battle, const BattleAction &ba)
|
|
{
|
|
const auto * actedStack = battle.battleGetStackByID(ba.stackNumber, false);
|
|
const auto * activeStack = battle.battleActiveUnit();
|
|
if (ba.actionType == EActionType::END_TACTIC_PHASE)
|
|
{
|
|
onTacticsEnded(battle);
|
|
return;
|
|
}
|
|
|
|
|
|
//we're after action, all results applied
|
|
|
|
// check whether action has ended the battle
|
|
if(owner->checkBattleStateChanges(battle))
|
|
return;
|
|
|
|
// tactics - next stack will be selected by player
|
|
if(battle.battleGetTacticDist() != 0)
|
|
return;
|
|
|
|
if (ba.isUnitAction())
|
|
{
|
|
assert(activeStack != nullptr);
|
|
assert(actedStack != nullptr);
|
|
|
|
if (rollGoodMorale(battle, actedStack))
|
|
{
|
|
// Good morale - same stack makes 2nd turn
|
|
setActiveStack(battle, actedStack);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (activeStack && activeStack->alive())
|
|
{
|
|
// this is action made by hero AND unit is alive (e.g. not killed by casted spell)
|
|
// keep current active stack for next action
|
|
setActiveStack(battle, activeStack);
|
|
return;
|
|
}
|
|
}
|
|
|
|
activateNextStack(battle);
|
|
}
|
|
|
|
void BattleFlowProcessor::makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next)
|
|
{
|
|
BattleAction doNothing;
|
|
doNothing.actionType = EActionType::NO_ACTION;
|
|
doNothing.side = next->unitSide();
|
|
doNothing.stackNumber = next->unitId();
|
|
|
|
makeAutomaticAction(battle, next, doNothing);
|
|
}
|
|
|
|
bool BattleFlowProcessor::makeAutomaticAction(const CBattleInfoCallback & battle, const CStack *stack, BattleAction &ba)
|
|
{
|
|
BattleSetActiveStack bsa;
|
|
bsa.battleID = battle.getBattle()->getBattleID();
|
|
bsa.stack = stack->unitId();
|
|
bsa.askPlayerInterface = false;
|
|
gameHandler->sendAndApply(&bsa);
|
|
|
|
bool ret = owner->makeAutomaticBattleAction(battle, ba);
|
|
return ret;
|
|
}
|
|
|
|
void BattleFlowProcessor::stackEnchantedTrigger(const CBattleInfoCallback & battle, const CStack * st)
|
|
{
|
|
auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
|
|
for(auto b : bl)
|
|
{
|
|
if (!b->subtype.as<SpellID>().hasValue())
|
|
continue;
|
|
|
|
const CSpell * sp = b->subtype.as<SpellID>().toSpell();
|
|
const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
|
|
const int32_t level = ((val > 3) ? (val - 3) : val);
|
|
|
|
spells::BattleCast battleCast(&battle, st, spells::Mode::PASSIVE, sp);
|
|
//this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
|
|
battleCast.setEffectDuration(50);
|
|
battleCast.setSpellLevel(level);
|
|
spells::Target target;
|
|
|
|
if(val > 3)
|
|
{
|
|
for(auto s : battle.battleGetAllStacks())
|
|
if(battle.battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
|
|
target.emplace_back(s);
|
|
}
|
|
else
|
|
{
|
|
target.emplace_back(st);
|
|
}
|
|
battleCast.applyEffects(gameHandler->spellEnv, target, false, true);
|
|
}
|
|
}
|
|
|
|
void BattleFlowProcessor::removeObstacle(const CBattleInfoCallback & battle, const CObstacleInstance & obstacle)
|
|
{
|
|
BattleObstaclesChanged obsRem;
|
|
obsRem.battleID = battle.getBattle()->getBattleID();
|
|
obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
|
|
gameHandler->sendAndApply(&obsRem);
|
|
}
|
|
|
|
void BattleFlowProcessor::stackTurnTrigger(const CBattleInfoCallback & battle, const CStack *st)
|
|
{
|
|
BattleTriggerEffect bte;
|
|
bte.battleID = battle.getBattle()->getBattleID();
|
|
bte.stackID = st->unitId();
|
|
bte.effect = -1;
|
|
bte.val = 0;
|
|
bte.additionalInfo = 0;
|
|
if (st->alive())
|
|
{
|
|
//unbind
|
|
if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
|
|
{
|
|
bool unbind = true;
|
|
BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
|
|
auto adjacent = battle.battleAdjacentUnits(st);
|
|
|
|
for (auto b : bl)
|
|
{
|
|
if(b->additionalInfo != CAddInfo::NONE)
|
|
{
|
|
const CStack * stack = battle.battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
|
|
if(stack)
|
|
{
|
|
if(vstd::contains(adjacent, stack)) //binding stack is still present
|
|
unbind = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
unbind = false;
|
|
}
|
|
}
|
|
if (unbind)
|
|
{
|
|
BattleSetStackProperty ssp;
|
|
ssp.battleID = battle.getBattle()->getBattleID();
|
|
ssp.which = BattleSetStackProperty::UNBIND;
|
|
ssp.stackID = st->unitId();
|
|
gameHandler->sendAndApply(&ssp);
|
|
}
|
|
}
|
|
|
|
if (st->hasBonusOfType(BonusType::POISON))
|
|
{
|
|
std::shared_ptr<const Bonus> b = st->getFirstBonus(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(SpellID(SpellID::POISON))).And(Selector::type()(BonusType::STACK_HEALTH)));
|
|
if (b) //TODO: what if not?...
|
|
{
|
|
bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
|
|
if (bte.val < b->val) //(negative) poison effect increases - update it
|
|
{
|
|
bte.effect = vstd::to_underlying(BonusType::POISON);
|
|
gameHandler->sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
|
|
{
|
|
const CGHeroInstance * opponentHero = battle.battleGetFightingHero(battle.otherSide(st->unitSide()));
|
|
if(opponentHero)
|
|
{
|
|
ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
|
|
vstd::amin(manaDrained, opponentHero->mana);
|
|
if(manaDrained)
|
|
{
|
|
bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
|
|
bte.val = manaDrained;
|
|
bte.additionalInfo = opponentHero->id.getNum(); //for sanity
|
|
gameHandler->sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
|
|
{
|
|
bool fearsomeCreature = false;
|
|
for (const CStack * stack : battle.battleGetAllStacks(true))
|
|
{
|
|
if (battle.battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
|
|
{
|
|
fearsomeCreature = true;
|
|
break;
|
|
}
|
|
}
|
|
if (fearsomeCreature)
|
|
{
|
|
if (gameHandler->getRandomGenerator().nextInt(99) < 10) //fixed 10%
|
|
{
|
|
bte.effect = vstd::to_underlying(BonusType::FEAR);
|
|
gameHandler->sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
|
|
bl.remove_if([](const Bonus * b)
|
|
{
|
|
return b->subtype.as<SpellID>() == SpellID::NONE;
|
|
});
|
|
|
|
BattleSide side = battle.playerToSide(st->unitOwner());
|
|
if(st->canCast() && battle.battleGetEnchanterCounter(side) == 0)
|
|
{
|
|
bool cast = false;
|
|
while(!bl.empty() && !cast)
|
|
{
|
|
auto bonus = *RandomGeneratorUtil::nextItem(bl, gameHandler->getRandomGenerator());
|
|
auto spellID = bonus->subtype.as<SpellID>();
|
|
const CSpell * spell = SpellID(spellID).toSpell();
|
|
bl.remove_if([&bonus](const Bonus * b)
|
|
{
|
|
return b == bonus.get();
|
|
});
|
|
spells::BattleCast parameters(&battle, st, spells::Mode::ENCHANTER, spell);
|
|
parameters.setSpellLevel(bonus->val);
|
|
|
|
auto &levelInfo = spell->getLevelInfo(bonus->val);
|
|
bool isDamageSpell = spell->isDamage() || spell->isOffensive();
|
|
if (!isDamageSpell || levelInfo.smartTarget || !levelInfo.range.empty())
|
|
{
|
|
parameters.massive = true;
|
|
parameters.smart = true;
|
|
}
|
|
//todo: recheck effect level
|
|
if(parameters.castIfPossible(gameHandler->spellEnv, spells::Target(1, spells::Destination())))
|
|
{
|
|
cast = true;
|
|
|
|
int cooldown = bonus->additionalInfo[0];
|
|
BattleSetStackProperty ssp;
|
|
ssp.battleID = battle.getBattle()->getBattleID();
|
|
ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
|
|
ssp.absolute = false;
|
|
ssp.val = cooldown;
|
|
ssp.stackID = st->unitId();
|
|
gameHandler->sendAndApply(&ssp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleFlowProcessor::setActiveStack(const CBattleInfoCallback & battle, const battle::Unit * stack)
|
|
{
|
|
assert(stack);
|
|
|
|
BattleSetActiveStack sas;
|
|
sas.battleID = battle.getBattle()->getBattleID();
|
|
sas.stack = stack->unitId();
|
|
gameHandler->sendAndApply(&sas);
|
|
}
|