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vcmi/lib/battle/CBattleInfoCallback.cpp
AlexVinS 4f14f22d3a Unified CStack ammo, casts and counterattacks
* it is possible now to add casts and shoots OTF (f.e. with spell bonus)

Centralized stack 'ammo' loading from bonus system.
* introduced small proxy class for local bonus cache
(no need to use global cache if particular selector used on node only in one place)
* handle killing resurrected creatures
* use IBonusBearer::MaxHealth() where possible
* Fixed https://bugs.vcmi.eu/view.php?id=2486
* Possible fix for 0 HP after resurrection.
* Hack-fixed https://bugs.vcmi.eu/view.php?id=2584
* Unified CStack health API
* Use CHealth for CStack count and health points
* increased SERIALIZATION_VERSION
2017-07-08 20:29:59 +03:00

1608 lines
48 KiB
C++

/*
* CBattleCallback.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CBattleInfoCallback.h"
#include "../CStack.h"
#include "BattleInfo.h"
#include "../NetPacks.h"
#include "../spells/CSpellHandler.h"
#include "../mapObjects/CGTownInstance.h"
namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
{
static void retreiveTurretDamageRange(const CGTownInstance * town, const CStack * turret, double & outMinDmg, double & outMaxDmg)
{
assert(turret->getCreature()->idNumber == CreatureID::ARROW_TOWERS);
assert(town);
assert(turret->position >= -4 && turret->position <= -2);
float multiplier = (turret->position == -2) ? 1 : 0.5;
int baseMin = 6;
int baseMax = 10;
outMinDmg = multiplier * (baseMin + town->getTownLevel() * 2);
outMaxDmg = multiplier * (baseMax + town->getTownLevel() * 3);
}
static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
{
static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
return lineToHex[line];
}
static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
{
const int wallInStackLine = lineToWallHex(pos1.getY());
const int wallInDestLine = lineToWallHex(pos2.getY());
const bool stackLeft = pos1 < wallInStackLine;
const bool destLeft = pos2 < wallInDestLine;
return stackLeft == destLeft;
}
// parts of wall
static const std::pair<int, EWallPart::EWallPart> wallParts[] =
{
std::make_pair(50, EWallPart::KEEP),
std::make_pair(183, EWallPart::BOTTOM_TOWER),
std::make_pair(182, EWallPart::BOTTOM_WALL),
std::make_pair(130, EWallPart::BELOW_GATE),
std::make_pair(78, EWallPart::OVER_GATE),
std::make_pair(29, EWallPart::UPPER_WALL),
std::make_pair(12, EWallPart::UPPER_TOWER),
std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
std::make_pair(96, EWallPart::GATE),
std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
};
static EWallPart::EWallPart hexToWallPart(BattleHex hex)
{
for(auto & elem : wallParts)
{
if(elem.first == hex)
return elem.second;
}
return EWallPart::INVALID; //not found!
}
static BattleHex WallPartToHex(EWallPart::EWallPart part)
{
for(auto & elem : wallParts)
{
if(elem.second == part)
return elem.first;
}
return BattleHex::INVALID; //not found!
}
}
using namespace SiegeStuffThatShouldBeMovedToHandlers;
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const ISpellCaster * caster, ECastingMode::ECastingMode mode) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
if(caster == nullptr)
{
logGlobal->error("CBattleInfoCallback::battleCanCastSpell: no spellcaster.");
return ESpellCastProblem::INVALID;
}
const PlayerColor player = caster->getOwner();
const auto side = playerToSide(player);
if(!side)
return ESpellCastProblem::INVALID;
if(!battleDoWeKnowAbout(side.get()))
{
logGlobal->warnStream() << "You can't check if enemy can cast given spell!";
return ESpellCastProblem::INVALID;
}
if(battleTacticDist())
return ESpellCastProblem::ONGOING_TACTIC_PHASE;
switch (mode)
{
case ECastingMode::HERO_CASTING:
{
if(battleCastSpells(side.get()) > 0)
return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
auto hero = dynamic_cast<const CGHeroInstance *>(caster);
if(!hero)
return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
return ESpellCastProblem::MAGIC_IS_BLOCKED;
}
break;
default:
break;
}
return ESpellCastProblem::OK;
}
si8 CBattleInfoCallback::battleHasWallPenalty(const CStack * stack, BattleHex destHex) const
{
return battleHasWallPenalty(stack, stack->position, destHex);
}
si8 CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
{
RETURN_IF_NOT_BATTLE(false);
if (!battleGetSiegeLevel() || bonusBearer->hasBonusOfType(Bonus::NO_WALL_PENALTY))
return false;
const int wallInStackLine = lineToWallHex(shooterPosition.getY());
const int wallInDestLine = lineToWallHex(destHex.getY());
const bool stackLeft = shooterPosition < wallInStackLine;
const bool destRight = destHex > wallInDestLine;
if (stackLeft && destRight) //shooting from outside to inside
{
int row = (shooterPosition + destHex) / (2 * GameConstants::BFIELD_WIDTH);
if (shooterPosition > destHex && ((destHex % GameConstants::BFIELD_WIDTH - shooterPosition % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
row -= 2;
const int wallPos = lineToWallHex(row);
if (!isWallPartPotentiallyAttackable(battleHexToWallPart(wallPos))) return true;
}
return false;
}
si8 CBattleInfoCallback::battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
{
RETURN_IF_NOT_BATTLE(false);
if (!getAccesibility(stack).accessible(destHex, stack))
return false;
const ui8 siegeLevel = battleGetSiegeLevel();
//check for wall
//advanced teleport can pass wall of fort|citadel, expert - of castle
if ((siegeLevel > CGTownInstance::NONE && telportLevel < 2) || (siegeLevel >= CGTownInstance::CASTLE && telportLevel < 3))
return sameSideOfWall(stack->position, destHex);
return true;
}
std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
{
std::set<BattleHex> attackedHexes;
RETURN_IF_NOT_BATTLE(attackedHexes);
AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
for (BattleHex tile : at.hostileCreaturePositions)
{
const CStack * st = battleGetStackByPos(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
attackedHexes.insert(tile);
}
}
for (BattleHex tile : at.friendlyCreaturePositions)
{
if(battleGetStackByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
{
attackedHexes.insert(tile);
}
}
return attackedHexes;
}
SpellID CBattleInfoCallback::battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const
{
switch (mode)
{
case RANDOM_GENIE:
return getRandomBeneficialSpell(rand, stack); //target
break;
case RANDOM_AIMED:
return getRandomCastedSpell(rand, stack); //caster
break;
default:
logGlobal->errorStream() << "Incorrect mode of battleGetRandomSpell (" << mode <<")";
return SpellID::NONE;
}
}
const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
for(auto s : battleGetAllStacks(true))
if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
return s;
return nullptr;
}
void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn /*= 0*/, int lastMoved /*= -1*/) const
{
RETURN_IF_NOT_BATTLE();
//let's define a huge lambda
auto takeStack = [&](std::vector<const CStack *> &st) -> const CStack*
{
const CStack * ret = nullptr;
unsigned i, //fastest stack
j=0; //fastest stack of the other side
for(i = 0; i < st.size(); i++)
if(st[i])
break;
//no stacks left
if(i == st.size())
return nullptr;
const CStack * fastest = st[i], *other = nullptr;
int bestSpeed = fastest->Speed(turn);
//FIXME: comparison between bool and integer. Logic does not makes sense either
if(fastest->side != lastMoved)
{
ret = fastest;
}
else
{
for(j = i + 1; j < st.size(); j++)
{
if(!st[j]) continue;
if(st[j]->side != lastMoved || st[j]->Speed(turn) != bestSpeed)
break;
}
if(j >= st.size())
{
ret = fastest;
}
else
{
other = st[j];
if(other->Speed(turn) != bestSpeed)
ret = fastest;
else
ret = other;
}
}
assert(ret);
if(ret == fastest)
st[i] = nullptr;
else
st[j] = nullptr;
lastMoved = ret->side;
return ret;
};
//We'll split creatures with remaining movement to 4 buckets
// [0] - turrets/catapult,
// [1] - normal (unmoved) creatures, other war machines,
// [2] - waited cres that had morale,
// [3] - rest of waited cres
std::vector<const CStack *> phase[4];
int toMove = 0; //how many stacks still has move
const CStack * active = battleActiveStack();
//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
if(!turn && active && active->willMove() && !active->waited())
{
out.push_back(active);
if(out.size() == howMany)
return;
}
auto allStacks = battleGetAllStacks(true);
if(!vstd::contains_if(allStacks, [](const CStack *stack) { return stack->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
{
//No stack will be able to move, battle is over.
out.clear();
return;
}
for(auto s : battleGetAllStacks(true))
{
if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move
|| (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds
|| (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue
{
continue;
}
int p = -1; //in which phase this tack will move?
if(turn <= 0 && s->waited()) //consider waiting state only for ongoing round
{
if(vstd::contains(s->state, EBattleStackState::HAD_MORALE))
p = 2;
else
p = 3;
}
else if(s->getCreature()->idNumber == CreatureID::CATAPULT || s->getCreature()->idNumber == CreatureID::ARROW_TOWERS) //catapult and turrets are first
{
p = 0;
}
else
{
p = 1;
}
phase[p].push_back(s);
toMove++;
}
for(int i = 0; i < 4; i++)
boost::sort(phase[i], CMP_stack(i, turn > 0 ? turn : 0));
for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
out.push_back(phase[0][i]);
if(out.size() == howMany)
return;
if(lastMoved == -1)
{
if(active)
{
//FIXME: both branches contain same code!!!
if(out.size() && out.front() == active)
lastMoved = active->side;
else
lastMoved = active->side;
}
else
{
lastMoved = 0;
}
}
int pi = 1;
while(out.size() < howMany)
{
const CStack * hlp = takeStack(phase[pi]);
if(!hlp)
{
pi++;
if(pi > 3)
{
//if(turn != 2)
battleGetStackQueue(out, howMany, turn + 1, lastMoved);
return;
}
}
else
{
out.push_back(hlp);
}
}
}
void CBattleInfoCallback::battleGetStackCountOutsideHexes(bool *ac) const
{
RETURN_IF_NOT_BATTLE();
auto accessibility = getAccesibility();
for(int i = 0; i < accessibility.size(); i++)
ac[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable) const
{
std::vector<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
if(!stack->position.isValid()) //turrets
return ret;
auto reachability = getReachability(stack);
for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
{
// If obstacles or other stacks makes movement impossible, it can't be helped.
if(!reachability.isReachable(i))
continue;
if(battleTacticDist() && battleGetTacticsSide() == stack->side)
{
//Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
if(!isInTacticRange(i))
continue;
}
else
{
//Not tactics phase -> destination must be reachable and within stack range.
if(reachability.distances[i] > stack->Speed(0, true))
continue;
}
ret.push_back(i);
if(addOccupiable && stack->doubleWide())
{
//If two-hex stack can stand on hex i then obviously it can occupy its second hex from that position
ret.push_back(stack->occupiedHex(i));
}
}
if(attackable)
{
auto meleeAttackable = [&](BattleHex hex) -> bool
{
// Return true if given hex has at least one available neighbour.
// Available hexes are already present in ret vector.
auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
{
return BattleHex::mutualPosition(hex, availableHex) >= 0;
});
return availableNeighbor != ret.end();
};
for(const CStack * otherSt : battleAliveStacks(1-stack->side))
{
if(!otherSt->isValidTarget(false))
continue;
std::vector<BattleHex> occupied = otherSt->getHexes();
if(battleCanShoot(stack, otherSt->position))
{
attackable->insert(attackable->end(), occupied.begin(), occupied.end());
continue;
}
for(BattleHex he : occupied)
{
if(meleeAttackable(he))
attackable->push_back(he);
}
}
}
//adding occupiable likely adds duplicates to ret -> clean it up
boost::sort(ret);
ret.erase(boost::unique(ret).end(), ret.end());
return ret;
}
bool CBattleInfoCallback::battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
if(battleTacticDist())
return false;
if (!stack || !target)
return false;
if(!battleMatchOwner(stack, target))
return false;
auto &id = stack->getCreature()->idNumber;
if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
return false;
if (!target->alive())
return false;
return true;
}
bool CBattleInfoCallback::battleCanShoot(const CStack * stack, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
if(battleTacticDist()) //no shooting during tactics
return false;
const CStack * dst = battleGetStackByPos(dest);
if(!stack || !dst)
return false;
//forgetfulness
TBonusListPtr forgetfulList = stack->getBonuses(Selector::type(Bonus::FORGETFULL),"");
if(!forgetfulList->empty())
{
int forgetful = forgetfulList->valOfBonuses(Selector::type(Bonus::FORGETFULL));
//advanced+ level
if(forgetful > 1)
return false;
}
if(stack->getCreature()->idNumber == CreatureID::CATAPULT && dst) //catapult cannot attack creatures
return false;
if(stack->canShoot()
&& battleMatchOwner(stack, dst)
&& dst->alive()
&& (!battleIsStackBlocked(stack) || stack->hasBonusOfType(Bonus::FREE_SHOOTING)))
return true;
return false;
}
TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
{
auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
{
auto noLimit = Selector::effectRange(Bonus::NO_LIMIT);
auto limitMatches = info.shooting
? Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)
: Selector::effectRange(Bonus::ONLY_MELEE_FIGHT);
//any regular bonuses or just ones for melee/ranged
return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
};
double additiveBonus = 1.0, multBonus = 1.0,
minDmg = info.attackerBonuses->getMinDamage() * info.attackerHealth.getCount(),//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerHealth.getCount();
const CCreature *attackerType = info.attacker->getCreature(),
*defenderType = info.defender->getCreature();
if(attackerType->idNumber == CreatureID::ARROW_TOWERS)
{
SiegeStuffThatShouldBeMovedToHandlers::retreiveTurretDamageRange(battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
}
if(info.attackerBonuses->hasBonusOfType(Bonus::SIEGE_WEAPON) && attackerType->idNumber != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
{ //minDmg and maxDmg are multiplied by hero attack + 1
auto retreiveHeroPrimSkill = [&](int skill) -> int
{
const std::shared_ptr<Bonus> b = info.attackerBonuses->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
};
minDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
maxDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
}
int attackDefenceDifference = 0;
double multAttackReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::GENERAL_ATTACK_REDUCTION))) / 100.0;
attackDefenceDifference += battleBonusValue (info.attackerBonuses, Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK)) * multAttackReduction;
double multDefenceReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::ENEMY_DEFENCE_REDUCTION))) / 100.0;
attackDefenceDifference -= info.defenderBonuses->Defense() * multDefenceReduction;
if(const std::shared_ptr<Bonus> slayerEffect = info.attackerBonuses->getBonus(Selector::type(Bonus::SLAYER))) //slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
{
std::vector<int> affectedIds;
int spLevel = slayerEffect->val;
//FIXME: do not check all creatures
for(int g = 0; g < VLC->creh->creatures.size(); ++g)
{
for(const std::shared_ptr<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(auto & affectedId : affectedIds)
{
if(defenderType->idNumber == affectedId)
{
attackDefenceDifference += SpellID(SpellID::SLAYER).toSpell()->getPower(spLevel);
break;
}
}
}
//bonus from attack/defense skills
if(attackDefenceDifference < 0) //decreasing dmg
{
const double dec = std::min(0.025 * (-attackDefenceDifference), 0.7);
multBonus *= 1.0 - dec;
}
else //increasing dmg
{
const double inc = std::min(0.05 * attackDefenceDifference, 4.0);
additiveBonus += inc;
}
//applying jousting bonus
if(info.attackerBonuses->hasBonusOfType(Bonus::JOUSTING) && !info.defenderBonuses->hasBonusOfType(Bonus::CHARGE_IMMUNITY))
additiveBonus += info.chargedFields * 0.05;
//handling secondary abilities and artifacts giving premies to them
if(info.shooting)
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY) / 100.0;
else
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE) / 100.0;
if(info.defenderBonuses)
multBonus *= (std::max(0, 100 - info.defenderBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER))) / 100.0;
//handling hate effect
additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::HATE, defenderType->idNumber.toEnum()) / 100.;
//luck bonus
if (info.luckyHit)
{
additiveBonus += 1.0;
}
//unlucky hit, used only if negative luck is enabled
if (info.unluckyHit)
{
additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
}
//ballista double dmg
if(info.ballistaDoubleDamage)
{
additiveBonus += 1.0;
}
if (info.deathBlow) //Dread Knight and many WoGified creatures
{
additiveBonus += 1.0;
}
//handling spell effects
if(!info.shooting) //eg. shield
{
multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0;
}
else if(info.shooting) //eg. air shield
{
multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0;
}
if(info.shooting)
{
//todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
//get list first, total value of 0 also counts
TBonusListPtr forgetfulList = info.attackerBonuses->getBonuses(Selector::type(Bonus::FORGETFULL),"");
if(!forgetfulList->empty())
{
int forgetful = forgetfulList->valOfBonuses(Selector::type(Bonus::FORGETFULL));
//none of basic level
if(forgetful == 0 || forgetful == 1)
multBonus *= 0.5;
else
logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
}
}
TBonusListPtr curseEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE));
TBonusListPtr blessEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE));
int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo<std::shared_ptr<Bonus>>))->additionalInfo : 0;
if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
{
multBonus *= 1.0 - curseMultiplicativePenalty/100;
}
auto isAdvancedAirShield = [](const Bonus* bonus)
{
return bonus->source == Bonus::SPELL_EFFECT
&& bonus->sid == SpellID::AIR_SHIELD
&& bonus->val >= SecSkillLevel::ADVANCED;
};
//wall / distance penalty + advanced air shield
const bool distPenalty = !info.attackerBonuses->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY) && battleHasDistancePenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
const bool obstaclePenalty = battleHasWallPenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
if(info.shooting)
{
if (distPenalty || info.defenderBonuses->hasBonus(isAdvancedAirShield))
{
multBonus *= 0.5;
}
if (obstaclePenalty)
{
multBonus *= 0.5; //cumulative
}
}
if(!info.shooting && info.attackerBonuses->hasBonusOfType(Bonus::SHOOTER) && !info.attackerBonuses->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
{
multBonus *= 0.5;
}
// psychic elementals versus mind immune units 50%
if(attackerType->idNumber == CreatureID::PSYCHIC_ELEMENTAL
&& info.defenderBonuses->hasBonusOfType(Bonus::MIND_IMMUNITY))
{
multBonus *= 0.5;
}
// TODO attack on petrified unit 50%
// blinded unit retaliates
minDmg *= additiveBonus * multBonus;
maxDmg *= additiveBonus * multBonus;
TDmgRange returnedVal;
if(curseEffects->size()) //curse handling (rest)
{
minDmg += curseBlessAdditiveModifier;
returnedVal = std::make_pair(int(minDmg), int(minDmg));
}
else if(blessEffects->size()) //bless handling
{
maxDmg += curseBlessAdditiveModifier;
returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
}
else
{
returnedVal = std::make_pair(int(minDmg), int(maxDmg));
}
//damage cannot be less than 1
vstd::amax(returnedVal.first, 1);
vstd::amax(returnedVal.second, 1);
return returnedVal;
}
TDmgRange CBattleInfoCallback::battleEstimateDamage(CRandomGenerator & rand, const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg) const
{
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
const bool shooting = battleCanShoot(attacker, defender->position);
const BattleAttackInfo bai(attacker, defender, shooting);
return battleEstimateDamage(rand, bai, retaliationDmg);
}
std::pair<ui32, ui32> CBattleInfoCallback::battleEstimateDamage(CRandomGenerator & rand, const BattleAttackInfo & bai, std::pair<ui32, ui32> * retaliationDmg /*= nullptr*/) const
{
RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
//const bool shooting = battleCanShoot(bai.attacker, bai.defenderPosition); //TODO handle bonus bearer
TDmgRange ret = calculateDmgRange(bai);
if(retaliationDmg)
{
if(bai.shooting)
{
retaliationDmg->first = retaliationDmg->second = 0;
}
else
{
ui32 TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
for (int i=0; i<2; ++i)
{
BattleStackAttacked bsa;
bsa.damageAmount = ret.*pairElems[i];
bai.defender->prepareAttacked(bsa, rand, bai.defenderHealth);
auto retaliationAttack = bai.reverse();
retaliationAttack.attackerHealth = retaliationAttack.attacker->healthAfterAttacked(bsa.damageAmount);
retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
}
}
}
return ret;
}
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking) const
{
std::vector<std::shared_ptr<const CObstacleInstance>> obstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
RETURN_IF_NOT_BATTLE(obstacles);
for(auto & obs : battleGetAllObstacles())
{
if(vstd::contains(obs->getBlockedTiles(), tile)
|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
{
obstacles.push_back(obs);
}
}
return obstacles;
}
AccessibilityInfo CBattleInfoCallback::getAccesibility() const
{
AccessibilityInfo ret;
ret.fill(EAccessibility::ACCESSIBLE);
//removing accessibility for side columns of hexes
for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
{
ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
}
//gate -> should be before stacks
if(battleGetSiegeLevel() > 0)
{
EAccessibility accessability = EAccessibility::ACCESSIBLE;
switch(battleGetGateState())
{
case EGateState::CLOSED:
accessability = EAccessibility::GATE;
break;
case EGateState::BLOCKED:
accessability = EAccessibility::UNAVAILABLE;
break;
}
ret[ESiegeHex::GATE_OUTER] = ret[ESiegeHex::GATE_INNER] = accessability;
}
//tiles occupied by standing stacks
for(auto stack : battleAliveStacks())
{
for(auto hex : stack->getHexes())
if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
ret[hex] = EAccessibility::ALIVE_STACK;
}
//obstacles
for(const auto &obst : battleGetAllObstacles())
{
for(auto hex : obst->getBlockedTiles())
ret[hex] = EAccessibility::OBSTACLE;
}
//walls
if(battleGetSiegeLevel() > 0)
{
static const int permanentlyLocked[] = {12, 45, 62, 112, 147, 165};
for(auto hex : permanentlyLocked)
ret[hex] = EAccessibility::UNAVAILABLE;
//TODO likely duplicated logic
static const std::pair<int, BattleHex> lockedIfNotDestroyed[] =
{
//which part of wall, which hex is blocked if this part of wall is not destroyed
std::make_pair(2, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
std::make_pair(3, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
std::make_pair(4, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
std::make_pair(5, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
};
for(auto & elem : lockedIfNotDestroyed)
{
if(battleGetWallState(elem.first) != EWallState::DESTROYED)
ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
}
}
return ret;
}
AccessibilityInfo CBattleInfoCallback::getAccesibility(const CStack * stack) const
{
return getAccesibility(stack->getHexes());
}
AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> & accessibleHexes) const
{
auto ret = getAccesibility();
for(auto hex : accessibleHexes)
if(hex.isValid())
ret[hex] = EAccessibility::ACCESSIBLE;
return ret;
}
ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters & params) const
{
ReachabilityInfo ret;
ret.accessibility = accessibility;
ret.params = params;
ret.predecessors.fill(BattleHex::INVALID);
ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
if(!params.startPosition.isValid()) //if got call for arrow turrets
return ret;
const std::set<BattleHex> quicksands = getStoppers(params.perspective);
//const bool twoHexCreature = params.doubleWide;
std::queue<BattleHex> hexq; //bfs queue
//first element
hexq.push(params.startPosition);
ret.distances[params.startPosition] = 0;
while(!hexq.empty()) //bfs loop
{
const BattleHex curHex = hexq.front();
hexq.pop();
//walking stack can't step past the quicksands
//TODO what if second hex of two-hex creature enters quicksand
if(curHex != params.startPosition && vstd::contains(quicksands, curHex))
continue;
const int costToNeighbour = ret.distances[curHex] + 1;
for(BattleHex neighbour : curHex.neighbouringTiles())
{
const bool accessible = accessibility.accessible(neighbour, params.doubleWide, params.side);
const int costFoundSoFar = ret.distances[neighbour];
if(accessible && costToNeighbour < costFoundSoFar)
{
hexq.push(neighbour);
ret.distances[neighbour] = costToNeighbour;
ret.predecessors[neighbour] = curHex;
}
}
}
return ret;
}
ReachabilityInfo CBattleInfoCallback::makeBFS(const CStack * stack) const
{
return makeBFS(getAccesibility(stack), ReachabilityInfo::Parameters(stack));
}
std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
{
std::set<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
for(auto &oi : battleGetAllObstacles(whichSidePerspective))
{
if(battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
{
range::copy(oi->getStoppingTile(), vstd::set_inserter(ret));
}
}
return ret;
}
std::pair<const CStack *, BattleHex> CBattleInfoCallback::getNearestStack(const CStack * closest, BattleSideOpt side) const
{
auto reachability = getReachability(closest);
auto avHexes = battleGetAvailableHexes(closest, false);
// I hate std::pairs with their undescriptive member names first / second
struct DistStack
{
int distanceToPred;
BattleHex destination;
const CStack * stack;
};
std::vector<DistStack> stackPairs;
std::vector<const CStack *> possibleStacks = battleGetStacksIf([=](const CStack * s)
{
return s->isValidTarget(false) && s != closest && (!side || side.get() == s->side);
});
for(const CStack * st : possibleStacks)
for(BattleHex hex : avHexes)
if(CStack::isMeleeAttackPossible(closest, st, hex))
{
DistStack hlp = {reachability.distances[hex], hex, st};
stackPairs.push_back(hlp);
}
if (stackPairs.size())
{
auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
auto minimal = boost::min_element(stackPairs, comparator);
return std::make_pair(minimal->stack, minimal->destination);
}
else
return std::make_pair<const CStack * , BattleHex>(nullptr, BattleHex::INVALID);
}
si8 CBattleInfoCallback::battleGetTacticDist() const
{
RETURN_IF_NOT_BATTLE(0);
//TODO get rid of this method
if(battleDoWeKnowAbout(battleGetTacticsSide()))
return battleTacticDist();
return 0;
}
bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
auto side = battleGetTacticsSide();
auto dist = battleGetTacticDist();
return ((!side && dest.getX() > 0 && dest.getX() <= dist)
|| (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
}
ReachabilityInfo CBattleInfoCallback::getReachability(const CStack *stack) const
{
ReachabilityInfo::Parameters params(stack);
if(!battleDoWeKnowAbout(stack->side))
{
//Stack is held by enemy, we can't use his perspective to check for reachability.
// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
params.perspective = battleGetMySide();
}
return getReachability(params);
}
ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters &params) const
{
if(params.flying)
return getFlyingReachability(params);
else
return makeBFS(getAccesibility(params.knownAccessible), params);
}
ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters &params) const
{
ReachabilityInfo ret;
ret.accessibility = getAccesibility(params.knownAccessible);
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
{
if(ret.accessibility.accessible(i, params.doubleWide, params.side))
{
ret.predecessors[i] = params.startPosition;
ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
}
}
return ret;
}
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
//TODO: apply rotation to two-hex attackers
bool isAttacker = attacker->side == BattleSide::ATTACKER;
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);
const int WN = GameConstants::BFIELD_WIDTH;
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
//FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
bool reverse = isToReverse (hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
if (reverse && attacker->doubleWide())
{
hex = attacker->occupiedHex(hex); //the other hex stack stands on
}
if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
{
boost::copy (attacker->getSurroundingHexes (attackerPos), vstd::set_inserter (at.hostileCreaturePositions));
}
if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
{
std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
for (BattleHex tile : hexes)
{
if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition (tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
{
const CStack * st = battleGetStackByPos(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
at.hostileCreaturePositions.insert(tile);
}
}
}
}
if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition (destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
{
std::vector<BattleHex> hexes; //only one, in fact
int pseudoVector = destinationTile.hex - hex;
switch (pseudoVector)
{
case 1:
case -1:
BattleHex::checkAndPush (destinationTile.hex + pseudoVector, hexes);
break;
case WN: //17 //left-down or right-down
case -WN: //-17 //left-up or right-up
case WN + 1: //18 //right-down
case -WN + 1: //-16 //right-up
BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : -1), hexes);
break;
case WN-1: //16 //left-down
case -WN-1: //-18 //left-up
BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : 0), hexes);
break;
}
for (BattleHex tile : hexes)
{
//friendly stacks can also be damaged by Dragon Breath
if (battleGetStackByPos (tile, true))
at.friendlyCreaturePositions.insert (tile);
}
}
return at;
}
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
{
std::set<const CStack*> attackedCres;
RETURN_IF_NOT_BATTLE(attackedCres);
AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
{
const CStack * st = battleGetStackByPos(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
{
attackedCres.insert(st);
}
}
for (BattleHex tile : at.friendlyCreaturePositions)
{
const CStack * st = battleGetStackByPos(tile, true);
if(st) //friendly stacks can also be damaged by Dragon Breath
{
attackedCres.insert(st);
}
}
return attackedCres;
}
//TODO: this should apply also to mechanics and cursor interface
bool CBattleInfoCallback::isToReverseHlp (BattleHex hexFrom, BattleHex hexTo, bool curDir) const
{
int fromX = hexFrom.getX();
int fromY = hexFrom.getY();
int toX = hexTo.getX();
int toY = hexTo.getY();
if (curDir) // attacker, facing right
{
if (fromX < toX)
return false;
if (fromX > toX)
return true;
if (fromY % 2 == 0 && toY % 2 == 1)
return true;
return false;
}
else // defender, facing left
{
if(fromX < toX)
return true;
if(fromX > toX)
return false;
if (fromY % 2 == 1 && toY % 2 == 0)
return true;
return false;
}
}
//TODO: this should apply also to mechanics and cursor interface
bool CBattleInfoCallback::isToReverse (BattleHex hexFrom, BattleHex hexTo, bool curDir, bool toDoubleWide, bool toDir) const
{
if (hexTo < 0 || hexFrom < 0) //turret
return false;
if (toDoubleWide)
{
if (isToReverseHlp (hexFrom, hexTo, curDir))
{
if (toDir)
return isToReverseHlp (hexFrom, hexTo-1, curDir);
else
return isToReverseHlp (hexFrom, hexTo+1, curDir);
}
return false;
}
else
{
return isToReverseHlp(hexFrom, hexTo, curDir);
}
}
ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= nullptr*/) const
{
ReachabilityInfo::TDistances ret;
ret.fill(-1);
RETURN_IF_NOT_BATTLE(ret);
ReachabilityInfo::Parameters params(stack);
params.perspective = battleGetMySide();
params.startPosition = hex.isValid() ? hex : stack->position;
auto reachability = getReachability(params);
boost::copy(reachability.distances, ret.begin());
if(predecessors)
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
predecessors[i] = reachability.predecessors[i];
return ret;
}
si8 CBattleInfoCallback::battleHasDistancePenalty(const CStack * stack, BattleHex destHex) const
{
return battleHasDistancePenalty(stack, stack->position, destHex);
}
si8 CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
{
RETURN_IF_NOT_BATTLE(false);
if(bonusBearer->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY))
return false;
if(const CStack * dstStack = battleGetStackByPos(destHex, false))
{
//If any hex of target creature is within range, there is no penalty
for(auto hex : dstStack->getHexes())
if(BattleHex::getDistance(shooterPosition, hex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
return false;
//TODO what about two-hex shooters?
}
else
{
if (BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
return false;
}
return true;
}
BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart::EWallPart part) const
{
RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
return WallPartToHex(part);
}
EWallPart::EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
{
RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
return hexToWallPart(hex);
}
bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const
{
RETURN_IF_NOT_BATTLE(false);
return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
wallPart != EWallPart::INVALID;
}
std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
{
std::vector<BattleHex> attackableBattleHexes;
RETURN_IF_NOT_BATTLE(attackableBattleHexes);
for(auto & wallPartPair : wallParts)
{
if(isWallPartPotentiallyAttackable(wallPartPair.second))
{
auto wallState = static_cast<EWallState::EWallState>(battleGetWallState(static_cast<int>(wallPartPair.second)));
if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
{
attackableBattleHexes.push_back(BattleHex(wallPartPair.first));
}
}
}
return attackableBattleHexes;
}
ui32 CBattleInfoCallback::battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
{
RETURN_IF_NOT_BATTLE(-1);
//TODO should be replaced using bonus system facilities (propagation onto battle node)
ui32 ret = caster->getSpellCost(sp);
//checking for friendly stacks reducing cost of the spell and
//enemy stacks increasing it
si32 manaReduction = 0;
si32 manaIncrease = 0;
for(auto stack : battleAliveStacks())
{
if(stack->owner == caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY))
{
vstd::amax(manaReduction, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
}
if(stack->owner != caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY))
{
vstd::amax(manaIncrease, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
}
}
return ret - manaReduction + manaIncrease;
}
const CStack * CBattleInfoCallback::getStackIf(std::function<bool(const CStack*)> pred) const
{
RETURN_IF_NOT_BATTLE(nullptr);
auto stacks = battleGetAllStacks();
auto stackItr = range::find_if(stacks, pred);
return stackItr == stacks.end() ? nullptr : *stackItr;
}
si8 CBattleInfoCallback::battleHasShootingPenalty(const CStack * stack, BattleHex destHex)
{
return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, destHex);
}
bool CBattleInfoCallback::battleIsStackBlocked(const CStack * stack) const
{
RETURN_IF_NOT_BATTLE(false);
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
return false;
for(const CStack * s : batteAdjacentCreatures(stack))
{
if (s->owner != stack->owner) //blocked by enemy stack
return true;
}
return false;
}
std::set<const CStack*> CBattleInfoCallback:: batteAdjacentCreatures(const CStack * stack) const
{
std::set<const CStack*> stacks;
RETURN_IF_NOT_BATTLE(stacks);
for (BattleHex hex : stack->getSurroundingHexes())
if(const CStack * neighbour = battleGetStackByPos(hex, true))
stacks.insert(neighbour);
return stacks;
}
SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const
{
RETURN_IF_NOT_BATTLE(SpellID::NONE);
//This is complete list. No spells from mods.
//todo: this should be Spellbook of caster Stack
static const std::set<SpellID> allPossibleSpells =
{
SpellID::AIR_SHIELD,
SpellID::ANTI_MAGIC,
SpellID::BLESS,
SpellID::BLOODLUST,
SpellID::COUNTERSTRIKE,
SpellID::CURE,
SpellID::FIRE_SHIELD,
SpellID::FORTUNE,
SpellID::HASTE,
SpellID::MAGIC_MIRROR,
SpellID::MIRTH,
SpellID::PRAYER,
SpellID::PRECISION,
SpellID::PROTECTION_FROM_AIR,
SpellID::PROTECTION_FROM_EARTH,
SpellID::PROTECTION_FROM_FIRE,
SpellID::PROTECTION_FROM_WATER,
SpellID::SHIELD,
SpellID::SLAYER,
SpellID::STONE_SKIN
};
std::vector<SpellID> beneficialSpells;
auto getAliveEnemy = [=](const std::function<bool(const CStack *)> & pred)
{
return getStackIf([=](const CStack * stack)
{
return pred(stack) && stack->owner != subject->owner && stack->alive();
});
};
for(const SpellID spellID : allPossibleSpells)
{
std::stringstream cachingStr;
cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << spellID.num;
if(subject->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellID), Selector::all, cachingStr.str())
//TODO: this ability has special limitations
|| spellID.toSpell()->canBeCastAt(this, subject, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
continue;
switch (spellID)
{
case SpellID::SHIELD:
case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
{
auto walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
{
return !stack->canShoot();
});
if (!walker)
continue;
}
break;
case SpellID::AIR_SHIELD: //only against active shooters
{
auto shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
{
return stack->canShoot();
});
if (!shooter)
continue;
}
break;
case SpellID::ANTI_MAGIC:
case SpellID::MAGIC_MIRROR:
case SpellID::PROTECTION_FROM_AIR:
case SpellID::PROTECTION_FROM_EARTH:
case SpellID::PROTECTION_FROM_FIRE:
case SpellID::PROTECTION_FROM_WATER:
{
const ui8 enemySide = 1 - subject->side;
//todo: only if enemy has spellbook
if (!battleHasHero(enemySide)) //only if there is enemy hero
continue;
}
break;
case SpellID::CURE: //only damaged units
{
//do not cast on affected by debuffs
if(!subject->canBeHealed())
continue;
}
break;
case SpellID::BLOODLUST:
{
if(subject->canShoot()) //TODO: if can shoot - only if enemy units are adjacent
continue;
}
break;
case SpellID::PRECISION:
{
if(!subject->canShoot())
continue;
}
break;
case SpellID::SLAYER://only if monsters are present
{
auto kingMonster = getAliveEnemy([&](const CStack * stack) -> bool //look for enemy, non-shooting stack
{
const auto isKing = Selector::type(Bonus::KING1)
.Or(Selector::type(Bonus::KING2))
.Or(Selector::type(Bonus::KING3));
return stack->hasBonus(isKing);
});
if (!kingMonster)
continue;
}
break;
}
beneficialSpells.push_back(spellID);
}
if(!beneficialSpells.empty())
{
return *RandomGeneratorUtil::nextItem(beneficialSpells, rand);
}
else
{
return SpellID::NONE;
}
}
SpellID CBattleInfoCallback::getRandomCastedSpell(CRandomGenerator & rand,const CStack * caster) const
{
RETURN_IF_NOT_BATTLE(SpellID::NONE);
TBonusListPtr bl = caster->getBonuses(Selector::type(Bonus::SPELLCASTER));
if (!bl->size())
return SpellID::NONE;
int totalWeight = 0;
for(auto b : *bl)
{
totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1
}
int randomPos = rand.nextInt(totalWeight - 1);
for(auto b : *bl)
{
randomPos -= std::max(b->additionalInfo, 1);
if(randomPos < 0)
{
return SpellID(b->subtype);
}
}
return SpellID::NONE;
}
int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
{
RETURN_IF_NOT_BATTLE(-3);
if(!battleCanSurrender(Player))
return -1;
const auto side = playerToSide(Player);
if(!side)
return -1;
int ret = 0;
double discount = 0;
for(const CStack * s : battleAliveStacks(side.get()))
if(s->base) //we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
ret += s->getCreature()->cost[Res::GOLD] * s->getCount(); //todo: extract CStack method
if(const CGHeroInstance * h = battleGetFightingHero(side.get()))
discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
ret *= (100.0 - discount) / 100.0;
vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
return ret;
}
si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
{
const IBonusBearer *node = nullptr;
if(const CGHeroInstance * h = battleGetFightingHero(side))
node = h;
else
node = getBattleNode();
if(!node)
return GameConstants::SPELL_LEVELS;
//We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
auto b = node->getBonuses(Selector::type(Bonus::BLOCK_MAGIC_ABOVE));
if(b->size())
return b->totalValue();
return GameConstants::SPELL_LEVELS;
}
boost::optional<int> CBattleInfoCallback::battleIsFinished() const
{
auto stacks = battleGetAllStacks();
//checking winning condition
bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
hasStack[0] = hasStack[1] = false;
for(auto & stack : stacks)
{
if(stack->alive() && !stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
{
hasStack[stack->side] = true;
}
}
if(!hasStack[0] && !hasStack[1])
return 2;
if(!hasStack[1])
return 0;
if(!hasStack[0])
return 1;
return boost::none;
}