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vcmi/server/battles/BattleResultProcessor.cpp

637 lines
24 KiB
C++

/*
* BattleResultProcessor.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 "BattleResultProcessor.h"
#include "../CGameHandler.h"
#include "../TurnTimerHandler.h"
#include "../processors/HeroPoolProcessor.h"
#include "../queries/QueriesProcessor.h"
#include "../queries/BattleQueries.h"
#include "../../lib/ArtifactUtils.h"
#include "../../lib/CStack.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/IGameSettings.h"
#include "../../lib/battle/CBattleInfoCallback.h"
#include "../../lib/battle/IBattleState.h"
#include "../../lib/battle/SideInBattle.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/networkPacks/PacksForClientBattle.h"
#include "../../lib/networkPacks/PacksForClient.h"
#include "../../lib/spells/CSpellHandler.h"
#include <vstd/RNG.h>
BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
// : owner(owner)
: gameHandler(newGameHandler)
{
}
CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, BattleSide sideInBattle):
army(battle.battleGetArmyObject(sideInBattle))
{
heroWithDeadCommander = ObjectInstanceID();
PlayerColor color = battle.sideToPlayer(sideInBattle);
auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){
if (stack->summoned)//don't take into account temporary summoned stacks
return false;
if(stack->unitOwner() != color) //remove only our stacks
return false;
if (stack->isTurret())
return false;
return true;
});
for(const CStack * stConst : allStacks)
{
// Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
// TODO: better solution
CStack * st = const_cast<CStack*>(stConst);
logGlobal->debug("Calculating casualties for %s", st->nodeName());
st->health.takeResurrected();
if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
{
auto warMachine = st->unitType()->warMachine;
if(warMachine == ArtifactID::NONE)
{
logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
}
//catapult artifact remain even if "creature" killed in siege
else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
{
logGlobal->debug("War machine has been destroyed");
auto hero = dynamic_cast<const CGHeroInstance*> (army);
if (hero)
removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true)));
else
logGlobal->error("War machine in army without hero");
}
}
else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
{
if(st->alive() && st->getCount() > 0)
{
logGlobal->debug("Permanently summoned %d units.", st->getCount());
const CreatureID summonedType = st->creatureId();
summoned[summonedType] += st->getCount();
}
}
else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
{
if (nullptr == st->base)
{
logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
}
else
{
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
if(c)
{
auto h = dynamic_cast <const CGHeroInstance *>(army);
if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
{
logGlobal->debug("Commander is dead.");
heroWithDeadCommander = army->id; //TODO: unify commander handling
}
}
else
logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
}
}
else if(st->base && !army->slotEmpty(st->unitSlot()))
{
logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
if(st->getCount() == 0 || !st->alive())
{
logGlobal->debug("Stack has been destroyed.");
StackLocation sl(army, st->unitSlot());
newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
}
else if(st->getCount() != army->getStackCount(st->unitSlot()))
{
logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount());
StackLocation sl(army, st->unitSlot());
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
}
}
else
{
logGlobal->warn("Unable to process stack: %s", st->nodeName());
}
}
}
void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
{
if (gh->getObjInstance(army->id) == nullptr)
throw std::runtime_error("Object " + army->getObjectName() + " is not on the map!");
for (TStackAndItsNewCount &ncount : newStackCounts)
{
if (ncount.second > 0)
gh->changeStackCount(ncount.first, ncount.second, true);
else
gh->eraseStack(ncount.first, true);
}
for (auto summoned_iter : summoned)
{
SlotID slot = army->getSlotFor(summoned_iter.first);
if (slot.validSlot())
{
StackLocation location(army, slot);
gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
}
else
{
//even if it will be possible to summon anything permanently it should be checked for free slot
//necromancy is handled separately
gh->complain("No free slot to put summoned creature");
}
}
for (auto al : removedWarMachines)
{
gh->removeArtifact(al);
}
if (heroWithDeadCommander != ObjectInstanceID())
{
SetCommanderProperty scp;
scp.heroid = heroWithDeadCommander;
scp.which = SetCommanderProperty::ALIVE;
scp.amount = 0;
gh->sendAndApply(scp);
}
}
FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount)
{
if (result.winner == BattleSide::ATTACKER)
{
winnerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
loserHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
}
else
{
winnerHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
loserHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
}
winnerSide = result.winner;
this->remainingBattleQueriesCount = remainingBattleQueriesCount;
}
void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
{
auto const & giveExp = [&battle](BattleResult &r)
{
if (r.winner == BattleSide::NONE)
{
// draw
return;
}
r.exp[BattleSide::ATTACKER] = 0;
r.exp[BattleSide::DEFENDER] = 0;
for (auto i = r.casualties[battle.otherSide(r.winner)].begin(); i!=r.casualties[battle.otherSide(r.winner)].end(); i++)
{
r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
}
};
LOG_TRACE(logGlobal);
auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
//Fill BattleResult structure with exp info
giveExp(*battleResult);
if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
{
if(heroAttacker)
battleResult->exp[BattleSide::DEFENDER] += 500;
if(heroDefender)
battleResult->exp[BattleSide::ATTACKER] += 500;
}
// Give 500 exp to winner if a town was conquered during the battle
const auto * defendedTown = battle.battleGetDefendedTown();
if (defendedTown && battleResult->winner == BattleSide::ATTACKER)
battleResult->exp[BattleSide::ATTACKER] += 500;
if(heroAttacker)
battleResult->exp[BattleSide::ATTACKER] = heroAttacker->calculateXp(battleResult->exp[BattleSide::ATTACKER]);//scholar skill
if(heroDefender)
battleResult->exp[BattleSide::DEFENDER] = heroDefender->calculateXp(battleResult->exp[BattleSide::DEFENDER]);
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
if(!battleQuery)
battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
if (!battleQuery)
{
logGlobal->error("Cannot find battle query!");
gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(BattleSide::ATTACKER)) + " has no battle query at the top!");
return;
}
battleQuery->result = std::make_optional(*battleResult);
//Check how many battle gameHandler->queries were created (number of players blocked by battle)
const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
// in battles against neutrals, 1st player can ask to replay battle manually
const auto * attackerPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER));
const auto * defenderPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER));
bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman();
bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman();
bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman;
// in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay
if(onlyOnePlayerHuman)
{
auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle(), battleQuery->result);
battleResult->queryID = battleDialogQuery->queryID;
gameHandler->queries->addQuery(battleDialogQuery);
}
else
battleResult->queryID = QueryID::NONE;
//set same battle result for all gameHandler->queries
for(auto q : gameHandler->queries->allQueries())
{
auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
otherBattleQuery->result = battleQuery->result;
}
gameHandler->turnTimerHandler->onBattleEnd(battle.getBattle()->getBattleID());
gameHandler->sendAndApply(*battleResult);
if (battleResult->queryID == QueryID::NONE)
endBattleConfirm(battle);
}
void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
{
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
if(!battleQuery)
battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
if(!battleQuery)
{
logGlobal->trace("No battle query, battle end was confirmed by another player");
return;
}
auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
const EBattleResult result = battleResult->result;
//calculate casualties before deleting battle
CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
cab1.updateArmy(gameHandler);
cab2.updateArmy(gameHandler); //take casualties after battle is deleted
if(battleResult->winner == BattleSide::DEFENDER
&& finishingBattle->winnerHero
&& finishingBattle->winnerHero->visitedTown
&& !finishingBattle->winnerHero->inTownGarrison
&& finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
{
gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
}
//give exp
if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
gameHandler->giveExperience(finishingBattle->winnerHero, battleResult->exp[finishingBattle->winnerSide]);
// Eagle Eye handling
if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
{
ChangeSpells spells;
if(auto eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
{
auto eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
{
auto spell = spellId.toEntity(VLC->spells());
if(spell
&& spell->getLevel() <= eagleEyeLevel
&& !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId())
&& gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
{
spells.spells.insert(spell->getId());
}
}
}
if(!spells.spells.empty())
{
spells.learn = 1;
spells.hid = finishingBattle->winnerHero->id;
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
std::ostringstream names;
for(int i = 0; i < spells.spells.size(); i++)
{
names << "%s";
if(i < spells.spells.size() - 2)
names << ", ";
else if(i < spells.spells.size() - 1)
names << "%s";
}
names << ".";
iw.text.replaceRawString(names.str());
auto it = spells.spells.begin();
for(int i = 0; i < spells.spells.size(); i++, it++)
{
iw.text.replaceName(*it);
if(i == spells.spells.size() - 2) //we just added pre-last name
iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
iw.components.emplace_back(ComponentType::SPELL, *it);
}
gameHandler->sendAndApply(iw);
gameHandler->sendAndApply(spells);
}
}
// Artifacts handling
if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
{
std::vector<const CArtifactInstance*> arts; // display them in window
CArtifactFittingSet artFittingSet(*finishingBattle->winnerHero);
const auto addArtifactToTransfer = [&artFittingSet, &arts](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
{
assert(art);
const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
if(dstSlot != ArtifactPosition::PRE_FIRST)
{
pack.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
if(ArtifactUtils::isSlotEquipment(dstSlot))
pack.artsPack0.back().askAssemble = true;
arts.emplace_back(art);
artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
}
};
const auto sendArtifacts = [this](BulkMoveArtifacts & bma)
{
if(!bma.artsPack0.empty())
gameHandler->sendAndApply(bma);
};
BulkMoveArtifacts packHero(finishingBattle->winnerHero->getOwner(), ObjectInstanceID::NONE, finishingBattle->winnerHero->id, false);
if(finishingBattle->loserHero)
{
packHero.srcArtHolder = finishingBattle->loserHero->id;
for(const auto & slot : ArtifactUtils::commonWornSlots())
{
if(const auto artSlot = finishingBattle->loserHero->artifactsWorn.find(slot);
artSlot != finishingBattle->loserHero->artifactsWorn.end() && ArtifactUtils::isArtRemovable(*artSlot))
{
addArtifactToTransfer(packHero, artSlot->first, artSlot->second.getArt());
}
}
for(const auto & artSlot : finishingBattle->loserHero->artifactsInBackpack)
{
if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
addArtifactToTransfer(packHero, finishingBattle->loserHero->getArtPos(art), art);
}
if(finishingBattle->loserHero->commander)
{
BulkMoveArtifacts packCommander(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
packCommander.srcCreature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
for(const auto & artSlot : finishingBattle->loserHero->commander->artifactsWorn)
addArtifactToTransfer(packCommander, artSlot.first, artSlot.second.getArt());
sendArtifacts(packCommander);
}
auto armyObj = battle.battleGetArmyObject(battle.otherSide(battleResult->winner));
for(const auto & armySlot : armyObj->stacks)
{
BulkMoveArtifacts packsArmy(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
packsArmy.srcArtHolder = armyObj->id;
packsArmy.srcCreature = armySlot.first;
for(const auto & artSlot : armySlot.second->artifactsWorn)
addArtifactToTransfer(packsArmy, artSlot.first, armySlot.second->getArt(artSlot.first));
sendArtifacts(packsArmy);
}
}
// Display loot
if(!arts.empty())
{
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
for(const auto art : arts) //TODO; separate function to display loot for various objects?
{
if(art->isScroll())
iw.components.emplace_back(ComponentType::SPELL_SCROLL, art->getScrollSpellID());
else
iw.components.emplace_back(ComponentType::ARTIFACT, art->getTypeId());
if(iw.components.size() >= GameConstants::INFO_WINDOW_ARTIFACTS_MAX_ITEMS)
{
gameHandler->sendAndApply(iw);
iw.components.clear();
}
}
gameHandler->sendAndApply(iw);
}
if(!packHero.artsPack0.empty())
sendArtifacts(packHero);
}
// Remove beaten hero
if(finishingBattle->loserHero)
{
//add statistics
if(!finishingBattle->isDraw())
{
ConstTransitivePtr<CGHeroInstance> strongestHero = nullptr;
for(auto & hero : gameHandler->gameState()->getPlayerState(finishingBattle->loser)->getHeroes())
if(!strongestHero || hero->exp > strongestHero->exp)
strongestHero = hero;
if(strongestHero->id == finishingBattle->loserHero->id && strongestHero->level > 5)
gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState()->getDate(Date::DAY);
}
RemoveObject ro(finishingBattle->loserHero->id, finishingBattle->victor);
gameHandler->sendAndApply(ro);
}
// For draw case both heroes should be removed
if(finishingBattle->isDraw() && finishingBattle->winnerHero)
{
RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->loser);
gameHandler->sendAndApply(ro);
}
// add statistic
if(battle.sideToPlayer(BattleSide::ATTACKER) == PlayerColor::NEUTRAL || battle.sideToPlayer(BattleSide::DEFENDER) == PlayerColor::NEUTRAL)
{
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++;
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++;
if(!finishingBattle->isDraw())
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++;
}
else
{
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++;
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++;
if(!finishingBattle->isDraw())
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++;
}
BattleResultAccepted raccepted;
raccepted.battleID = battle.getBattle()->getBattleID();
raccepted.heroResult[BattleSide::ATTACKER].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::ATTACKER));
raccepted.heroResult[BattleSide::DEFENDER].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::DEFENDER));
raccepted.heroResult[BattleSide::ATTACKER].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::ATTACKER));
raccepted.heroResult[BattleSide::DEFENDER].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::DEFENDER));
raccepted.heroResult[BattleSide::ATTACKER].exp = battleResult->exp[BattleSide::ATTACKER];
raccepted.heroResult[BattleSide::DEFENDER].exp = battleResult->exp[BattleSide::DEFENDER];
raccepted.winnerSide = finishingBattle->winnerSide;
gameHandler->sendAndApply(raccepted);
gameHandler->queries->popIfTop(battleQuery);
//--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
}
void BattleResultProcessor::battleAfterLevelUp(const BattleID & battleID, const BattleResult & result)
{
LOG_TRACE(logGlobal);
assert(finishingBattles.count(battleID) != 0);
if(finishingBattles.count(battleID) == 0)
return;
auto & finishingBattle = finishingBattles[battleID];
finishingBattle->remainingBattleQueriesCount--;
logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
if (finishingBattle->remainingBattleQueriesCount > 0)
//Battle results will be handled when all battle gameHandler->queries are closed
return;
//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
// but the battle consequences are applied after final player is unblocked. Hard to abuse...
// Still, it looks like a hole.
// Necromancy if applicable.
const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(result) : CStackBasicDescriptor();
// Give raised units to winner and show dialog, if any were raised,
// units will be given after casualties are taken
const SlotID necroSlot = raisedStack.getCreature() ? finishingBattle->winnerHero->getSlotFor(raisedStack.getCreature()) : SlotID();
if (necroSlot != SlotID() && !finishingBattle->isDraw())
{
finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.getCreature(), raisedStack.count);
}
BattleResultsApplied resultsApplied;
resultsApplied.battleID = battleID;
resultsApplied.player1 = finishingBattle->victor;
resultsApplied.player2 = finishingBattle->loser;
gameHandler->sendAndApply(resultsApplied);
//handle victory/loss of engaged players
std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
gameHandler->checkVictoryLossConditions(playerColors);
if (result.result == EBattleResult::SURRENDER)
{
gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
}
if (result.result == EBattleResult::ESCAPE)
{
gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroEscaped++;
gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
}
if (result.winner != BattleSide::NONE && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
&& (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
{
RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->winnerHero->getOwner());
gameHandler->sendAndApply(ro);
if (gameHandler->getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
}
finishingBattles.erase(battleID);
battleResults.erase(battleID);
}
void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide)
{
assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
battleResult->battleID = battle.getBattle()->getBattleID();
battleResult->result = resultType;
battleResult->winner = victoriusSide; //surrendering side loses
auto allStacks = battle.battleGetStacksIf([](const CStack * stack){
if (stack->summoned)//don't take into account temporary summoned stacks
return false;
if (stack->isTurret())
return false;
return true;
});
for(const auto & st : allStacks) //setting casualties
{
si32 killed = st->getKilled();
if(killed > 0)
battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
}
}
bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
{
return battleResults.count(battle.getBattle()->getBattleID()) != 0;
}