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Support multiple battles in AI

Ivan Savenko 2 年之前
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036df2e0ad

+ 28 - 27
AI/BattleAI/BattleAI.cpp

@@ -52,7 +52,8 @@ void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
 	setCbc(CB);
 	env = ENV;
 	cb = CB;
-	playerID = *CB->getPlayerID(); //TODO should be sth in callback
+	assert(0);// FIXME:
+	// playerID = *CB->getPlayerID(); //TODO should be sth in callback
 	wasWaitingForRealize = CB->waitTillRealize;
 	wasUnlockingGs = CB->unlockGsWhenWaiting;
 	CB->waitTillRealize = false;
@@ -66,9 +67,9 @@ void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
 	autobattlePreferences = autocombatPreferences;
 }
 
-BattleAction CBattleAI::useHealingTent(const CStack *stack)
+BattleAction CBattleAI::useHealingTent(const BattleID & battleID, const CStack *stack)
 {
-	auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
+	auto healingTargets = cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
 	std::map<int, const CStack*> woundHpToStack;
 	for(const auto * stack : healingTargets)
 	{
@@ -82,12 +83,12 @@ BattleAction CBattleAI::useHealingTent(const CStack *stack)
 		return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
 }
 
-void CBattleAI::yourTacticPhase(int distance)
+void CBattleAI::yourTacticPhase(const BattleID & battleID, int distance)
 {
-	cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
+	cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
 }
 
-float getStrengthRatio(std::shared_ptr<CBattleCallback> cb, int side)
+static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, int side)
 {
 	auto stacks = cb->battleGetAllStacks();
 	auto our = 0, enemy = 0;
@@ -108,7 +109,7 @@ float getStrengthRatio(std::shared_ptr<CBattleCallback> cb, int side)
 	return enemy == 0 ? 1.0f : static_cast<float>(our) / enemy;
 }
 
-void CBattleAI::activeStack(const CStack * stack )
+void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
 {
 	LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
 
@@ -128,12 +129,12 @@ void CBattleAI::activeStack(const CStack * stack )
 	{
 		if(stack->creatureId() == CreatureID::CATAPULT)
 		{
-			cb->battleMakeUnitAction(useCatapult(stack));
+			cb->battleMakeUnitAction(battleID, useCatapult(battleID, stack));
 			return;
 		}
 		if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
 		{
-			cb->battleMakeUnitAction(useHealingTent(stack));
+			cb->battleMakeUnitAction(battleID, useHealingTent(battleID, stack));
 			return;
 		}
 
@@ -141,7 +142,7 @@ void CBattleAI::activeStack(const CStack * stack )
 		logAi->trace("Build evaluator and targets");
 #endif
 
-		BattleEvaluator evaluator(env, cb, stack, playerID, side, getStrengthRatio(cb, side));
+		BattleEvaluator evaluator(env, cb, stack, playerID, battleID, side, getStrengthRatio(cb->getBattle(battleID), side));
 
 		result = evaluator.selectStackAction(stack);
 
@@ -157,9 +158,9 @@ void CBattleAI::activeStack(const CStack * stack )
 
 		logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
 
-		if(auto action = considerFleeingOrSurrendering())
+		if(auto action = considerFleeingOrSurrendering(battleID))
 		{
-			cb->battleMakeUnitAction(*action);
+			cb->battleMakeUnitAction(battleID, *action);
 			return;
 		}
 	}
@@ -183,17 +184,17 @@ void CBattleAI::activeStack(const CStack * stack )
 
 	logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
 
-	cb->battleMakeUnitAction(result);
+	cb->battleMakeUnitAction(battleID, result);
 }
 
-BattleAction CBattleAI::useCatapult(const CStack * stack)
+BattleAction CBattleAI::useCatapult(const BattleID & battleID, const CStack * stack)
 {
 	BattleAction attack;
 	BattleHex targetHex = BattleHex::INVALID;
 
-	if(cb->battleGetGateState() == EGateState::CLOSED)
+	if(cb->getBattle(battleID)->battleGetGateState() == EGateState::CLOSED)
 	{
-		targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
+		targetHex = cb->getBattle(battleID)->wallPartToBattleHex(EWallPart::GATE);
 	}
 	else
 	{
@@ -209,11 +210,11 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
 
 		for(auto wallPart : wallParts)
 		{
-			auto wallState = cb->battleGetWallState(wallPart);
+			auto wallState = cb->getBattle(battleID)->battleGetWallState(wallPart);
 
 			if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
 			{
-				targetHex = cb->wallPartToBattleHex(wallPart);
+				targetHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart);
 				break;
 			}
 		}
@@ -234,7 +235,7 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
 	return attack;
 }
 
-void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
+void CBattleAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
 {
 	LOG_TRACE(logAi);
 	side = Side;
@@ -247,17 +248,17 @@ void CBattleAI::print(const std::string &text) const
 	logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
 }
 
-std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
+std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering(const BattleID & battleID)
 {
 	BattleStateInfoForRetreat bs;
 
-	bs.canFlee = cb->battleCanFlee();
-	bs.canSurrender = cb->battleCanSurrender(playerID);
-	bs.ourSide = cb->battleGetMySide();
-	bs.ourHero = cb->battleGetMyHero(); 
+	bs.canFlee = cb->getBattle(battleID)->battleCanFlee();
+	bs.canSurrender = cb->getBattle(battleID)->battleCanSurrender(playerID);
+	bs.ourSide = cb->getBattle(battleID)->battleGetMySide();
+	bs.ourHero = cb->getBattle(battleID)->battleGetMyHero();
 	bs.enemyHero = nullptr;
 
-	for(auto stack : cb->battleGetAllStacks(false))
+	for(auto stack : cb->getBattle(battleID)->battleGetAllStacks(false))
 	{
 		if(stack->alive())
 		{
@@ -266,7 +267,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
 			else
 			{
 				bs.enemyStacks.push_back(stack);
-				bs.enemyHero = cb->battleGetOwnerHero(stack);
+				bs.enemyHero = cb->getBattle(battleID)->battleGetOwnerHero(stack);
 			}
 		}
 	}
@@ -278,7 +279,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
 		return std::nullopt;
 	}
 
-	auto result = cb->makeSurrenderRetreatDecision(bs);
+	auto result = cb->makeSurrenderRetreatDecision(battleID, bs);
 
 	if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
 	{

+ 6 - 6
AI/BattleAI/BattleAI.h

@@ -71,16 +71,16 @@ public:
 	void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
 	void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
 
-	void activeStack(const CStack * stack) override; //called when it's turn of that stack
-	void yourTacticPhase(int distance) override;
+	void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
+	void yourTacticPhase(const BattleID & battleID, int distance) override;
 
-	std::optional<BattleAction> considerFleeingOrSurrendering();
+	std::optional<BattleAction> considerFleeingOrSurrendering(const BattleID & battleID);
 
 	void print(const std::string &text) const;
-	BattleAction useCatapult(const CStack *stack);
-	BattleAction useHealingTent(const CStack *stack);
+	BattleAction useCatapult(const BattleID & battleID, const CStack *stack);
+	BattleAction useHealingTent(const BattleID & battleID, const CStack *stack);
 
-	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
+	void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
 	//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
 	//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
 	//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack

+ 24 - 24
AI/BattleAI/BattleEvaluator.cpp

@@ -53,12 +53,12 @@ std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
 
 	for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
 	{
-		auto state = cb->battleGetWallState(wallPart);
+		auto state = cb->getBattle(battleID)->battleGetWallState(wallPart);
 
 		if(state != EWallState::DESTROYED)
 			continue;
 
-		auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
+		auto wallHex = cb->getBattle(battleID)->wallPartToBattleHex((EWallPart)wallPart);
 		auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
 
 		result.push_back(moatHex);
@@ -70,15 +70,15 @@ std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
 std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
 {
 	//TODO: faerie dragon type spell should be selected by server
-	SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
+	SpellID creatureSpellToCast = cb->getBattle(battleID)->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
 	if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
 	{
 		const CSpell * spell = creatureSpellToCast.toSpell();
 
-		if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
+		if(spell->canBeCast(cb->getBattle(battleID).get(), spells::Mode::CREATURE_ACTIVE, stack))
 		{
 			std::vector<PossibleSpellcast> possibleCasts;
-			spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
+			spells::BattleCast temp(cb->getBattle(battleID).get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
 			for(auto & target : temp.findPotentialTargets())
 			{
 				PossibleSpellcast ps;
@@ -201,7 +201,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
 	if(score <= EvaluationResult::INEFFECTIVE_SCORE
 		&& !stack->hasBonusOfType(BonusType::FLYING)
 		&& stack->unitSide() == BattleSide::ATTACKER
-		&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
+		&& cb->getBattle(battleID)->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
 	{
 		auto brokenWallMoat = getBrokenWallMoatHexes();
 
@@ -228,8 +228,8 @@ uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock>
 
 BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
 {
-	auto reachability = cb->getReachability(stack);
-	auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
+	auto reachability = cb->getBattle(battleID)->getReachability(stack);
+	auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
 
 	if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
 	{
@@ -325,16 +325,16 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
 
 bool BattleEvaluator::canCastSpell()
 {
-	auto hero = cb->battleGetMyHero();
+	auto hero = cb->getBattle(battleID)->battleGetMyHero();
 	if(!hero)
 		return false;
 
-	return cb->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
+	return cb->getBattle(battleID)->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
 }
 
 bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
 {
-	auto hero = cb->battleGetMyHero();
+	auto hero = cb->getBattle(battleID)->battleGetMyHero();
 	if(!hero)
 		return false;
 
@@ -343,7 +343,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
 	std::vector<const CSpell*> possibleSpells;
 	vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
 	{
-		return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
+		return s->canBeCast(cb->getBattle(battleID).get(), spells::Mode::HERO, hero);
 	});
 	LOGFL("I can cast %d spells.", possibleSpells.size());
 
@@ -358,7 +358,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
 	std::vector<PossibleSpellcast> possibleCasts;
 	for(auto spell : possibleSpells)
 	{
-		spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
+		spells::BattleCast temp(cb->getBattle(battleID).get(), hero, spells::Mode::HERO, spell);
 
 		if(spell->getTargetType() == spells::AimType::LOCATION)
 			continue;
@@ -468,7 +468,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
 	ValueMap valueOfStack;
 	ValueMap healthOfStack;
 
-	TStacks all = cb->battleGetAllStacks(false);
+	TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
 
 	size_t ourRemainingTurns = 0;
 
@@ -477,7 +477,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
 		healthOfStack[unit->unitId()] = unit->getAvailableHealth();
 		valueOfStack[unit->unitId()] = 0;
 
-		if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
+		if(cb->getBattle(battleID)->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
 			ourRemainingTurns++;
 	}
 
@@ -494,12 +494,12 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
 
 	std::vector<battle::Units> turnOrder;
 
-	cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
+	cb->getBattle(battleID)->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
 
 	{
 		bool enemyHadTurn = false;
 
-		auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
+		auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
 
 		evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
 
@@ -531,7 +531,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
 				logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
 #endif
 
-				auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
+				auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
 
 				spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
 				cast.castEval(state->getServerCallback(), ps.dest);
@@ -540,7 +540,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
 
 				auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
 					{
-						auto original = cb->battleGetUnitByID(u->unitId());
+						auto original = cb->getBattle(battleID)->battleGetUnitByID(u->unitId());
 						return  !original || u->speed() != original->speed();
 					});
 
@@ -583,7 +583,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
 					if(oldHealth != newHealth)
 					{
 						auto damage = std::abs(oldHealth - newHealth);
-						auto originalDefender = cb->battleGetUnitByID(unit->unitId());
+						auto originalDefender = cb->getBattle(battleID)->battleGetUnitByID(unit->unitId());
 
 						auto dpsReduce = AttackPossibility::calculateDamageReduce(
 							nullptr,
@@ -639,7 +639,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
 		spellcast.setTarget(castToPerform.dest);
 		spellcast.side = side;
 		spellcast.stackNumber = (!side) ? -1 : -2;
-		cb->battleMakeSpellAction(spellcast);
+		cb->battleMakeSpellAction(battleID, spellcast);
 		activeActionMade = true;
 
 		return true;
@@ -656,8 +656,8 @@ void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSp
 	using ValueMap = PossibleSpellcast::ValueMap;
 
 	RNGStub rngStub;
-	HypotheticBattle state(env.get(), cb);
-	TStacks all = cb->battleGetAllStacks(false);
+	HypotheticBattle state(env.get(), cb->getBattle(battleID));
+	TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
 
 	ValueMap healthOfStack;
 	ValueMap newHealthOfStack;
@@ -686,7 +686,7 @@ void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSp
 
 		auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
 
-		if(localUnit->unitOwner() != getCbc()->getPlayerID())
+		if(localUnit->unitOwner() != cb->getBattle(battleID)->getPlayerID())
 			healthDiff = -healthDiff;
 
 		if(healthDiff < 0)

+ 6 - 3
AI/BattleAI/BattleEvaluator.h

@@ -32,6 +32,7 @@ class BattleEvaluator
 	bool activeActionMade = false;
 	std::optional<AttackPossibility> cachedAttack;
 	PlayerColor playerID;
+	BattleID battleID;
 	int side;
 	float cachedScore;
 	DamageCache damageCache;
@@ -52,11 +53,12 @@ public:
 		std::shared_ptr<CBattleCallback> cb,
 		const battle::Unit * activeStack,
 		PlayerColor playerID,
+		BattleID battleID,
 		int side,
 		float strengthRatio)
-		:scoreEvaluator(cb, env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), strengthRatio(strengthRatio)
+		:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), strengthRatio(strengthRatio), battleID(battleID)
 	{
-		hb = std::make_shared<HypotheticBattle>(env.get(), cb);
+		hb = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
 		damageCache.buildDamageCache(hb, side);
 
 		targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
@@ -70,9 +72,10 @@ public:
 		DamageCache & damageCache,
 		const battle::Unit * activeStack,
 		PlayerColor playerID,
+		BattleID battleID,
 		int side,
 		float strengthRatio)
-		:scoreEvaluator(cb, env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache), strengthRatio(strengthRatio)
+		:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache), strengthRatio(strengthRatio), battleID(battleID)
 	{
 		targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
 		cachedScore = EvaluationResult::INEFFECTIVE_SCORE;

+ 1 - 1
AI/BattleAI/BattleExchangeVariant.h

@@ -133,4 +133,4 @@ public:
 
 	float getPositiveEffectMultiplier() { return 1; }
 	float getNegativeEffectMultiplier() { return negativeEffectMultiplier; }
-};
+};

+ 5 - 5
AI/EmptyAI/CEmptyAI.cpp

@@ -36,14 +36,14 @@ void CEmptyAI::yourTurn(QueryID queryID)
 	cb->endTurn();
 }
 
-void CEmptyAI::activeStack(const CStack * stack)
+void CEmptyAI::activeStack(const BattleID & battleID, const CStack * stack)
 {
-	cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
+	cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
 }
 
-void CEmptyAI::yourTacticPhase(int distance)
+void CEmptyAI::yourTacticPhase(const BattleID & battleID, int distance)
 {
-	cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
+	cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
 }
 
 void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
@@ -76,7 +76,7 @@ void CEmptyAI::showMapObjectSelectDialog(QueryID askID, const Component & icon,
 	cb->selectionMade(0, askID);
 }
 
-std::optional<BattleAction> CEmptyAI::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
+std::optional<BattleAction> CEmptyAI::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
 {
 	return std::nullopt;
 }

+ 3 - 3
AI/EmptyAI/CEmptyAI.h

@@ -24,15 +24,15 @@ public:
 
 	void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
 	void yourTurn(QueryID queryID) override;
-	void yourTacticPhase(int distance) override;
-	void activeStack(const CStack * stack) override;
+	void yourTacticPhase(const BattleID & battleID, int distance) override;
+	void activeStack(const BattleID & battleID, const CStack * stack) override;
 	void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
 	void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
 	void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override;
 	void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
 	void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
 	void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
-	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
+	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
 };
 
 #define NAME "EmptyAI 0.1"

+ 7 - 6
AI/Nullkiller/AIGateway.cpp

@@ -21,6 +21,7 @@
 #include "../../lib/serializer/BinarySerializer.h"
 #include "../../lib/serializer/BinaryDeserializer.h"
 #include "../../lib/battle/BattleStateInfoForRetreat.h"
+#include "../../lib/battle/BattleInfo.h"
 
 #include "AIGateway.h"
 #include "Goals/Goals.h"
@@ -510,7 +511,7 @@ void AIGateway::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositio
 	NET_EVENT_HANDLER;
 }
 
-std::optional<BattleAction> AIGateway::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
+std::optional<BattleAction> AIGateway::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
 {
 	LOG_TRACE(logAi);
 	NET_EVENT_HANDLER;
@@ -1080,22 +1081,22 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
 	}
 }
 
-void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
+void AIGateway::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
 {
 	NET_EVENT_HANDLER;
 	assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_BATTLE);
 	status.setBattle(ONGOING_BATTLE);
 	const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
 	battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
-	CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
+	CAdventureAI::battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
 }
 
-void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
+void AIGateway::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
 {
 	NET_EVENT_HANDLER;
 	assert(status.getBattle() == ONGOING_BATTLE);
 	status.setBattle(ENDING_BATTLE);
-	bool won = br->winner == myCb->battleGetMySide();
+	bool won = br->winner == myCb->getBattle(battleID)->battleGetMySide();
 	logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.toString(), (won ? "won" : "lost"), battlename);
 	battlename.clear();
 
@@ -1108,7 +1109,7 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
 			answerQuery(queryID, confirmAction);
 		});
 	}
-	CAdventureAI::battleEnd(br, queryID);
+	CAdventureAI::battleEnd(battleID, br, queryID);
 }
 
 void AIGateway::waitTillFree()

+ 3 - 3
AI/Nullkiller/AIGateway.h

@@ -167,10 +167,10 @@ public:
 	void heroBonusChanged(const CGHeroInstance * hero, const Bonus & bonus, bool gain) override;
 	void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
 	void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
-	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
+	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
 
-	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
-	void battleEnd(const BattleResult * br, QueryID queryID) override;
+	void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
+	void battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID) override;
 
 	void makeTurn();
 

+ 37 - 34
AI/StupidAI/StupidAI.cpp

@@ -14,6 +14,7 @@
 #include "../../CCallback.h"
 #include "../../lib/CCreatureHandler.h"
 #include "../../lib/battle/BattleAction.h"
+#include "../../lib/battle/BattleInfo.h"
 
 static std::shared_ptr<CBattleCallback> cbc;
 
@@ -53,12 +54,12 @@ void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
 	initBattleInterface(ENV, CB);
 }
 
-void CStupidAI::actionFinished(const BattleAction &action)
+void CStupidAI::actionFinished(const BattleID & battleID, const BattleAction &action)
 {
 	print("actionFinished called");
 }
 
-void CStupidAI::actionStarted(const BattleAction &action)
+void CStupidAI::actionStarted(const BattleID & battleID, const BattleAction &action)
 {
 	print("actionStarted called");
 }
@@ -71,11 +72,11 @@ public:
 	std::vector<BattleHex> attackFrom; //for melee fight
 	EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
 	{}
-	void calcDmg(const CStack * ourStack)
+	void calcDmg(const BattleID & battleID, const CStack * ourStack)
 	{
 		// FIXME: provide distance info for Jousting bonus
 		DamageEstimation retal;
-		DamageEstimation dmg = cbc->battleEstimateDamage(ourStack, s, 0, &retal);
+		DamageEstimation dmg = cbc->getBattle(battleID)->battleEstimateDamage(ourStack, s, 0, &retal);
 		adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
 		adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
 	}
@@ -91,14 +92,14 @@ bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
 	return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
 }
 
-static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
+static bool willSecondHexBlockMoreEnemyShooters(const BattleID & battleID, const BattleHex &h1, const BattleHex &h2)
 {
 	int shooters[2] = {0}; //count of shooters on hexes
 
 	for(int i = 0; i < 2; i++)
 	{
 		for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
-			if(const auto * s = cbc->battleGetUnitByPos(neighbour))
+			if(const auto * s = cbc->getBattle(battleID)->battleGetUnitByPos(neighbour))
 				if(s->isShooter())
 					shooters[i]++;
 	}
@@ -106,16 +107,16 @@ static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const Battl
 	return shooters[0] < shooters[1];
 }
 
-void CStupidAI::yourTacticPhase(int distance)
+void CStupidAI::yourTacticPhase(const BattleID & battleID, int distance)
 {
-	cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
+	cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
 }
 
-void CStupidAI::activeStack( const CStack * stack )
+void CStupidAI::activeStack(const BattleID & battleID, const CStack * stack)
 {
 	//boost::this_thread::sleep_for(boost::chrono::seconds(2));
 	print("activeStack called for " + stack->nodeName());
-	ReachabilityInfo dists = cb->getReachability(stack);
+	ReachabilityInfo dists = cb->getBattle(battleID)->getReachability(stack);
 	std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
 
 	if(stack->creatureId() == CreatureID::CATAPULT)
@@ -128,24 +129,24 @@ void CStupidAI::activeStack( const CStack * stack )
 		attack.side = side;
 		attack.stackNumber = stack->unitId();
 
-		cb->battleMakeUnitAction(attack);
+		cb->battleMakeUnitAction(battleID, attack);
 		return;
 	}
 	else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
 	{
-		cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
+		cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
 		return;
 	}
 
-	for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
+	for (const CStack *s : cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY))
 	{
-		if(cb->battleCanShoot(stack, s->getPosition()))
+		if(cb->getBattle(battleID)->battleCanShoot(stack, s->getPosition()))
 		{
 			enemiesShootable.push_back(s);
 		}
 		else
 		{
-			std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
+			std::vector<BattleHex> avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(stack, false);
 
 			for (BattleHex hex : avHexes)
 			{
@@ -168,21 +169,23 @@ void CStupidAI::activeStack( const CStack * stack )
 	}
 
 	for ( auto & enemy : enemiesReachable )
-		enemy.calcDmg( stack );
+		enemy.calcDmg(battleID, stack);
 
 	for ( auto & enemy : enemiesShootable )
-		enemy.calcDmg( stack );
+		enemy.calcDmg(battleID, stack);
 
 	if(enemiesShootable.size())
 	{
 		const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
-		cb->battleMakeUnitAction(BattleAction::makeShotAttack(stack, ei.s));
+		cb->battleMakeUnitAction(battleID, BattleAction::makeShotAttack(stack, ei.s));
 		return;
 	}
 	else if(enemiesReachable.size())
 	{
 		const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
-		cb->battleMakeUnitAction(BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters)));
+		BattleHex targetHex = *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), [&](auto a, auto b) { return willSecondHexBlockMoreEnemyShooters(battleID, a, b);});
+
+		cb->battleMakeUnitAction(battleID, BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), targetHex));
 		return;
 	}
 	else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
@@ -194,26 +197,26 @@ void CStupidAI::activeStack( const CStack * stack )
 
 		if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
 		{
-			cb->battleMakeUnitAction(goTowards(stack, closestEnemy->s->getAttackableHexes(stack)));
+			cb->battleMakeUnitAction(battleID, goTowards(battleID, stack, closestEnemy->s->getAttackableHexes(stack)));
 			return;
 		}
 	}
 
-	cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
+	cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
 	return;
 }
 
-void CStupidAI::battleAttack(const BattleAttack *ba)
+void CStupidAI::battleAttack(const BattleID & battleID, const BattleAttack *ba)
 {
 	print("battleAttack called");
 }
 
-void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
+void CStupidAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
 {
 	print("battleStacksAttacked called");
 }
 
-void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
+void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
 {
 	print("battleEnd called");
 }
@@ -223,38 +226,38 @@ void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
 // 	print("battleResultsApplied called");
 // }
 
-void CStupidAI::battleNewRoundFirst(int round)
+void CStupidAI::battleNewRoundFirst(const BattleID & battleID, int round)
 {
 	print("battleNewRoundFirst called");
 }
 
-void CStupidAI::battleNewRound(int round)
+void CStupidAI::battleNewRound(const BattleID & battleID, int round)
 {
 	print("battleNewRound called");
 }
 
-void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
+void CStupidAI::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
 {
 	print("battleStackMoved called");
 }
 
-void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
+void CStupidAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc)
 {
 	print("battleSpellCast called");
 }
 
-void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
+void CStupidAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
 {
 	print("battleStacksEffectsSet called");
 }
 
-void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
+void CStupidAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
 {
 	print("battleStart called");
 	side = Side;
 }
 
-void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
+void CStupidAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
 {
 	print("battleCatapultAttacked called");
 }
@@ -264,10 +267,10 @@ void CStupidAI::print(const std::string &text) const
 	logAi->trace("CStupidAI  [%p]: %s", this, text);
 }
 
-BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
+BattleAction CStupidAI::goTowards(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> hexes) const
 {
-	auto reachability = cb->getReachability(stack);
-	auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
+	auto reachability = cb->getBattle(battleID)->getReachability(stack);
+	auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
 
 	if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
 	{

+ 18 - 16
AI/StupidAI/StupidAI.h

@@ -11,6 +11,7 @@
 
 #include "../../lib/battle/BattleHex.h"
 #include "../../lib/battle/ReachabilityInfo.h"
+#include "../../lib/CGameInterface.h"
 
 class EnemyInfo;
 
@@ -30,25 +31,26 @@ public:
 
 	void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
 	void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
-	void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
-	void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
-	void activeStack(const CStack * stack) override; //called when it's turn of that stack
-	void yourTacticPhase(int distance) override;
-
-	void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
-	void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
-	void battleEnd(const BattleResult *br, QueryID queryID) override;
+
+	void actionFinished(const BattleID & battleID, const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
+	void actionStarted(const BattleID & battleID, const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
+	void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
+	void yourTacticPhase(const BattleID & battleID, int distance) override;
+
+	void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //called when stack is performing attack
+	void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
+	void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
 	//void battleResultsApplied() override; //called when all effects of last battle are applied
-	void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
-	void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
-	void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
-	void battleSpellCast(const BattleSpellCast *sc) override;
-	void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
+	void battleNewRoundFirst(const BattleID & battleID, int round) override; //called at the beginning of each turn before changes are applied;
+	void battleNewRound(const BattleID & battleID, int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
+	void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
+	void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
+	void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;//called when a specific effect is set to stacks
 	//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
-	void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
-	void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
+	void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
+	void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
 
 private:
-	BattleAction goTowards(const CStack * stack, std::vector<BattleHex> hexes) const;
+	BattleAction goTowards(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> hexes) const;
 };
 

+ 6 - 6
AI/VCAI/VCAI.cpp

@@ -1577,22 +1577,22 @@ void VCAI::completeGoal(Goals::TSubgoal goal)
 
 }
 
-void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
+void VCAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
 {
 	NET_EVENT_HANDLER;
 	assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_BATTLE);
 	status.setBattle(ONGOING_BATTLE);
 	const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
 	battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
-	CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
+	CAdventureAI::battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
 }
 
-void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
+void VCAI::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
 {
 	NET_EVENT_HANDLER;
 	assert(status.getBattle() == ONGOING_BATTLE);
 	status.setBattle(ENDING_BATTLE);
-	bool won = br->winner == myCb->battleGetMySide();
+	bool won = br->winner == myCb->getBattle(battleID)->battleGetMySide();
 	logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.toString(), (won ? "won" : "lost"), battlename);
 	battlename.clear();
 
@@ -1605,7 +1605,7 @@ void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
 			answerQuery(queryID, confirmAction);
 		});
 	}
-	CAdventureAI::battleEnd(br, queryID);
+	CAdventureAI::battleEnd(battleID, br, queryID);
 }
 
 void VCAI::waitTillFree()
@@ -2894,7 +2894,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
 	return true;
 }
 
-std::optional<BattleAction> VCAI::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
+std::optional<BattleAction> VCAI::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
 {
 	return std::nullopt;
 }

+ 3 - 3
AI/VCAI/VCAI.h

@@ -201,9 +201,9 @@ public:
 	void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
 	void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
 
-	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
-	void battleEnd(const BattleResult * br, QueryID queryID) override;
-	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
+	void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
+	void battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID) override;
+	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
 
 	void makeTurn();
 	void mainLoop();

+ 2 - 2
CCallback.cpp

@@ -393,7 +393,7 @@ void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
 	sendRequest(&ma);
 }
 
-std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
+std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
 {
-	return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleState);
+	return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleID< battleState);
 }

+ 19 - 12
CCallback.h

@@ -53,10 +53,12 @@ public:
 	bool waitTillRealize = false; //if true, request functions will return after they are realized by server
 	bool unlockGsWhenWaiting = false;//if true after sending each request, gs mutex will be unlocked so the changes can be applied; NOTICE caller must have gs mx locked prior to any call to actiob callback!
 	//battle
-	virtual void battleMakeSpellAction(const BattleAction & action) = 0;
-	virtual void battleMakeUnitAction(const BattleAction & action) = 0;
-	virtual void battleMakeTacticAction(const BattleAction & action) = 0;
-	virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0;
+	virtual void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) = 0;
+	virtual void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) = 0;
+	virtual void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) = 0;
+	virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
+
+	virtual std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) = 0;
 };
 
 class IGameActionCallback
@@ -108,18 +110,25 @@ public:
 	virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) = 0;
 };
 
-class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
+class CBattleCallback : public IBattleCallback
 {
+	std::map<BattleID, std::shared_ptr<CPlayerBattleCallback>> activeBattles;
+
 protected:
 	int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
 	CClient *cl;
 
 public:
 	CBattleCallback(std::optional<PlayerColor> Player, CClient * C);
-	void battleMakeSpellAction(const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
-	void battleMakeUnitAction(const BattleAction & action) override;
-	void battleMakeTacticAction(const BattleAction & action) override; // performs tactic phase actions
-	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
+	void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
+	void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) override;
+	void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
+	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
+
+	std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) override;
+
+	void onBattleStarted(const BattleID & battleID);
+	void onBattleEnded(const BattleID & battleID);
 
 #if SCRIPTING_ENABLED
 	scripting::Pool * getContextPool() const override;
@@ -129,9 +138,7 @@ public:
 	friend class CClient;
 };
 
-class CCallback : public CPlayerSpecificInfoCallback,
-	public IGameActionCallback,
-	public CBattleCallback
+class CCallback : public CPlayerSpecificInfoCallback, public CBattleCallback, public IGameActionCallback
 {
 public:
 	CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C);

+ 2 - 2
client/CPlayerInterface.cpp

@@ -1000,7 +1000,7 @@ void CPlayerInterface::battleGateStateChanged(const EGateState state)
 	battleInt->gateStateChanged(state);
 }
 
-void CPlayerInterface::yourTacticPhase(int distance)
+void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 }
@@ -2126,7 +2126,7 @@ void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectP
 	adventureInt->openWorldView(objectPositions, showTerrain );
 }
 
-std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
+std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
 {
 	return std::nullopt;
 }

+ 2 - 2
client/CPlayerInterface.h

@@ -171,8 +171,8 @@ protected: // Call-ins from server, should not be called directly, but only via
 	void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
 	void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
 	void battleGateStateChanged(const EGateState state) override;
-	void yourTacticPhase(int distance) override;
-	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
+	void yourTacticPhase(const BattleID & battleID, int distance) override;
+	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
 
 public: // public interface for use by client via LOCPLINT access
 

+ 1 - 1
client/Client.cpp

@@ -634,7 +634,7 @@ void CClient::battleStarted(const BattleInfo * info)
 		auto tacticianColor = info->sides[info->tacticsSide].color;
 
 		if (vstd::contains(battleints, tacticianColor))
-			battleints[tacticianColor]->yourTacticPhase(info->tacticDistance);
+			battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
 	}
 }
 

+ 3 - 4
client/Client.h

@@ -13,7 +13,6 @@
 #include <vcmi/Environment.h>
 
 #include "../lib/IGameCallback.h"
-#include "../lib/battle/CBattleInfoCallback.h"
 
 VCMI_LIB_NAMESPACE_BEGIN
 
@@ -105,12 +104,12 @@ public:
 	const Services * services() const override;
 	vstd::CLoggerBase * logger() const override;
 	events::EventBus * eventBus() const override;
-	const BattleCb * battle() const override;
+	const BattleCb * battle(const BattleID & battle) const override;
 	const GameCb * game() const override;
 };
 
 /// Class which handles client - server logic
-class CClient : public IGameCallback, public CBattleInfoCallback, public Environment
+class CClient : public IGameCallback, public Environment
 {
 public:
 	std::map<PlayerColor, std::shared_ptr<CGameInterface>> playerint;
@@ -124,7 +123,7 @@ public:
 	~CClient();
 
 	const Services * services() const override;
-	const BattleCb * battle() const override;
+	const BattleCb * battle(const BattleID & battle) const override;
 	const GameCb * game() const override;
 	vstd::CLoggerBase * logger() const override;
 	events::EventBus * eventBus() const override;

+ 32 - 32
lib/CGameInterface.cpp

@@ -157,90 +157,90 @@ CGlobalAI::CGlobalAI()
 	human = false;
 }
 
-void CAdventureAI::battleNewRound(int round)
+void CAdventureAI::battleNewRound(const BattleID & battleID, int round)
 {
-	battleAI->battleNewRound(round);
+	battleAI->battleNewRound(battleID, round);
 }
 
-void CAdventureAI::battleCatapultAttacked(const CatapultAttack & ca)
+void CAdventureAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
 {
-	battleAI->battleCatapultAttacked(ca);
+	battleAI->battleCatapultAttacked(battleID, ca);
 }
 
-void CAdventureAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
+void CAdventureAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
 							   const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
 {
 	assert(!battleAI);
 	assert(cbc);
 	battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
 	battleAI->initBattleInterface(env, cbc);
-	battleAI->battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
+	battleAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
 }
 
-void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
+void CAdventureAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
 {
-	battleAI->battleStacksAttacked(bsa, ranged);
+	battleAI->battleStacksAttacked(battleID, bsa, ranged);
 }
 
-void CAdventureAI::actionStarted(const BattleAction & action)
+void CAdventureAI::actionStarted(const BattleID & battleID, const BattleAction & action)
 {
-	battleAI->actionStarted(action);
+	battleAI->actionStarted(battleID, action);
 }
 
-void CAdventureAI::battleNewRoundFirst(int round)
+void CAdventureAI::battleNewRoundFirst(const BattleID & battleID, int round)
 {
-	battleAI->battleNewRoundFirst(round);
+	battleAI->battleNewRoundFirst(battleID, round);
 }
 
-void CAdventureAI::actionFinished(const BattleAction & action)
+void CAdventureAI::actionFinished(const BattleID & battleID, const BattleAction & action)
 {
-	battleAI->actionFinished(action);
+	battleAI->actionFinished(battleID, action);
 }
 
-void CAdventureAI::battleStacksEffectsSet(const SetStackEffect & sse)
+void CAdventureAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
 {
-	battleAI->battleStacksEffectsSet(sse);
+	battleAI->battleStacksEffectsSet(battleID, sse);
 }
 
-void CAdventureAI::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
+void CAdventureAI::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
 {
-	battleAI->battleObstaclesChanged(obstacles);
+	battleAI->battleObstaclesChanged(battleID, obstacles);
 }
 
-void CAdventureAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
+void CAdventureAI::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
 {
-	battleAI->battleStackMoved(stack, dest, distance, teleport);
+	battleAI->battleStackMoved(battleID, stack, dest, distance, teleport);
 }
 
-void CAdventureAI::battleAttack(const BattleAttack * ba)
+void CAdventureAI::battleAttack(const BattleID & battleID, const BattleAttack * ba)
 {
-	battleAI->battleAttack(ba);
+	battleAI->battleAttack(battleID, ba);
 }
 
-void CAdventureAI::battleSpellCast(const BattleSpellCast * sc)
+void CAdventureAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
 {
-	battleAI->battleSpellCast(sc);
+	battleAI->battleSpellCast(battleID, sc);
 }
 
-void CAdventureAI::battleEnd(const BattleResult * br, QueryID queryID)
+void CAdventureAI::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
 {
-	battleAI->battleEnd(br, queryID);
+	battleAI->battleEnd(battleID, br, queryID);
 	battleAI.reset();
 }
 
-void CAdventureAI::battleUnitsChanged(const std::vector<UnitChanges> & units)
+void CAdventureAI::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
 {
-	battleAI->battleUnitsChanged(units);
+	battleAI->battleUnitsChanged(battleID, units);
 }
 
-void CAdventureAI::activeStack(const CStack * stack)
+void CAdventureAI::activeStack(const BattleID & battleID, const CStack * stack)
 {
-	battleAI->activeStack(stack);
+	battleAI->activeStack(battleID, stack);
 }
 
-void CAdventureAI::yourTacticPhase(int distance)
+void CAdventureAI::yourTacticPhase(const BattleID & battleID, int distance)
 {
-	battleAI->yourTacticPhase(distance);
+	battleAI->yourTacticPhase(battleID, distance);
 }
 
 void CAdventureAI::saveGame(BinarySerializer & h, const int version) /*saving */

+ 20 - 19
lib/CGameInterface.h

@@ -80,8 +80,8 @@ public:
 	virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences){};
 
 	//battle call-ins
-	virtual void activeStack(const CStack * stack)=0; //called when it's turn of that stack
-	virtual void yourTacticPhase(int distance)=0; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
+	virtual void activeStack(const BattleID & battleID, const CStack * stack)=0; //called when it's turn of that stack
+	virtual void yourTacticPhase(const BattleID & battleID, int distance)=0; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
 };
 
 /// Central class for managing human player / AI interface logic
@@ -109,7 +109,7 @@ public:
 
 	virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain){};
 
-	virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0;
+	virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
 
 	virtual void saveGame(BinarySerializer & h, const int version) = 0;
 	virtual void loadGame(BinaryDeserializer & h, const int version) = 0;
@@ -144,22 +144,23 @@ public:
 	virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used
 
 	//battle interface
-	virtual void activeStack(const CStack * stack) override;
-	virtual void yourTacticPhase(int distance) override;
-	virtual void battleNewRound(int round) override;
-	virtual void battleCatapultAttacked(const CatapultAttack & ca) override;
-	virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
-	virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
-	virtual void actionStarted(const BattleAction &action) override;
-	virtual void battleNewRoundFirst(int round) override;
-	virtual void actionFinished(const BattleAction &action) override;
-	virtual void battleStacksEffectsSet(const SetStackEffect & sse) override;
-	virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
-	virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
-	virtual void battleAttack(const BattleAttack *ba) override;
-	virtual void battleSpellCast(const BattleSpellCast *sc) override;
-	virtual void battleEnd(const BattleResult *br, QueryID queryID) override;
-	virtual void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
+	virtual void activeStack(const BattleID & battleID, const CStack * stack) override;
+	virtual void yourTacticPhase(const BattleID & battleID, int distance) override;
+
+	virtual void battleNewRound(const BattleID & battleID, int round) override;
+	virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override;
+	virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
+	virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
+	virtual void actionStarted(const BattleID & battleID, const BattleAction &action) override;
+	virtual void battleNewRoundFirst(const BattleID & battleID, int round) override;
+	virtual void actionFinished(const BattleID & battleID, const BattleAction &action) override;
+	virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;
+	virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
+	virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
+	virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba) override;
+	virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
+	virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
+	virtual void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
 
 	virtual void saveGame(BinarySerializer & h, const int version) override;
 	virtual void loadGame(BinaryDeserializer & h, const int version) override;

+ 18 - 18
lib/IGameEventsReceiver.h

@@ -56,24 +56,24 @@ class UnitChanges;
 class DLL_LINKAGE IBattleEventsReceiver
 {
 public:
-	virtual void actionFinished(const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
-	virtual void actionStarted(const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
-	virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
-	virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
-	virtual void battleEnd(const BattleResult *br, QueryID queryID){};
-	virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
-	virtual void battleNewRound(int round){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
-	virtual void battleLogMessage(const std::vector<MetaString> & lines){};
-	virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){};
-	virtual void battleSpellCast(const BattleSpellCast *sc){};
-	virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
-	virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
-	virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
-	virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
-	virtual void battleUnitsChanged(const std::vector<UnitChanges> & units){};
-	virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){};
-	virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
-	virtual void battleGateStateChanged(const EGateState state){};
+	virtual void actionFinished(const BattleID & battleID, const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
+	virtual void actionStarted(const BattleID & battleID, const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
+	virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba){}; //called when stack is performing attack
+	virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
+	virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID){};
+	virtual void battleNewRoundFirst(const BattleID & battleID, int round){}; //called at the beginning of each turn before changes are applied;
+	virtual void battleNewRound(const BattleID & battleID, int round){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
+	virtual void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines){};
+	virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){};
+	virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc){};
+	virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse){};//called when a specific effect is set to stacks
+	virtual void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte){}; //called for various one-shot effects
+	virtual void battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
+	virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
+	virtual void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units){};
+	virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles){};
+	virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca){}; //called when catapult makes an attack
+	virtual void battleGateStateChanged(const BattleID & battleID, const EGateState state){};
 };
 
 class DLL_LINKAGE IGameEventsReceiver