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Removed creatureBank flag from battle, battles now receive BattleLayout
struct that defines how units are placed in combat

Ivan Savenko 1 рік тому
батько
коміт
39a2c29c97

+ 3 - 3
AI/BattleAI/StackWithBonuses.cpp

@@ -12,6 +12,7 @@
 
 #include <vcmi/events/EventBus.h>
 
+#include "../../lib/battle/BattleLayout.h"
 #include "../../lib/CStack.h"
 #include "../../lib/ScriptHandler.h"
 #include "../../lib/networkPacks/PacksForClientBattle.h"
@@ -479,10 +480,9 @@ int3 HypotheticBattle::getLocation() const
 	return int3(-1, -1, -1);
 }
 
-bool HypotheticBattle::isCreatureBank() const
+BattleLayout HypotheticBattle::getLayout() const
 {
-	// TODO
-	return false;
+	return subject->getBattle()->getLayout();
 }
 
 int64_t HypotheticBattle::getTreeVersion() const

+ 1 - 1
AI/BattleAI/StackWithBonuses.h

@@ -160,7 +160,7 @@ public:
 	int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
 	std::vector<SpellID> getUsedSpells(BattleSide side) const override;
 	int3 getLocation() const override;
-	bool isCreatureBank() const override;
+	BattleLayout getLayout() const override;
 
 	int64_t getTreeVersion() const;
 

+ 2 - 3
client/Client.h

@@ -193,9 +193,8 @@ public:
 	void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
 	void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
 	void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
-	void startBattlePrimary(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank = false, const CGTownInstance * town = nullptr) override {}; //use hero=nullptr for no hero
-	void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
-	void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
+	void startBattle(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, const BattleLayout & layout, const CGTownInstance * town) override {}; //use hero=nullptr for no hero
+	void startBattle(const CArmedInstance * army1, const CArmedInstance * army2) override {}; //if any of armies is hero, hero will be used
 	bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
 	void giveHeroBonus(GiveBonus * bonus) override {};
 	void setMovePoints(SetMovePoints * smp) override {};

+ 0 - 87
config/battleStartpos.json

@@ -1,87 +0,0 @@
-{
-	"battle_positions":
-	[
-		{
-			"name" : "attackerLoose", // loose formation, attacker
-			"levels": [
-				[            86                ],
-				[ 35,                 137      ],
-				[ 35,        86,      137      ],
-				[ 1,     69,     103,      171 ],
-				[ 1, 35,     86,      137, 171 ],
-				[ 1, 35, 69,     103, 137, 171 ],
-				[ 1, 35, 69, 86, 103, 137, 171 ]
-				]
-		},
-
-		{
-			"name" : "defenderLoose", // loose formation, defender
-			"levels": [
-				[             100                ],
-				[     49,               151      ],
-				[     49,     100,      151      ],
-				[ 15,     83,      117,      185 ],
-				[ 15, 49,     100,      151, 185 ],
-				[ 15, 49, 83,      117, 151, 185 ],
-				[ 15, 49, 83, 100, 117, 151, 185 ]
-				]
-		},
-
-		{
-			"name" : "attackerTight", // tight formation, attacker
-			"levels": [
-				[             86                ],
-				[         69,     103           ],
-				[         69, 86, 103           ],
-				[     35, 69,     103, 137      ],
-				[     35, 69, 86, 103, 137      ],
-				[  1, 35, 69,     103, 137, 171 ],
-				[  1, 35, 69, 86, 103, 137, 171 ]
-				]
-		},
-
-		{
-			"name" : "defenderTight", // tight formation, defender
-			"levels": [
-				[             100                ],
-				[         83,      117           ],
-				[         83, 100, 117           ],
-				[     49, 83,      117, 151      ],
-				[     49, 83, 100, 117, 151      ],
-				[ 15, 49, 83,      117, 151, 185 ],
-				[ 15, 49, 83, 100, 117, 151, 185 ]
-				]
-		},
-
-		{
-			"name" : "attackerCreBank", // creature bank, attacker
-			"levels": [
-				[ 57 ],
-				[ 57, 61 ],
-				[ 57, 61, 90 ],
-				[ 57, 61, 90, 93 ],
-				[ 57, 61, 90, 93, 96 ],
-				[ 57, 61, 90, 93, 96, 125 ],
-				[ 57, 61, 90, 93, 96, 125, 129 ]
-				]
-		},
-
-		{
-			"name" : "defenderCreBank", // creature bank, defender
-			"levels": [
-				[ 15 ],
-				[ 15, 185 ],
-				[ 15, 185, 172 ],
-				[ 15, 185, 172, 2 ],
-				[ 15, 185, 172, 2, 100 ],
-				[ 15, 185, 172, 2, 100, 86 ],
-				[ 15, 185, 172, 2, 100, 86, 8 ]
-				]
-		}
-	],
-	"commanderPositions":
-	{
-		"field" : [88, 98], //attacker/defender
-		"creBank" : [95, 8] //not expecting defendig hero at bank, but hell knows
-	}
-}

+ 71 - 2
config/gameConfig.json

@@ -342,8 +342,77 @@
 			// limit of damage reduction that can be achieved by overpowering defense points
 			"defensePointDamageFactorCap": 0.7,
 			// If set to true, double-wide creatures will trigger obstacle effect when moving one tile forward or backwards
-			"oneHexTriggersObstacles": false
-		},	
+			"oneHexTriggersObstacles": false,
+			
+			// Positions of units on start of the combat
+			// If battle does not defines specific configuration, 'default' configuration will be used
+			// Configuration must define either 'attackerUnits' list of 7 elements or both 'attackerUnitsLoose' and 'attackerUnitsTight' lists of 7 elements, 1..7 elements each
+			// Similarly, for defender configuration must have either 'defenderUnits' or both 'defenderUnitsLoose' and 'defenderUnitsTight'
+			"layouts" : {
+				"default" : {
+					"tacticsAllowed" : true,
+					"obstaclesAllowed" : true,
+					"attackerCommander" : 88,
+					"defenderCommander" : 98,
+					"attackerWarMachines" : [ 52, 18, 154, 120 ],
+					"defenderWarMachines" : [ 66, 32, 168, 134 ],
+					"attackerUnitsLoose": [
+						[            86                ],
+						[ 35,                 137      ],
+						[ 35,        86,      137      ],
+						[ 1,     69,     103,      171 ],
+						[ 1, 35,     86,      137, 171 ],
+						[ 1, 35, 69,     103, 137, 171 ],
+						[ 1, 35, 69, 86, 103, 137, 171 ]
+					],
+					"defenderUnitsLoose": [
+						[             100                ],
+						[     49,               151      ],
+						[     49,     100,      151      ],
+						[ 15,     83,      117,      185 ],
+						[ 15, 49,     100,      151, 185 ],
+						[ 15, 49, 83,      117, 151, 185 ],
+						[ 15, 49, 83, 100, 117, 151, 185 ]
+					],
+					"attackerUnitsTight": [
+						[             86                ],
+						[         69,     103           ],
+						[         69, 86, 103           ],
+						[     35, 69,     103, 137      ],
+						[     35, 69, 86, 103, 137      ],
+						[  1, 35, 69,     103, 137, 171 ],
+						[  1, 35, 69, 86, 103, 137, 171 ]
+					],
+					"defenderUnitsTight": [
+						[             100                ],
+						[         83,      117           ],
+						[         83, 100, 117           ],
+						[     49, 83,      117, 151      ],
+						[     49, 83, 100, 117, 151      ],
+						[ 15, 49, 83,      117, 151, 185 ],
+						[ 15, 49, 83, 100, 117, 151, 185 ]
+					]
+				},
+				// Configuration for creature banks with single-tile enemies
+				"creatureBankNarrow" : {
+					"tacticsAllowed" : false,
+					"obstaclesAllowed" : false,
+					"attackerCommander" : 95,
+					"defenderCommander" : 8,
+					"attackerUnits": [ 57, 61, 90, 93, 96, 125, 129 ],
+					"defenderUnits": [ 15, 185, 172, 2, 100, 87, 8 ]
+				},
+				// Configuration for creature banks with double-wide enemies
+				"creatureBankWide" : {
+					"tacticsAllowed" : false,
+					"obstaclesAllowed" : false,
+					"attackerCommander" : 95,
+					"defenderCommander" : 8,
+					"attackerUnits": [ 57, 61, 90, 93, 96, 125, 129 ],
+					"defenderUnits": [ 15, 185, 171, 1, 100, 86, 8 ]
+				}
+			}
+		},
 
 		"creatures":
 		{

+ 12 - 0
config/objects/creatureBanks.json

@@ -25,6 +25,7 @@
 				"onVisitedMessage" : 33,
 				"visitMode" : "once",
 				"selectMode" : "selectFirst",
+				"guardsLayout" : "creatureBankNarrow",
 				"rewards" : [
 					{
 						"message" : 34,
@@ -125,6 +126,7 @@
 				"onVisitedMessage" : 33,
 				"visitMode" : "once",
 				"selectMode" : "selectFirst",
+				"guardsLayout" : "creatureBankNarrow",
 				"rewards" : [
 					{
 						"message" : 34,
@@ -207,6 +209,7 @@
 				"onVisitedMessage" : 33,
 				"visitMode" : "once",
 				"selectMode" : "selectFirst",
+				"guardsLayout" : "creatureBankWide",
 				"rewards" : [
 					{
 						"message" : 34,
@@ -273,6 +276,7 @@
 				"onVisitedMessage" : 33,
 				"visitMode" : "once",
 				"selectMode" : "selectFirst",
+				"guardsLayout" : "creatureBankNarrow",
 				"rewards" : [
 					{
 						"message" : 34,
@@ -354,6 +358,7 @@
 				"onVisitedMessage" : 33,
 				"visitMode" : "once",
 				"selectMode" : "selectFirst",
+				"guardsLayout" : "creatureBankWide",
 				"rewards" : [
 					{
 						"message" : 34,
@@ -436,6 +441,7 @@
 				"onVisitedMessage" : 33,
 				"visitMode" : "once",
 				"selectMode" : "selectFirst",
+				"guardsLayout" : "creatureBankWide",
 				"rewards" : [
 					{
 						"message" : 34,
@@ -518,6 +524,7 @@
 				"onVisitedMessage" : 33,
 				"visitMode" : "once",
 				"selectMode" : "selectFirst",
+				"guardsLayout" : "creatureBankNarrow",
 				"rewards" : [
 					{
 						"message" : 34,
@@ -600,6 +607,7 @@
 						"bonuses" : [ { "type" : "MORALE", "val" : -1, "duration" : "ONE_BATTLE", "description" : 99 } ]
 					}
 				],
+				"guardsLayout" : "creatureBankNarrow",
 				"rewards" : [
 					{
 						"message" : 124,
@@ -695,6 +703,7 @@
 						"bonuses" : [ { "type" : "MORALE", "val" : -1, "duration" : "ONE_BATTLE", "description" : 101 } ]
 					}
 				],
+				"guardsLayout" : "creatureBankWide",
 				"rewards" : [
 					{
 						"message" : 43,
@@ -789,6 +798,7 @@
 						"bonuses" : [ { "type" : "MORALE", "val" : -1, "duration" : "ONE_BATTLE" } ]
 					}
 				],
+				"guardsLayout" : "creatureBankNarrow",
 				"rewards" : [
 					{
 						"appearChance" : { "min" : 0, "max" : 30 },
@@ -878,6 +888,7 @@
 				"selectMode" : "selectFirst",
 				"onGuardedMessage" : 47,
 				"onVisitedMessage" : 33,
+				"guardsLayout" : "creatureBankWide",
 				"rewards" : [
 					{
 						"message" : 34,
@@ -991,6 +1002,7 @@
 						"bonuses" : [ { "type" : "LUCK", "val" : -2, "duration" : "ONE_BATTLE", "description" : 70 } ]
 					}
 				],
+				"guardsLayout" : "default",
 				"rewards" : [
 					{
 						"message" : 106,

+ 4 - 0
config/schemas/rewardable.json

@@ -302,6 +302,10 @@
 			"type" : "string"
 		},
 		
+		"guardsLayout": {
+			"type" : "string"
+		},
+		
 		"visitLimiter": { "$ref" : "#/definitions/limiter" },
 		
 		"selectMode": {

+ 2 - 0
lib/CMakeLists.txt

@@ -48,6 +48,7 @@ set(lib_MAIN_SRCS
 	battle/BattleAttackInfo.cpp
 	battle/BattleHex.cpp
 	battle/BattleInfo.cpp
+	battle/BattleLayout.cpp
 	battle/BattleProxy.cpp
 	battle/BattleStateInfoForRetreat.cpp
 	battle/CBattleInfoCallback.cpp
@@ -404,6 +405,7 @@ set(lib_MAIN_HEADERS
 	battle/BattleAttackInfo.h
 	battle/BattleHex.h
 	battle/BattleInfo.h
+	battle/BattleLayout.h
 	battle/BattleSide.h
 	battle/BattleStateInfoForRetreat.h
 	battle/BattleProxy.h

+ 1 - 0
lib/GameSettings.cpp

@@ -47,6 +47,7 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
 		{EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP, "combat",    "defensePointDamageFactorCap"      },
 		{EGameSettings::COMBAT_GOOD_LUCK_DICE,                  "combat",    "goodLuckDice"                     },
 		{EGameSettings::COMBAT_GOOD_MORALE_DICE,                "combat",    "goodMoraleDice"                   },
+		{EGameSettings::COMBAT_LAYOUTS,                         "combat",    "layouts"                          },
 		{EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES,      "combat",    "oneHexTriggersObstacles"          },
 		{EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH,   "creatures", "allowAllForDoubleMonth"           },
 		{EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS,   "creatures", "allowRandomSpecialWeeks"          },

+ 3 - 3
lib/IGameCallback.h

@@ -28,6 +28,7 @@ struct TeleportDialog;
 struct StackLocation;
 struct ArtifactLocation;
 struct BankConfig;
+struct BattleLayout;
 class CCreatureSet;
 class CStackBasicDescriptor;
 class CGCreature;
@@ -128,9 +129,8 @@ public:
 	virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
 	virtual void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
 	virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
-	virtual void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr)=0; //use hero=nullptr for no hero
-	virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
-	virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
+	virtual void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)=0; //use hero=nullptr for no hero
+	virtual void startBattle(const CArmedInstance *army1, const CArmedInstance *army2)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
 	virtual bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveMove, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
 	virtual bool swapGarrisonOnSiege(ObjectInstanceID tid)=0;
 	virtual void giveHeroBonus(GiveBonus * bonus)=0;

+ 1 - 0
lib/IGameSettings.h

@@ -25,6 +25,7 @@ enum class EGameSettings
 	COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP,
 	COMBAT_GOOD_LUCK_DICE,
 	COMBAT_GOOD_MORALE_DICE,
+	COMBAT_LAYOUTS,
 	CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH,
 	CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS,
 	CREATURES_DAILY_STACK_EXPERIENCE,

+ 50 - 93
lib/battle/BattleInfo.cpp

@@ -9,6 +9,8 @@
  */
 #include "StdInc.h"
 #include "BattleInfo.h"
+
+#include "BattleLayout.h"
 #include "CObstacleInstance.h"
 #include "bonuses/Limiters.h"
 #include "bonuses/Updaters.h"
@@ -74,22 +76,6 @@ void BattleInfo::localInit()
 	exportBonuses();
 }
 
-namespace CGH
-{
-	static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)
-	{
-		for(const JsonNode &level : node.Vector())
-		{
-			std::vector<int> pom;
-			for(const JsonNode &value : level.Vector())
-			{
-				pom.push_back(static_cast<int>(value.Float()));
-			}
-
-			dest.push_back(pom);
-		}
-	}
-}
 
 //RNG that works like H3 one
 struct RandGen
@@ -173,22 +159,20 @@ struct RangeGenerator
 	std::function<int()> myRand;
 };
 
-BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance * town)
+BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town)
 {
 	CMP_stack cmpst;
-	auto * curB = new BattleInfo();
+	auto * curB = new BattleInfo(layout);
 
 	for(auto i : { BattleSide::LEFT_SIDE, BattleSide::RIGHT_SIDE})
 		curB->sides[i].init(heroes[i], armies[i]);
 
-
 	std::vector<CStack*> & stacks = (curB->stacks);
 
 	curB->tile = tile;
 	curB->battlefieldType = battlefieldType;
 	curB->round = -2;
 	curB->activeStack = -1;
-	curB->creatureBank = creatureBank;
 	curB->replayAllowed = false;
 
 	if(town)
@@ -225,7 +209,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
 	}
 
 	//randomize obstacles
- 	if (town == nullptr && !creatureBank) //do it only when it's not siege and not creature bank
+	if (layout.obstaclesAllowed)
  	{
 		RandGen r{};
 		auto ourRand = [&](){ return r.rand(); };
@@ -321,63 +305,40 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
 		}
 	}
 
-	//reading battleStartpos - add creatures AFTER random obstacles are generated
-	//TODO: parse once to some structure
-	BattleSideArray<std::vector<std::vector<int>>> looseFormations;
-	BattleSideArray<std::vector<std::vector<int>>> tightFormations;
-	BattleSideArray<std::vector<std::vector<int>>> creBankFormations;
-	BattleSideArray<int> commanderField;
-	BattleSideArray<int> commanderBank;
-	const JsonNode config(JsonPath::builtin("config/battleStartpos.json"));
-	const JsonVector &positions = config["battle_positions"].Vector();
-
-	CGH::readBattlePositions(positions[0]["levels"], looseFormations[BattleSide::ATTACKER]);
-	CGH::readBattlePositions(positions[1]["levels"], looseFormations[BattleSide::DEFENDER]);
-	CGH::readBattlePositions(positions[2]["levels"], tightFormations[BattleSide::ATTACKER]);
-	CGH::readBattlePositions(positions[3]["levels"], tightFormations[BattleSide::DEFENDER]);
-	CGH::readBattlePositions(positions[4]["levels"], creBankFormations[BattleSide::ATTACKER]);
-	CGH::readBattlePositions(positions[5]["levels"], creBankFormations[BattleSide::DEFENDER]);
-
-	commanderField[BattleSide::ATTACKER] = config["commanderPositions"]["field"][0].Integer();
-	commanderField[BattleSide::DEFENDER] = config["commanderPositions"]["field"][1].Integer();
-
-	commanderBank[BattleSide::ATTACKER] = config["commanderPositions"]["creBank"][0].Integer();
-	commanderBank[BattleSide::DEFENDER] = config["commanderPositions"]["creBank"][1].Integer();
-
 	//adding war machines
-	if(!creatureBank)
+	//Checks if hero has artifact and create appropriate stack
+	auto handleWarMachine = [&](BattleSide side, const ArtifactPosition & artslot, BattleHex hex)
 	{
-		//Checks if hero has artifact and create appropriate stack
-		auto handleWarMachine = [&](BattleSide side, const ArtifactPosition & artslot, BattleHex hex)
+		const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
+
+		if(nullptr != warMachineArt && hex.isValid())
 		{
-			const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
+			CreatureID cre = warMachineArt->artType->getWarMachine();
 
-			if(nullptr != warMachineArt)
-			{
-				CreatureID cre = warMachineArt->artType->getWarMachine();
+			if(cre != CreatureID::NONE)
+				curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex);
+		}
+	};
 
-				if(cre != CreatureID::NONE)
-					curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex);
-			}
-		};
+	if(heroes[BattleSide::ATTACKER])
+	{
+		auto warMachineHexes = layout.warMachines.at(BattleSide::ATTACKER);
 
-		if(heroes[BattleSide::ATTACKER])
-		{
+		handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH1, warMachineHexes.at(0));
+		handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH2, warMachineHexes.at(1));
+		handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH3, warMachineHexes.at(2));
+		if(town && town->fortificationsLevel().wallsHealth > 0)
+			handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH4, warMachineHexes.at(3));
+	}
 
-			handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH1, 52);
-			handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH2, 18);
-			handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH3, 154);
-			if(town && town->fortificationsLevel().wallsHealth > 0)
-				handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH4, 120);
-		}
+	if(heroes[BattleSide::DEFENDER])
+	{
+		auto warMachineHexes = layout.warMachines.at(BattleSide::DEFENDER);
 
-		if(heroes[BattleSide::DEFENDER])
-		{
-			if(!town) //defending hero shouldn't receive ballista (bug #551)
-				handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH1, 66);
-			handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH2, 32);
-			handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH3, 168);
-		}
+		if(!town) //defending hero shouldn't receive ballista (bug #551)
+			handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH1, warMachineHexes.at(0));
+		handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH2, warMachineHexes.at(1));
+		handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH3, warMachineHexes.at(2));
 	}
 	//war machines added
 
@@ -390,20 +351,13 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
 		int k = 0; //stack serial
 		for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
 		{
-			std::vector<int> *formationVector = nullptr;
-			if(armies[side]->formation == EArmyFormation::TIGHT )
-				formationVector = &tightFormations[side][formationNo];
-			else
-				formationVector = &looseFormations[side][formationNo];
-
-			if(creatureBank)
-				formationVector = &creBankFormations[side][formationNo];
+			const BattleHex & pos = layout.units.at(side).at(k);
 
-			BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);
-			if(creatureBank && i->second->type->isDoubleWide())
-				pos += side == BattleSide::RIGHT_SIDE ? BattleHex::LEFT : BattleHex::RIGHT;
+			//if(creatureBank && i->second->type->isDoubleWide())
+			//	pos += side == BattleSide::RIGHT_SIDE ? BattleHex::LEFT : BattleHex::RIGHT;
 
-			curB->generateNewStack(curB->nextUnitId(), *i->second, side, i->first, pos);
+			if (pos.isValid())
+				curB->generateNewStack(curB->nextUnitId(), *i->second, side, i->first, pos);
 		}
 	}
 
@@ -412,9 +366,8 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
 	{
 		if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
 		{
-			curB->generateNewStack(curB->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, creatureBank ? commanderBank[i] : commanderField[i]);
+			curB->generateNewStack(curB->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, layout.commanders.at(i));
 		}
-
 	}
 
 	if (curB->town)
@@ -453,8 +406,6 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
 	//////////////////////////////////////////////////////////////////////////
 
 	//tactics
-	bool isTacticsAllowed = !creatureBank; //no tactics in creature banks
-
 	BattleSideArray<int> battleRepositionHex = {};
 	BattleSideArray<int> battleRepositionHexBlock = {};
 	for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
@@ -475,7 +426,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
 	   double tactics will be implemented.
 	*/
 
-	if(isTacticsAllowed)
+	if(layout.tacticsAllowed)
 	{
 		if(tacticsSkillDiffAttacker > 0 && tacticsSkillDiffDefender > 0)
 			logGlobal->warn("Double tactics is not implemented, only attacker will have tactics!");
@@ -523,11 +474,18 @@ CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
 	return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
 }
 
+BattleInfo::BattleInfo(const BattleLayout & layout):
+	BattleInfo()
+{
+	*this->layout = layout;
+}
+
 BattleInfo::BattleInfo():
 	round(-1),
 	activeStack(-1),
 	town(nullptr),
 	tile(-1,-1,-1),
+	layout(std::make_unique<BattleLayout>()),
 	battlefieldType(BattleField::NONE),
 	tacticsSide(BattleSide::NONE),
 	tacticDistance(0)
@@ -535,6 +493,11 @@ BattleInfo::BattleInfo():
 	setNodeType(BATTLE);
 }
 
+BattleLayout BattleInfo::getLayout() const
+{
+	return *layout;
+}
+
 BattleID BattleInfo::getBattleID() const
 {
 	return battleID;
@@ -679,12 +642,6 @@ int3 BattleInfo::getLocation() const
 	return tile;
 }
 
-bool BattleInfo::isCreatureBank() const
-{
-	return creatureBank;
-}
-
-
 std::vector<SpellID> BattleInfo::getUsedSpells(BattleSide side) const
 {
 	return getSide(side).usedSpellsHistory;

+ 5 - 3
lib/battle/BattleInfo.h

@@ -22,10 +22,12 @@ class CStack;
 class CStackInstance;
 class CStackBasicDescriptor;
 class BattleField;
+struct BattleLayout;
 
 class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
 {
 	BattleSideArray<SideInBattle> sides; //sides[0] - attacker, sides[1] - defender
+	std::unique_ptr<BattleLayout> layout;
 public:
 	BattleID battleID = BattleID(0);
 
@@ -33,7 +35,6 @@ public:
 	si32 activeStack;
 	const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
 	int3 tile; //for background and bonuses
-	bool creatureBank; //auxiliary field, do not serialize
 	bool replayAllowed;
 	std::vector<CStack*> stacks;
 	std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
@@ -65,6 +66,7 @@ public:
 	}
 
 	//////////////////////////////////////////////////////////////////////////
+	BattleInfo(const BattleLayout & layout);
 	BattleInfo();
 	virtual ~BattleInfo();
 
@@ -108,7 +110,7 @@ public:
 	int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
 
 	int3 getLocation() const override;
-	bool isCreatureBank() const override;
+	BattleLayout getLayout() const override;
 
 	std::vector<SpellID> getUsedSpells(BattleSide side) const override;
 
@@ -152,7 +154,7 @@ public:
 	const CGHeroInstance * getHero(const PlayerColor & player) const; //returns fighting hero that belongs to given player
 
 	void localInit();
-	static BattleInfo * setupBattle(const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance * town);
+	static BattleInfo * setupBattle(const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town);
 
 	BattleSide whatSide(const PlayerColor & player) const;
 

+ 81 - 0
lib/battle/BattleLayout.cpp

@@ -0,0 +1,81 @@
+/*
+ * BattleLayout.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 "BattleLayout.h"
+
+#include "../GameSettings.h"
+#include "../IGameCallback.h"
+#include "../VCMI_Lib.h"
+#include "../json/JsonNode.h"
+#include "../mapObjects/CArmedInstance.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+BattleLayout BattleLayout::createDefaultLayout(IGameCallback * cb, const CArmedInstance * attacker, const CArmedInstance * defender)
+{
+	return createLayout(cb, "default", attacker, defender);
+}
+
+BattleLayout BattleLayout::createLayout(IGameCallback * cb, const std::string & layoutName, const CArmedInstance * attacker, const CArmedInstance * defender)
+{
+	const auto & loadHex = [](const JsonNode & node)
+	{
+		if (node.isNull())
+			return BattleHex();
+		else
+			return BattleHex(node.Integer());
+	};
+
+	const auto & loadUnits = [](const JsonNode & node)
+	{
+		UnitsArrayType::value_type result;
+		for (size_t i = 0; i < GameConstants::ARMY_SIZE; ++i)
+		{
+			if (!node[i].isNull())
+				result[i] = BattleHex(node[i].Integer());
+		}
+		return result;
+	};
+
+	const JsonNode & configRoot = cb->getSettings().getValue(EGameSettings::COMBAT_LAYOUTS);
+	const JsonNode & config = configRoot[layoutName];
+
+	BattleLayout result;
+
+	result.commanders[BattleSide::ATTACKER] = loadHex(config["attackerCommander"]);
+	result.commanders[BattleSide::DEFENDER] = loadHex(config["defenderCommander"]);
+
+	for (size_t i = 0; i < 4; ++i)
+		result.warMachines[BattleSide::ATTACKER][i] = loadHex(config["attackerWarMachines"][i]);
+
+	for (size_t i = 0; i < 4; ++i)
+		result.warMachines[BattleSide::DEFENDER][i] = loadHex(config["attackerWarMachines"][i]);
+
+	if (attacker->formation == EArmyFormation::LOOSE && !config["attackerUnitsLoose"].isNull())
+		result.units[BattleSide::ATTACKER] = loadUnits(config["attackerUnitsLoose"][attacker->stacksCount()]);
+	else if (attacker->formation == EArmyFormation::TIGHT && !config["attackerUnitsTight"].isNull())
+		result.units[BattleSide::ATTACKER] = loadUnits(config["attackerUnitsTight"][attacker->stacksCount()]);
+	else
+		result.units[BattleSide::ATTACKER] = loadUnits(config["attackerUnits"]);
+
+	if (attacker->formation == EArmyFormation::LOOSE && !config["defenderUnitsLoose"].isNull())
+		result.units[BattleSide::DEFENDER] = loadUnits(config["defenderUnitsLoose"][attacker->stacksCount()]);
+	else if (attacker->formation == EArmyFormation::TIGHT && !config["defenderUnitsTight"].isNull())
+		result.units[BattleSide::DEFENDER] = loadUnits(config["defenderUnitsTight"][attacker->stacksCount()]);
+	else
+		result.units[BattleSide::DEFENDER] = loadUnits(config["defenderUnits"]);
+
+	result.obstaclesAllowed = config["obstaclesAllowed"].Bool();
+	result.tacticsAllowed = config["tacticsAllowed"].Bool();
+
+	return result;
+}
+
+VCMI_LIB_NAMESPACE_END

+ 39 - 0
lib/battle/BattleLayout.h

@@ -0,0 +1,39 @@
+/*
+ * BattleLayout.h, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#pragma once
+
+#include "BattleHex.h"
+#include "BattleSide.h"
+#include "../constants/NumericConstants.h"
+#include "../constants/Enumerations.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+class CArmedInstance;
+class IGameCallback;
+
+struct DLL_EXPORT BattleLayout
+{
+	using UnitsArrayType = BattleSideArray<std::array<BattleHex, GameConstants::ARMY_SIZE>>;
+	using MachinesArrayType = BattleSideArray<std::array<BattleHex, 4>>;
+	using CommanderArrayType = BattleSideArray<BattleHex>;
+
+	UnitsArrayType units;
+	MachinesArrayType warMachines;
+	CommanderArrayType commanders;
+
+	bool tacticsAllowed = false;
+	bool obstaclesAllowed = false;
+
+	static BattleLayout createDefaultLayout(IGameCallback * cb, const CArmedInstance * attacker, const CArmedInstance * defender);
+	static BattleLayout createLayout(IGameCallback * cb, const std::string & layoutName, const CArmedInstance * attacker, const CArmedInstance * defender);
+};
+
+VCMI_LIB_NAMESPACE_END

+ 2 - 1
lib/battle/IBattleState.h

@@ -16,6 +16,7 @@ VCMI_LIB_NAMESPACE_BEGIN
 class ObstacleChanges;
 class UnitChanges;
 struct Bonus;
+struct BattleLayout;
 class JsonNode;
 class JsonSerializeFormat;
 class BattleField;
@@ -72,7 +73,7 @@ public:
 	virtual int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const = 0;
 
 	virtual int3 getLocation() const = 0;
-	virtual bool isCreatureBank() const = 0;
+	virtual BattleLayout getLayout() const = 0;
 };
 
 class DLL_LINKAGE IBattleState : public IBattleInfo

+ 1 - 1
lib/mapObjects/CBank.cpp

@@ -283,7 +283,7 @@ void CBank::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) c
 	if (answer)
 	{
 		if (bankConfig) // not looted bank
-			cb->startBattleI(hero, this, !regularUnitPlacement);
+			cb->startBattle(hero, this);
 		else
 			doVisit(hero);
 	}

+ 1 - 1
lib/mapObjects/CGCreature.cpp

@@ -465,7 +465,7 @@ void CGCreature::fight( const CGHeroInstance *h ) const
 		}
 	}
 
-	cb->startBattleI(h, this);
+	cb->startBattle(h, this);
 
 }
 

+ 1 - 1
lib/mapObjects/CGDwelling.cpp

@@ -505,7 +505,7 @@ void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answ
 	if(stacksCount() > 0  && relations == PlayerRelations::ENEMIES) //guards present
 	{
 		if(answer)
-			cb->startBattleI(hero, this);
+			cb->startBattle(hero, this);
 	}
 	else if(answer)
 	{

+ 1 - 1
lib/mapObjects/CGHeroInstance.cpp

@@ -512,7 +512,7 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
 			if(visitedTown) //we're in town
 				visitedTown->onHeroVisit(h); //town will handle attacking
 			else
-				cb->startBattleI(h,	this);
+				cb->startBattle(h,	this);
 		}
 	}
 	else if(ID == Obj::PRISON)

+ 2 - 2
lib/mapObjects/CGPandoraBox.cpp

@@ -193,7 +193,7 @@ void CGPandoraBox::blockingDialogAnswered(const CGHeroInstance *hero, int32_t an
 		if(stacksCount() > 0) //if pandora's box is protected by army
 		{
 			hero->showInfoDialog(16, 0, EInfoWindowMode::MODAL);
-			cb->startBattleI(hero, this); //grants things after battle
+			cb->startBattle(hero, this); //grants things after battle
 		}
 		else if(getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
 		{
@@ -332,7 +332,7 @@ void CGEvent::activated( const CGHeroInstance * h ) const
 		else
 			iw.text.appendLocalString(EMetaText::ADVOB_TXT, 16);
 		cb->showInfoDialog(&iw);
-		cb->startBattleI(h, this);
+		cb->startBattle(h, this);
 	}
 	else
 	{

+ 2 - 1
lib/mapObjects/CGTownInstance.cpp

@@ -15,6 +15,7 @@
 #include "../spells/CSpellHandler.h"
 #include "../bonuses/Bonus.h"
 #include "../battle/IBattleInfoCallback.h"
+#include "../battle/BattleLayout.h"
 #include "../CConfigHandler.h"
 #include "../texts/CGeneralTextHandler.h"
 #include "../IGameCallback.h"
@@ -321,7 +322,7 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
 
 				const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
 			}
-			cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));
+			cb->startBattle(h, defendingArmy, getSightCenter(), h, defendingHero, BattleLayout::createDefaultLayout(cb, h, defendingArmy), (isBattleOutside ? nullptr : this));
 		}
 		else
 		{

+ 7 - 3
lib/mapObjects/CRewardableObject.cpp

@@ -14,6 +14,7 @@
 #include "../CPlayerState.h"
 #include "../GameSettings.h"
 #include "../IGameCallback.h"
+#include "../battle/BattleLayout.h"
 #include "../gameState/CGameState.h"
 #include "../mapObjectConstructors/AObjectTypeHandler.h"
 #include "../mapObjectConstructors/CObjectClassesHandler.h"
@@ -127,7 +128,7 @@ void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const
 		bd.text = guardedReward.message;
 		bd.components = getPopupComponents(hero->getOwner());
 
-		cb->showBlockingDialog(&bd);
+		cb->showBlockingDialog(this, &bd);
 	}
 	else
 	{
@@ -238,7 +239,10 @@ void CRewardableObject::blockingDialogAnswered(const CGHeroInstance * hero, int3
 	if(guardedPresently())
 	{
 		if (answer)
-			cb->startBattleI(hero, this, true);
+		{
+			auto layout = BattleLayout::createLayout(cb, configuration.guardsLayout, hero, this);
+			cb->startBattle(hero, this, visitablePos(), hero, nullptr, layout, nullptr);
+		}
 	}
 	else
 	{
@@ -405,7 +409,7 @@ std::vector<Component> CRewardableObject::getPopupComponentsImpl(PlayerColor pla
 
 	if (guardedPresently())
 	{
-		if (!VLC->settings()->getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))
+		if (!cb->getSettings().getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))
 			return {};
 
 		std::map<CreatureID, int> guardsAmounts;

+ 4 - 4
lib/mapObjects/MiscObjects.cpp

@@ -219,7 +219,7 @@ void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &resu
 void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
 {
 	if(answer)
-		cb->startBattleI(hero, this);
+		cb->startBattle(hero, this);
 }
 
 void CGMine::serializeJsonOptions(JsonSerializeFormat & handler)
@@ -352,7 +352,7 @@ void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &
 void CGResource::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
 {
 	if(answer)
-		cb->startBattleI(hero, this);
+		cb->startBattle(hero, this);
 }
 
 void CGResource::serializeJsonOptions(JsonSerializeFormat & handler)
@@ -919,7 +919,7 @@ void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &
 void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
 {
 	if(answer)
-		cb->startBattleI(hero, this);
+		cb->startBattle(hero, this);
 }
 
 void CGArtifact::afterAddToMap(CMap * map)
@@ -999,7 +999,7 @@ void CGGarrison::onHeroVisit (const CGHeroInstance *h) const
 	auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
 	if (relations == PlayerRelations::ENEMIES && stacksCount() > 0) {
 		//TODO: Find a way to apply magic garrison effects in battle.
-		cb->startBattleI(h, this);
+		cb->startBattle(h, this);
 		return;
 	}
 

+ 6 - 1
lib/rewardable/Configuration.h

@@ -156,6 +156,8 @@ struct DLL_LINKAGE Configuration
 	/// Limiter that will be used to determine that object is visited. Only if visit mode is set to "limiter"
 	Rewardable::Limiter visitLimiter;
 
+	std::string guardsLayout;
+
 	/// if true - player can refuse visiting an object (e.g. Tomb)
 	bool canRefuse = false;
 
@@ -192,8 +194,11 @@ struct DLL_LINKAGE Configuration
 		h & canRefuse;
 		h & showScoutedPreview;
 		h & infoWindowType;
-		if (h.version >= Handler::Version::BANK_UNIT_PLACEMENT)
+		if (h.version >= Handler::Version::REWARDABLE_BANKS)
+		{
 			h & coastVisitable;
+			h & guardsLayout;
+		}
 		else
 			coastVisitable = false;
 	}

+ 1 - 0
lib/rewardable/Info.cpp

@@ -394,6 +394,7 @@ void Rewardable::Info::configureObject(Rewardable::Configuration & object, vstd:
 
 	object.canRefuse = parameters["canRefuse"].Bool();
 	object.showScoutedPreview = parameters["showScoutedPreview"].Bool();
+	object.guardsLayout = parameters["guardsLayout"].String();
 	object.coastVisitable = parameters["coastVisitable"].Bool();
 
 	if(parameters["showInInfobox"].isNull())

+ 4 - 9
server/CGameHandler.cpp

@@ -4114,17 +4114,12 @@ void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
 	sendAndApply(&no);
 }
 
-void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
+void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
 {
-	battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
+	battles->startBattle(army1, army2, tile, hero1, hero2, layout, town);
 }
 
-void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
+void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2 )
 {
-	battles->startBattleI(army1, army2, tile, creatureBank);
-}
-
-void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
-{
-	battles->startBattleI(army1, army2, creatureBank);
+	battles->startBattle(army1, army2);
 }

+ 2 - 3
server/CGameHandler.h

@@ -149,9 +149,8 @@ public:
 
 	void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
 	void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
-	void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override; //use hero=nullptr for no hero
-	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
-	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
+	void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town) override; //use hero=nullptr for no hero
+	void startBattle(const CArmedInstance *army1, const CArmedInstance *army2) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
 	bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
 	void giveHeroBonus(GiveBonus * bonus) override;
 	void setMovePoints(SetMovePoints * smp) override;

+ 15 - 20
server/battles/BattleProcessor.cpp

@@ -23,6 +23,7 @@
 #include "../../lib/battle/CBattleInfoCallback.h"
 #include "../../lib/battle/CObstacleInstance.h"
 #include "../../lib/battle/BattleInfo.h"
+#include "../../lib/battle/BattleLayout.h"
 #include "../../lib/entities/building/TownFortifications.h"
 #include "../../lib/gameState/CGameState.h"
 #include "../../lib/mapping/CMap.h"
@@ -52,9 +53,8 @@ void BattleProcessor::engageIntoBattle(PlayerColor player)
 	gameHandler->sendAndApply(&pb);
 }
 
-void BattleProcessor::restartBattlePrimary(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
-								const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
-								const CGTownInstance *town)
+void BattleProcessor::restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
+								const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
 {
 	auto battle = gameHandler->gameState()->getBattle(battleID);
 
@@ -90,12 +90,11 @@ void BattleProcessor::restartBattlePrimary(const BattleID & battleID, const CArm
 	bc.battleID = battleID;
 	gameHandler->sendAndApply(&bc);
 
-	startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
+	startBattle(army1, army2, tile, hero1, hero2, layout, town);
 }
 
-void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
-								const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
-								const CGTownInstance *town)
+void BattleProcessor::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
+								const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
 {
 	assert(gameHandler->gameState()->getBattle(army1->getOwner()) == nullptr);
 	assert(gameHandler->gameState()->getBattle(army2->getOwner()) == nullptr);
@@ -103,7 +102,7 @@ void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArm
 	BattleSideArray<const CArmedInstance *> armies{army1, army2};
 	BattleSideArray<const CGHeroInstance*>heroes{hero1, hero2};
 
-	auto battleID = setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
+	auto battleID = setupBattle(tile, armies, heroes, layout, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
 
 	const auto * battle = gameHandler->gameState()->getBattle(battleID);
 	assert(battle);
@@ -144,20 +143,16 @@ void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArm
 	flowProcessor->onBattleStarted(*battle);
 }
 
-void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
+void BattleProcessor::startBattle(const CArmedInstance *army1, const CArmedInstance *army2)
 {
-	startBattlePrimary(army1, army2, tile,
-		army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
-		army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
-		creatureBank);
+	startBattle(army1, army2, army2->visitablePos(),
+		army1->ID == Obj::HERO ? dynamic_cast<const CGHeroInstance*>(army1) : nullptr,
+		army2->ID == Obj::HERO ? dynamic_cast<const CGHeroInstance*>(army2) : nullptr,
+		BattleLayout::createDefaultLayout(gameHandler, army1, army2),
+		nullptr);
 }
 
-void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
-{
-	startBattleI(army1, army2, army2->visitablePos(), creatureBank);
-}
-
-BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance *town)
+BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance *town)
 {
 	const auto & t = *gameHandler->getTile(tile);
 	TerrainId terrain = t.terType->getId();
@@ -170,7 +165,7 @@ BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedIns
 
 	//send info about battles
 	BattleStart bs;
-	bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
+	bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, layout, town);
 	bs.battleID = gameHandler->gameState()->nextBattleID;
 
 	engageIntoBattle(bs.info->getSide(BattleSide::ATTACKER).color);

+ 5 - 6
server/battles/BattleProcessor.h

@@ -20,6 +20,7 @@ class BattleAction;
 class int3;
 class CBattleInfoCallback;
 struct BattleResult;
+struct BattleLayout;
 class BattleID;
 VCMI_LIB_NAMESPACE_END
 
@@ -45,7 +46,7 @@ class BattleProcessor : boost::noncopyable
 	void engageIntoBattle(PlayerColor player);
 
 	bool checkBattleStateChanges(const CBattleInfoCallback & battle);
-	BattleID setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance *town);
+	BattleID setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance *town);
 
 	bool makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba);
 
@@ -56,13 +57,11 @@ public:
 	~BattleProcessor();
 
 	/// Starts battle with specified parameters
-	void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr);
-	/// Starts battle between two armies (which can also be heroes) at specified tile
-	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false);
+	void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town);
 	/// Starts battle between two armies (which can also be heroes) at position of 2nd object
-	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false);
+	void startBattle(const CArmedInstance *army1, const CArmedInstance *army2);
 	/// Restart ongoing battle and end previous battle
-	void restartBattlePrimary(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr);
+	void restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town);
 
 	/// Processing of incoming battle action netpack
 	bool makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction & ba);

+ 3 - 2
server/queries/BattleQueries.cpp

@@ -17,6 +17,7 @@
 
 #include "../../lib/battle/IBattleState.h"
 #include "../../lib/battle/SideInBattle.h"
+#include "../../lib/battle/BattleLayout.h"
 #include "../../lib/CPlayerState.h"
 #include "../../lib/mapObjects/CGObjectInstance.h"
 #include "../../lib/mapObjects/CGTownInstance.h"
@@ -95,14 +96,14 @@ void CBattleDialogQuery::onRemoval(PlayerColor color)
 	assert(answer);
 	if(*answer == 1)
 	{
-		gh->battles->restartBattlePrimary(
+		gh->battles->restartBattle(
 			bi->getBattleID(),
 			bi->getSideArmy(BattleSide::ATTACKER),
 			bi->getSideArmy(BattleSide::DEFENDER),
 			bi->getLocation(),
 			bi->getSideHero(BattleSide::ATTACKER),
 			bi->getSideHero(BattleSide::DEFENDER),
-			bi->isCreatureBank(),
+			bi->getLayout(),
 			bi->getDefendedTown()
 		);
 	}

+ 3 - 1
test/game/CGameStateTest.cpp

@@ -24,6 +24,7 @@
 #include "../../lib/TerrainHandler.h"
 
 #include "../../lib/battle/BattleInfo.h"
+#include "../../lib/battle/BattleLayout.h"
 #include "../../lib/CStack.h"
 
 #include "../../lib/filesystem/ResourcePath.h"
@@ -197,10 +198,11 @@ public:
 
 		auto terrain = t.terType->getId();
 		BattleField terType(0);
+		BattleLayout layout = BattleLayout::createDefaultLayout(gameState->callback, attacker, defender);
 
 		//send info about battles
 
-		BattleInfo * battle = BattleInfo::setupBattle(tile, terrain, terType, armedInstancies, heroes, false, nullptr);
+		BattleInfo * battle = BattleInfo::setupBattle(tile, terrain, terType, armedInstancies, heroes, layout, nullptr);
 
 		BattleStart bs;
 		bs.info = battle;

+ 2 - 3
test/mock/mock_IGameCallback.h

@@ -79,9 +79,8 @@ public:
 	void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
 	void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
 	void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
-	void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override {} //use hero=nullptr for no hero
-	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {} //if any of armies is hero, hero will be used
-	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override {} //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
+	void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town) override {} //use hero=nullptr for no hero
+	void startBattle(const CArmedInstance *army1, const CArmedInstance *army2) override {}
 	bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;}
 	bool swapGarrisonOnSiege(ObjectInstanceID tid) override {return false;}
 	void giveHeroBonus(GiveBonus * bonus) override {}

+ 2 - 1
test/mock/mock_battle_IBattleState.h

@@ -11,6 +11,7 @@
 #pragma once
 
 #include "../../lib/battle/IBattleState.h"
+#include "../../lib/battle/BattleLayout.h"
 #include "../../lib/int3.h"
 
 class BattleStateMock : public IBattleState
@@ -37,7 +38,7 @@ public:
 	MOCK_CONST_METHOD3(getActualDamage, int64_t(const DamageRange &, int32_t, vstd::RNG &));
 	MOCK_CONST_METHOD0(getBattleID, BattleID());
 	MOCK_CONST_METHOD0(getLocation, int3());
-	MOCK_CONST_METHOD0(isCreatureBank, bool());
+	MOCK_CONST_METHOD0(getLayout, BattleLayout());
 	MOCK_CONST_METHOD1(getUsedSpells, std::vector<SpellID>(BattleSide));
 
 	MOCK_METHOD0(nextRound, void());