Parcourir la source

EWallPart & EWallState are now enum class

Ivan Savenko il y a 2 ans
Parent
commit
500cf7f15d

+ 3 - 3
AI/BattleAI/BattleAI.cpp

@@ -46,14 +46,14 @@ std::vector<BattleHex> CBattleAI::getBrokenWallMoatHexes() const
 {
 	std::vector<BattleHex> result;
 
-	for(int wallPart = EWallPart::BOTTOM_WALL; wallPart < EWallPart::UPPER_WALL; wallPart++)
+	for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
 	{
 		auto state = cb->battleGetWallState(wallPart);
 
 		if(state != EWallState::DESTROYED)
 			continue;
 
-		auto wallHex = cb->wallPartToBattleHex((EWallPart::EWallPart)wallPart);
+		auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
 		auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
 
 		result.push_back(moatHex);
@@ -364,7 +364,7 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
 	}
 	else
 	{
-		EWallPart::EWallPart wallParts[] = {
+		EWallPart wallParts[] = {
 			EWallPart::KEEP,
 			EWallPart::BOTTOM_TOWER,
 			EWallPart::UPPER_TOWER,

+ 1 - 1
AI/BattleAI/StackWithBonuses.cpp

@@ -403,7 +403,7 @@ void HypotheticBattle::removeUnitBonus(uint32_t id, const std::vector<Bonus> & b
 	bonusTreeVersion++;
 }
 
-void HypotheticBattle::setWallState(int partOfWall, si8 state)
+void HypotheticBattle::setWallState(EWallPart partOfWall, EWallState state)
 {
 	//TODO:HypotheticBattle::setWallState
 }

+ 1 - 1
AI/BattleAI/StackWithBonuses.h

@@ -130,7 +130,7 @@ public:
 	void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
 	void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
 
-	void setWallState(int partOfWall, si8 state) override;
+	void setWallState(EWallPart partOfWall, EWallState state) override;
 
 	void addObstacle(const ObstacleChanges & changes) override;
 	void updateObstacle(const ObstacleChanges& changes) override;

+ 7 - 7
client/battle/BattleSiegeController.cpp

@@ -28,7 +28,7 @@
 #include "../../lib/CStack.h"
 #include "../../lib/mapObjects/CGTownInstance.h"
 
-std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const
+std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
 {
 	auto getImageIndex = [&]() -> int
 	{
@@ -130,9 +130,9 @@ bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what)
 	{
 	case EWallVisual::MOAT:              return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER;
 	case EWallVisual::MOAT_BANK:         return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER && town->town->faction->index != ETownType::NECROPOLIS;
-	case EWallVisual::KEEP_BATTLEMENT:   return town->hasBuilt(BuildingID::CITADEL) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::KEEP)) != EWallState::DESTROYED;
-	case EWallVisual::UPPER_BATTLEMENT:  return town->hasBuilt(BuildingID::CASTLE) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER)) != EWallState::DESTROYED;
-	case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER)) != EWallState::DESTROYED;
+	case EWallVisual::KEEP_BATTLEMENT:   return town->hasBuilt(BuildingID::CITADEL) && EWallState(owner.curInt->cb->battleGetWallState(EWallPart::KEEP)) != EWallState::DESTROYED;
+	case EWallVisual::UPPER_BATTLEMENT:  return town->hasBuilt(BuildingID::CASTLE) && EWallState(owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER)) != EWallState::DESTROYED;
+	case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState(owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER)) != EWallState::DESTROYED;
 	default:                             return true;
 	}
 }
@@ -321,7 +321,7 @@ bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
 	if (!owner.curInt->cb->isWallPartPotentiallyAttackable(wallPart))
 		return false;
 
-	auto state = owner.curInt->cb->battleGetWallState(static_cast<int>(wallPart));
+	auto state = owner.curInt->cb->battleGetWallState(wallPart);
 	return state != EWallState::DESTROYED && state != EWallState::NONE;
 }
 
@@ -354,12 +354,12 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
 
 	for (auto attackInfo : ca.attackedParts)
 	{
-		int wallId = attackInfo.attackedPart + EWallVisual::DESTRUCTIBLE_FIRST;
+		int wallId = static_cast<int>(attackInfo.attackedPart) + EWallVisual::DESTRUCTIBLE_FIRST;
 		//gate state changing handled separately
 		if (wallId == EWallVisual::GATE)
 			continue;
 
-		auto wallState = EWallState::EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
+		auto wallState = EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
 
 		wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
 	}

+ 1 - 1
client/battle/BattleSiegeController.h

@@ -76,7 +76,7 @@ class BattleSiegeController
 	std::array<std::shared_ptr<IImage>, EWallVisual::WALL_LAST + 1> wallPieceImages;
 
 	/// return URI for image for a wall piece
-	std::string getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const;
+	std::string getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const;
 
 	/// returns BattleHex to which chosen wall piece is bound
 	BattleHex getWallPiecePosition(EWallVisual::EWallVisual what) const;

+ 12 - 18
lib/GameConstants.h

@@ -615,28 +615,22 @@ namespace ECommander
 	const int MAX_SKILL_LEVEL = 5;
 }
 
-namespace EWallPart
+enum class EWallPart : int8_t
 {
-	enum EWallPart
-	{
-		INDESTRUCTIBLE_PART_OF_GATE = -3, INDESTRUCTIBLE_PART = -2, INVALID = -1,
-		KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE,
-		PARTS_COUNT /* This constant SHOULD always stay as the last item in the enum. */
-	};
-}
+	INDESTRUCTIBLE_PART_OF_GATE = -3, INDESTRUCTIBLE_PART = -2, INVALID = -1,
+	KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE,
+	PARTS_COUNT /* This constant SHOULD always stay as the last item in the enum. */
+};
 
-namespace EWallState
+enum class EWallState : int8_t
 {
-	enum EWallState
-	{
-		NONE = -1, //no wall
-		DESTROYED,
-		DAMAGED,
-		INTACT
-	};
-}
+	NONE = -1, //no wall
+	DESTROYED,
+	DAMAGED,
+	INTACT
+};
 
-enum class EGateState : ui8
+enum class EGateState : uint8_t
 {
 	NONE,
 	CLOSED,

+ 1 - 1
lib/NetPacks.h

@@ -1827,7 +1827,7 @@ struct ELF_VISIBILITY CatapultAttack : public CPackForClient
 	struct AttackInfo
 	{
 		si16 destinationTile;
-		ui8 attackedPart;
+		EWallPart attackedPart;
 		ui8 damageDealt;
 
 		template <typename Handler> void serialize(Handler & h, const int version)

+ 1 - 1
lib/NetPacksLib.cpp

@@ -1707,7 +1707,7 @@ DLL_LINKAGE void CatapultAttack::applyBattle(IBattleState * battleState)
 
 	for(const auto & part : attackedParts)
 	{
-		auto newWallState = SiegeInfo::applyDamage(EWallState::EWallState(battleState->getWallState(part.attackedPart)), part.damageDealt);
+		auto newWallState = SiegeInfo::applyDamage(EWallState(battleState->getWallState(part.attackedPart)), part.damageDealt);
 		battleState->setWallState(part.attackedPart, newWallState);
 	}
 }

+ 4 - 4
lib/battle/BattleInfo.cpp

@@ -225,7 +225,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
 
 		for (int b = 0; b < curB->si.wallState.size(); ++b)
 		{
-			curB->si.wallState[b] = EWallState::INTACT;
+			curB->si.wallState[EWallPart(b)] = EWallState::INTACT;
 		}
 
 		if (!town->hasBuilt(BuildingID::CITADEL))
@@ -610,7 +610,7 @@ const CGTownInstance * BattleInfo::getDefendedTown() const
 	return town;
 }
 
-si8 BattleInfo::getWallState(int partOfWall) const
+EWallState BattleInfo::getWallState(EWallPart partOfWall) const
 {
 	return si.wallState.at(partOfWall);
 }
@@ -913,9 +913,9 @@ void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool fo
 	}
 }
 
-void BattleInfo::setWallState(int partOfWall, si8 state)
+void BattleInfo::setWallState(EWallPart partOfWall, EWallState state)
 {
-	si.wallState.at(partOfWall) = state;
+	si.wallState[partOfWall] = state;
 }
 
 void BattleInfo::addObstacle(const ObstacleChanges & changes)

+ 2 - 2
lib/battle/BattleInfo.h

@@ -87,7 +87,7 @@ public:
 	ui8 getTacticsSide() const override;
 
 	const CGTownInstance * getDefendedTown() const override;
-	si8 getWallState(int partOfWall) const override;
+	EWallState getWallState(EWallPart partOfWall) const override;
 	EGateState getGateState() const override;
 
 	uint32_t getCastSpells(ui8 side) const override;
@@ -115,7 +115,7 @@ public:
 	void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
 	void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
 
-	void setWallState(int partOfWall, si8 state) override;
+	void setWallState(EWallPart partOfWall, EWallState state) override;
 
 	void addObstacle(const ObstacleChanges & changes) override;
 	void updateObstacle(const ObstacleChanges& changes) override;

+ 1 - 1
lib/battle/BattleProxy.cpp

@@ -89,7 +89,7 @@ const CGTownInstance * BattleProxy::getDefendedTown() const
 	return subject->battleGetDefendedTown();
 }
 
-si8 BattleProxy::getWallState(int partOfWall) const
+EWallState BattleProxy::getWallState(EWallPart partOfWall) const
 {
 	return subject->battleGetWallState(partOfWall);
 }

+ 1 - 1
lib/battle/BattleProxy.h

@@ -44,7 +44,7 @@ public:
 	ui8 getTacticsSide() const override;
 
 	const CGTownInstance * getDefendedTown() const override;
-	si8 getWallState(int partOfWall) const override;
+	EWallState getWallState(EWallPart partOfWall) const override;
 	EGateState getGateState() const override;
 
 	uint32_t getCastSpells(ui8 side) const override;

+ 12 - 12
lib/battle/CBattleInfoCallback.cpp

@@ -71,7 +71,7 @@ static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
 }
 
 // parts of wall
-static const std::pair<int, EWallPart::EWallPart> wallParts[] =
+static const std::pair<int, EWallPart> wallParts[] =
 {
 	std::make_pair(50, EWallPart::KEEP),
 	std::make_pair(183, EWallPart::BOTTOM_TOWER),
@@ -89,7 +89,7 @@ static const std::pair<int, EWallPart::EWallPart> wallParts[] =
 	std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
 };
 
-static EWallPart::EWallPart hexToWallPart(BattleHex hex)
+static EWallPart hexToWallPart(BattleHex hex)
 {
 	for(auto & elem : wallParts)
 	{
@@ -100,7 +100,7 @@ static EWallPart::EWallPart hexToWallPart(BattleHex hex)
 	return EWallPart::INVALID; //not found!
 }
 
-static BattleHex WallPartToHex(EWallPart::EWallPart part)
+static BattleHex WallPartToHex(EWallPart part)
 {
 	for(auto & elem : wallParts)
 	{
@@ -1109,13 +1109,13 @@ AccessibilityInfo CBattleInfoCallback::getAccesibility() const
 			ret[hex] = EAccessibility::UNAVAILABLE;
 
 		//TODO likely duplicated logic
-		static const std::pair<int, BattleHex> lockedIfNotDestroyed[] =
+		static const std::pair<EWallPart, BattleHex> lockedIfNotDestroyed[] =
 		{
 			//which part of wall, which hex is blocked if this part of wall is not destroyed
-			std::make_pair(2, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
-			std::make_pair(3, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
-			std::make_pair(4, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
-			std::make_pair(5, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
+			std::make_pair(EWallPart::BOTTOM_WALL, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
+			std::make_pair(EWallPart::BELOW_GATE, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
+			std::make_pair(EWallPart::OVER_GATE, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
+			std::make_pair(EWallPart::UPPER_WALL, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
 		};
 
 		for(auto & elem : lockedIfNotDestroyed)
@@ -1604,19 +1604,19 @@ bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter,
 	return true;
 }
 
-BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart::EWallPart part) const
+BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart part) const
 {
 	RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
 	return WallPartToHex(part);
 }
 
-EWallPart::EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
+EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
 {
 	RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
 	return hexToWallPart(hex);
 }
 
-bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const
+bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart wallPart) const
 {
 	RETURN_IF_NOT_BATTLE(false);
 	return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
@@ -1632,7 +1632,7 @@ std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
 	{
 		if(isWallPartPotentiallyAttackable(wallPartPair.second))
 		{
-			auto wallState = static_cast<EWallState::EWallState>(battleGetWallState(static_cast<int>(wallPartPair.second)));
+			auto wallState = static_cast<EWallState>(battleGetWallState(wallPartPair.second));
 			if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
 			{
 				attackableBattleHexes.push_back(BattleHex(wallPartPair.first));

+ 3 - 3
lib/battle/CBattleInfoCallback.h

@@ -110,9 +110,9 @@ public:
 	bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
 	bool battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const;
 
-	BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const;
-	EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
-	bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
+	BattleHex wallPartToBattleHex(EWallPart part) const;
+	EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
+	bool isWallPartPotentiallyAttackable(EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
 	std::vector<BattleHex> getAttackableBattleHexes() const;
 
 	si8 battleMinSpellLevel(ui8 side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned

+ 1 - 1
lib/battle/CBattleInfoEssentials.cpp

@@ -364,7 +364,7 @@ bool CBattleInfoEssentials::battleHasHero(ui8 side) const
 	return getBattle()->getSideHero(side) != nullptr;
 }
 
-si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
+EWallState CBattleInfoEssentials::battleGetWallState(EWallPart partOfWall) const
 {
 	RETURN_IF_NOT_BATTLE(EWallState::NONE);
 	if(battleGetSiegeLevel() == CGTownInstance::NONE)

+ 1 - 1
lib/battle/CBattleInfoEssentials.h

@@ -94,7 +94,7 @@ public:
 
 	// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
 	// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
-	si8 battleGetWallState(int partOfWall) const;
+	EWallState battleGetWallState(EWallPart partOfWall) const;
 	EGateState battleGetGateState() const;
 
 	//helpers

+ 2 - 2
lib/battle/IBattleState.h

@@ -49,7 +49,7 @@ public:
 	virtual ObstacleCList getAllObstacles() const = 0;
 
 	virtual const CGTownInstance * getDefendedTown() const = 0;
-	virtual si8 getWallState(int partOfWall) const = 0;
+	virtual EWallState getWallState(EWallPart partOfWall) const = 0;
 	virtual EGateState getGateState() const = 0;
 
 	virtual PlayerColor getSidePlayer(ui8 side) const = 0;
@@ -87,7 +87,7 @@ public:
 	virtual void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
 	virtual void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
 
-	virtual void setWallState(int partOfWall, si8 state) = 0;
+	virtual void setWallState(EWallPart partOfWall, EWallState state) = 0;
 
 	virtual void addObstacle(const ObstacleChanges & changes) = 0;
 	virtual void updateObstacle(const ObstacleChanges & changes) = 0;

+ 3 - 3
lib/battle/SiegeInfo.cpp

@@ -15,14 +15,14 @@ VCMI_LIB_NAMESPACE_BEGIN
 
 SiegeInfo::SiegeInfo()
 {
-	for(int i = 0; i < wallState.size(); ++i)
+	for(int i = 0; i < int(EWallPart::PARTS_COUNT); ++i)
 	{
-		wallState[i] = EWallState::NONE;
+		wallState[EWallPart(i)] = EWallState::NONE;
 	}
 	gateState = EGateState::NONE;
 }
 
-EWallState::EWallState SiegeInfo::applyDamage(EWallState::EWallState state, unsigned int value)
+EWallState SiegeInfo::applyDamage(EWallState state, unsigned int value)
 {
 	if(value == 0)
 		return state;

+ 2 - 2
lib/battle/SiegeInfo.h

@@ -15,13 +15,13 @@ VCMI_LIB_NAMESPACE_BEGIN
 //only for use in BattleInfo
 struct DLL_LINKAGE SiegeInfo
 {
-	std::array<si8, EWallPart::PARTS_COUNT> wallState;
+	std::map<EWallPart, EWallState> wallState;
 	EGateState gateState;
 
 	SiegeInfo();
 
 	// return EWallState decreased by value of damage points
-	static EWallState::EWallState applyDamage(EWallState::EWallState state, unsigned int value);
+	static EWallState applyDamage(EWallState state, unsigned int value);
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{

+ 17 - 28
lib/spells/effects/Catapult.cpp

@@ -68,7 +68,7 @@ bool Catapult::applicable(Problem & problem, const Mechanics * m) const
 void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & /* eTarget */) const
 {
 	//start with all destructible parts
-	static const std::set<EWallPart::EWallPart> potentialTargets =
+	static const std::set<EWallPart> potentialTargets =
 	{
 		EWallPart::KEEP,
 		EWallPart::BOTTOM_TOWER,
@@ -80,9 +80,9 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
 		EWallPart::GATE
 	};
 
-	assert(potentialTargets.size() == EWallPart::PARTS_COUNT);
+	assert(potentialTargets.size() == size_t(EWallPart::PARTS_COUNT));
 
-	std::set<EWallPart::EWallPart> allowedTargets;
+	std::set<EWallPart> allowedTargets;
 
 	for (auto const & target : potentialTargets)
 	{
@@ -98,16 +98,13 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
 	CatapultAttack ca;
 	ca.attacker = -1;
 
-	BattleUnitsChanged removeUnits;
-
 	for(int i = 0; i < targetsToAttack; i++)
 	{
 		// Hit on any existing, not destroyed targets are allowed
 		// Multiple hit on same target are allowed.
 		// Potential overshots (more hits on same targets than remaining HP) are allowed
-		EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG());
+		EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG());
 
-		auto state = m->battle()->battleGetWallState(target);
 
 		auto attackInfo = ca.attackedParts.begin();
 		for ( ; attackInfo != ca.attackedParts.end(); ++attackInfo)
@@ -127,11 +124,19 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
 		{
 			attackInfo->damageDealt += 1;
 		}
+	}
 
+	server->apply(&ca);
+
+	BattleUnitsChanged removeUnits;
+
+	for (auto const wallPart : { EWallPart::KEEP, EWallPart::BOTTOM_TOWER, EWallPart::UPPER_TOWER })
+	{
 		//removing creatures in turrets / keep if one is destroyed
 		BattleHex posRemove;
+		auto state = m->battle()->battleGetWallState(wallPart);
 
-		switch(target)
+		switch(wallPart)
 		{
 		case EWallPart::KEEP:
 			posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
@@ -144,35 +149,19 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
 			break;
 		}
 
-		if(posRemove != BattleHex::INVALID && state - attackInfo->damageDealt <= 0) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
+		if(state == EWallState::DESTROYED) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
 		{
 			auto all = m->battle()->battleGetUnitsIf([=](const battle::Unit * unit)
 			{
-				return !unit->isGhost();
+				return !unit->isGhost() && unit->getPosition() == posRemove;
 			});
 
+			assert(all.size() == 0 || all.size() == 1);
 			for(auto & elem : all)
-			{
-				if(elem->getPosition() != posRemove)
-					continue;
-
-				// if tower was hit multiple times, it may have been destroyed already
-				bool stackWasRemovedBefore = false;
-				for(auto & removed : removeUnits.changedStacks)
-				{
-					if (removed.id == elem->unitId())
-						stackWasRemovedBefore = true;
-				}
-
-				if (!stackWasRemovedBefore)
-					removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
-				break;
-			}
+				removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
 		}
 	}
 
-	server->apply(&ca);
-
 	if(!removeUnits.changedStacks.empty())
 		server->apply(&removeUnits);
 }

+ 1 - 1
lib/spells/effects/Obstacle.cpp

@@ -256,7 +256,7 @@ bool Obstacle::isHexAvailable(const CBattleInfoCallback * cb, const BattleHex &
 
 	if(cb->battleGetSiegeLevel() != 0)
 	{
-		EWallPart::EWallPart part = cb->battleHexToWallPart(hex);
+		EWallPart part = cb->battleHexToWallPart(hex);
 
 		if(part == EWallPart::INVALID || part == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
 			return true;//no fortification here

+ 7 - 7
server/CGameHandler.cpp

@@ -4790,7 +4790,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 	case EActionType::CATAPULT:
 		{
 			//TODO: unify with spells::effects:Catapult
-			auto getCatapultHitChance = [](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
+			auto getCatapultHitChance = [](EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
 			{
 				switch(part)
 				{
@@ -4829,7 +4829,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 				}
 			};
 
-			auto isWallPartAttackable = [this] (EWallPart::EWallPart part)
+			auto isWallPartAttackable = [this] (EWallPart part)
 			{
 				return (gs->curB->si.wallState[part] == EWallState::INTACT || gs->curB->si.wallState[part] == EWallState::DAMAGED);
 			};
@@ -4851,13 +4851,13 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 				}
 				else
 				{
-					static const std::array<EWallPart::EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
-					static const std::array<EWallPart::EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
-					static const EWallPart::EWallPart gates = EWallPart::GATE;
+					static const std::array<EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
+					static const std::array<EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
+					static const EWallPart gates = EWallPart::GATE;
 
 					// in H3, catapult under automatic control will attack objects in following order:
 					// walls, gates, towers
-					std::vector<EWallPart::EWallPart> potentialTargets;
+					std::vector<EWallPart> potentialTargets;
 					for (auto & part : walls )
 						if (isWallPartAttackable(part))
 							potentialTargets.push_back(part);
@@ -4906,7 +4906,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
 				logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
 
 				//removing creatures in turrets / keep if one is destroyed
-				if (gs->curB->si.wallState[actualTarget] <= 0 && (actualTarget == EWallPart::KEEP || actualTarget == EWallPart::BOTTOM_TOWER || actualTarget == EWallPart::UPPER_TOWER))
+				if (gs->curB->si.wallState[actualTarget] == EWallState::DESTROYED && (actualTarget == EWallPart::KEEP || actualTarget == EWallPart::BOTTOM_TOWER || actualTarget == EWallPart::UPPER_TOWER))
 				{
 					int posRemove = -1;
 					switch(actualTarget)