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+/*
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+ * BattleProcessor.cpp, part of VCMI engine
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+ *
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+ * Authors: listed in file AUTHORS in main folder
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+ *
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+ * License: GNU General Public License v2.0 or later
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+ * Full text of license available in license.txt file, in main folder
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+ *
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+ */
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+#include "StdInc.h"
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+#include "BattleProcessor.h"
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+
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+#include "CGameHandler.h"
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+#include "CQuery.h"
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+#include "CVCMIServer.h"
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+#include "HeroPoolProcessor.h"
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+
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+#include "../lib/ArtifactUtils.h"
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+#include "../lib/CGeneralTextHandler.h"
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+#include "../lib/CStack.h"
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+#include "../lib/CondSh.h"
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+#include "../lib/GameSettings.h"
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+#include "../lib/ScopeGuard.h"
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+#include "../lib/TerrainHandler.h"
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+#include "../lib/UnlockGuard.h"
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+#include "../lib/battle/BattleInfo.h"
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+#include "../lib/battle/CUnitState.h"
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+#include "../lib/gameState/CGameState.h"
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+#include "../lib/mapObjects/CGTownInstance.h"
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+#include "../lib/mapping/CMap.h"
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+#include "../lib/modding/IdentifierStorage.h"
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+#include "../lib/serializer/Cast.h"
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+#include "../lib/spells/AbilityCaster.h"
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+#include "../lib/spells/BonusCaster.h"
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+#include "../lib/spells/CSpellHandler.h"
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+#include "../lib/spells/ISpellMechanics.h"
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+#include "../lib/spells/ObstacleCasterProxy.h"
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+#include "../lib/spells/Problem.h"
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+
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+#define COMPLAIN_RET_IF(cond, txt) do {if (cond){gameHandler->complain(txt); return;}} while(0)
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+#define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){gameHandler->complain(txt); return false;}} while(0)
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+#define COMPLAIN_RET(txt) {gameHandler->complain(txt); return false;}
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+#define COMPLAIN_RETF(txt, FORMAT) {gameHandler->complain(boost::str(boost::format(txt) % FORMAT)); return false;}
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+
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+CondSh<bool> battleMadeAction(false);
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+CondSh<BattleResult *> battleResult(nullptr);
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+boost::recursive_mutex battleActionMutex;
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+static EndAction end_action;
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+
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+static void giveExp(BattleResult &r)
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+{
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+ if (r.winner > 1)
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+ {
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+ // draw
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+ return;
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+ }
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+ r.exp[0] = 0;
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+ r.exp[1] = 0;
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+ for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
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+ {
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+ r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
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+ }
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+}
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+
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+static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
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+{
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+ int x = targetPosition.getX();
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+ int y = targetPosition.getY();
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+
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+ const bool targetIsAttacker = side == BattleSide::ATTACKER;
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+
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+ if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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+ else
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
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+
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+ //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
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+ if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
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+ {
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+ if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
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+ {
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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+ }
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+ else
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+ { //add back-side guardians for two-hex target, side guardians for one-hex
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
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+
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+ if (!targetIsTwoHex && x > 2) //back guard for one-hex
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
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+ else if (targetIsTwoHex)//front-side guardians for two-hex target
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+ {
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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+ if (x > 3) //back guard for two-hex
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
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+ }
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+ }
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+
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+ }
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+
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+ else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
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+ {
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+ if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
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+ {
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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+ }
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+ else
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+ {
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
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+
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+ if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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+ else if (targetIsTwoHex)
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+ {
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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+ if (x < GameConstants::BFIELD_WIDTH - 4)
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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+ }
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+ }
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+ }
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+
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+ else if (!targetIsAttacker && y % 2 == 0)
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+ {
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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+ }
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+
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+ else if (targetIsAttacker && y % 2 == 1)
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+ {
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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+ BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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+ }
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+}
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+
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+
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+CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
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+ army(battleSide.armyObject)
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+{
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+ heroWithDeadCommander = ObjectInstanceID();
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+
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+ PlayerColor color = battleSide.color;
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+
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+ for(CStack * st : bat->stacks)
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+ {
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+ if(st->summoned) //don't take into account temporary summoned stacks
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+ continue;
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+ if(st->unitOwner() != color) //remove only our stacks
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+ continue;
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+
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+ logGlobal->debug("Calculating casualties for %s", st->nodeName());
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+
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+ st->health.takeResurrected();
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+
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+ if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
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+ {
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+ logGlobal->debug("Ignored arrow towers stack.");
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+ }
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+ else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
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+ {
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+ auto warMachine = st->unitType()->warMachine;
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+
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+ if(warMachine == ArtifactID::NONE)
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+ {
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+ logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
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+ }
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+ //catapult artifact remain even if "creature" killed in siege
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+ else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
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+ {
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+ logGlobal->debug("War machine has been destroyed");
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+ auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
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+ if (hero)
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+ removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
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+ else
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+ logGlobal->error("War machine in army without hero");
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+ }
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+ }
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+ else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
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+ {
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+ if(st->alive() && st->getCount() > 0)
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+ {
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+ logGlobal->debug("Permanently summoned %d units.", st->getCount());
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+ const CreatureID summonedType = st->creatureId();
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+ summoned[summonedType] += st->getCount();
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+ }
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+ }
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+ else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
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+ {
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+ if (nullptr == st->base)
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+ {
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+ logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
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+ }
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+ else
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+ {
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+ auto c = dynamic_cast <const CCommanderInstance *>(st->base);
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+ if(c)
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+ {
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+ auto h = dynamic_cast <const CGHeroInstance *>(army);
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+ if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
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+ {
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+ logGlobal->debug("Commander is dead.");
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+ heroWithDeadCommander = army->id; //TODO: unify commander handling
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+ }
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+ }
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+ else
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+ logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
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+ }
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+ }
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+ else if(st->base && !army->slotEmpty(st->unitSlot()))
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+ {
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+ logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
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+ if(st->getCount() == 0 || !st->alive())
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+ {
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+ logGlobal->debug("Stack has been destroyed.");
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+ StackLocation sl(army, st->unitSlot());
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+ newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
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+ }
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+ else if(st->getCount() < army->getStackCount(st->unitSlot()))
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+ {
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+ logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
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+ StackLocation sl(army, st->unitSlot());
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+ newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
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+ }
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+ else if(st->getCount() > army->getStackCount(st->unitSlot()))
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+ {
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+ logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
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+ StackLocation sl(army, st->unitSlot());
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+ newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
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+ }
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+ }
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+ else
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+ {
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+ logGlobal->warn("Unable to process stack: %s", st->nodeName());
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+ }
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+ }
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+}
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+
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+void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
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+{
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+ for (TStackAndItsNewCount &ncount : newStackCounts)
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+ {
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+ if (ncount.second > 0)
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+ gh->changeStackCount(ncount.first, ncount.second, true);
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+ else
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+ gh->eraseStack(ncount.first, true);
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+ }
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+ for (auto summoned_iter : summoned)
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+ {
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+ SlotID slot = army->getSlotFor(summoned_iter.first);
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+ if (slot.validSlot())
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+ {
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+ StackLocation location(army, slot);
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+ gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
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+ }
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+ else
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+ {
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+ //even if it will be possible to summon anything permanently it should be checked for free slot
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+ //necromancy is handled separately
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+ gh->complain("No free slot to put summoned creature");
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+ }
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+ }
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+ for (auto al : removedWarMachines)
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+ {
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+ gh->removeArtifact(al);
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+ }
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+ if (heroWithDeadCommander != ObjectInstanceID())
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+ {
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+ SetCommanderProperty scp;
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+ scp.heroid = heroWithDeadCommander;
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+ scp.which = SetCommanderProperty::ALIVE;
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+ scp.amount = 0;
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+ gh->sendAndApply(&scp);
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+ }
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+}
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+
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+BattleProcessor::BattleProcessor(CGameHandler * gameHandler):
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+ visitObjectAfterVictory(false),
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+ gameHandler(gameHandler)
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+{
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+}
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+
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+BattleProcessor::BattleProcessor():
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+ visitObjectAfterVictory(false),
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+ gameHandler(nullptr)
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+{
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+}
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+
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+BattleProcessor::~BattleProcessor()
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+{
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+ if (battleThread)
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+ {
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+ //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
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+ battleMadeAction.setn(true);
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+ battleThread->join();
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+ }
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+}
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+
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+FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int remainingBattleQueriesCount)
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+{
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+ assert(Query->result);
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+ assert(Query->bi);
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+ auto &result = *Query->result;
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+ auto &info = *Query->bi;
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+
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+ winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
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+ loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
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+ victor = info.sides[result.winner].color;
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+ loser = info.sides[!result.winner].color;
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+ winnerSide = result.winner;
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+ this->remainingBattleQueriesCount = remainingBattleQueriesCount;
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+}
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+
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+FinishingBattleHelper::FinishingBattleHelper()
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+{
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+ winnerHero = loserHero = nullptr;
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+ winnerSide = 0;
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+ remainingBattleQueriesCount = 0;
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+}
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+
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+void BattleProcessor::engageIntoBattle(PlayerColor player)
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+{
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+ //notify interfaces
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+ PlayerBlocked pb;
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+ pb.player = player;
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+ pb.reason = PlayerBlocked::UPCOMING_BATTLE;
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+ pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
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+ gameHandler->sendAndApply(&pb);
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+}
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+
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+void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
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+ const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
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+ const CGTownInstance *town) //use hero=nullptr for no hero
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+{
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+ if(gameHandler->gameState()->curB)
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+ gameHandler->gameState()->curB.dellNull();
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+
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+ engageIntoBattle(army1->tempOwner);
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+ engageIntoBattle(army2->tempOwner);
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+
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+ static const CArmedInstance *armies[2];
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+ armies[0] = army1;
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+ armies[1] = army2;
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+ static const CGHeroInstance*heroes[2];
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+ heroes[0] = hero1;
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+ heroes[1] = hero2;
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+
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+
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+ setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
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+
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+ auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries.topQuery(gameHandler->gameState()->curB->sides[0].color));
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+
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+ //existing battle query for retying auto-combat
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+ if(lastBattleQuery)
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+ {
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+ for(int i : {0, 1})
|
|
|
+ {
|
|
|
+ if(heroes[i])
|
|
|
+ {
|
|
|
+ SetMana restoreInitialMana;
|
|
|
+ restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
|
|
|
+ restoreInitialMana.hid = heroes[i]->id;
|
|
|
+ gameHandler->sendAndApply(&restoreInitialMana);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ lastBattleQuery->bi = gameHandler->gameState()->curB;
|
|
|
+ lastBattleQuery->result = std::nullopt;
|
|
|
+ lastBattleQuery->belligerents[0] = gameHandler->gameState()->curB->sides[0].armyObject;
|
|
|
+ lastBattleQuery->belligerents[1] = gameHandler->gameState()->curB->sides[1].armyObject;
|
|
|
+ }
|
|
|
+
|
|
|
+ auto nextBattleQuery = std::make_shared<CBattleQuery>(gameHandler, gameHandler->gameState()->curB);
|
|
|
+ for(int i : {0, 1})
|
|
|
+ {
|
|
|
+ if(heroes[i])
|
|
|
+ {
|
|
|
+ nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ gameHandler->queries.addQuery(nextBattleQuery);
|
|
|
+
|
|
|
+ this->battleThread = std::make_unique<boost::thread>(boost::thread(&BattleProcessor::runBattle, this));
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
|
|
|
+{
|
|
|
+ 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);
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
|
|
|
+{
|
|
|
+ startBattleI(army1, army2, army2->visitablePos(), creatureBank);
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::runBattle()
|
|
|
+{
|
|
|
+ boost::unique_lock lock(battleActionMutex);
|
|
|
+
|
|
|
+ gameHandler->setBattle(gameHandler->gameState()->curB);
|
|
|
+ assert(gameHandler->gameState()->curB);
|
|
|
+ //TODO: pre-tactic stuff, call scripts etc.
|
|
|
+
|
|
|
+ //Moat should be initialized here, because only here we can use spellcasting
|
|
|
+ if (gameHandler->gameState()->curB->town && gameHandler->gameState()->curB->town->fortLevel() >= CGTownInstance::CITADEL)
|
|
|
+ {
|
|
|
+ const auto * h = gameHandler->gameState()->curB->battleGetFightingHero(BattleSide::DEFENDER);
|
|
|
+ const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
|
|
|
+ auto moatCaster = spells::SilentCaster(gameHandler->gameState()->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
|
|
|
+ auto cast = spells::BattleCast(gameHandler->gameState()->curB, &moatCaster, spells::Mode::PASSIVE, gameHandler->gameState()->curB->town->town->moatAbility.toSpell());
|
|
|
+ auto target = spells::Target();
|
|
|
+ cast.cast(gameHandler->spellEnv, target);
|
|
|
+ }
|
|
|
+
|
|
|
+ //tactic round
|
|
|
+ {
|
|
|
+ while ((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && gameHandler->gameState()->curB->tacticDistance && !battleResult.get())
|
|
|
+ {
|
|
|
+ auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
|
|
|
+ boost::this_thread::sleep(boost::posix_time::milliseconds(50));
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ //initial stacks appearance triggers, e.g. built-in bonus spells
|
|
|
+ auto initialStacks = gameHandler->gameState()->curB->stacks; //use temporary variable to outclude summoned stacks added to gameHandler->gameState()->curB->stacks from processing
|
|
|
+
|
|
|
+ for (CStack * stack : initialStacks)
|
|
|
+ {
|
|
|
+ if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
|
|
|
+ {
|
|
|
+ std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
|
|
|
+ auto accessibility = gameHandler->getAccesibility();
|
|
|
+ CreatureID creatureData = CreatureID(summonInfo->subtype);
|
|
|
+ std::vector<BattleHex> targetHexes;
|
|
|
+ const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
|
|
|
+ const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
|
|
|
+
|
|
|
+ /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
|
|
|
+ For one-hex targets there are four guardians - front, back and one per side (up + down).
|
|
|
+ Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
|
|
|
+ Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
|
|
|
+ if (!guardianIsBig)
|
|
|
+ targetHexes = stack->getSurroundingHexes();
|
|
|
+ else
|
|
|
+ summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
|
|
|
+
|
|
|
+ for(auto hex : targetHexes)
|
|
|
+ {
|
|
|
+ if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
|
|
|
+ {
|
|
|
+ battle::UnitInfo info;
|
|
|
+ info.id = gameHandler->gameState()->curB->battleNextUnitId();
|
|
|
+ info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
|
|
|
+ info.type = creatureData;
|
|
|
+ info.side = stack->unitSide();
|
|
|
+ info.position = hex;
|
|
|
+ info.summoned = true;
|
|
|
+
|
|
|
+ BattleUnitsChanged pack;
|
|
|
+ pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
|
|
|
+ info.save(pack.changedStacks.back().data);
|
|
|
+ gameHandler->sendAndApply(&pack);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ stackEnchantedTrigger(stack);
|
|
|
+ }
|
|
|
+
|
|
|
+ //spells opening battle
|
|
|
+ for (int i = 0; i < 2; ++i)
|
|
|
+ {
|
|
|
+ auto h = gameHandler->gameState()->curB->battleGetFightingHero(i);
|
|
|
+ if (h)
|
|
|
+ {
|
|
|
+ TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
|
|
|
+
|
|
|
+ for (auto b : *bl)
|
|
|
+ {
|
|
|
+ spells::BonusCaster caster(h, b);
|
|
|
+
|
|
|
+ const CSpell * spell = SpellID(b->subtype).toSpell();
|
|
|
+
|
|
|
+ spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
|
|
|
+ parameters.setSpellLevel(3);
|
|
|
+ parameters.setEffectDuration(b->val);
|
|
|
+ parameters.massive = true;
|
|
|
+ parameters.castIfPossible(gameHandler->spellEnv, spells::Target());
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ // it is possible that due to opening spells one side was eliminated -> check for end of battle
|
|
|
+ checkBattleStateChanges();
|
|
|
+
|
|
|
+ bool firstRound = true;//FIXME: why first round is -1?
|
|
|
+
|
|
|
+ //main loop
|
|
|
+ while ((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
|
|
|
+ {
|
|
|
+ BattleNextRound bnr;
|
|
|
+ bnr.round = gameHandler->gameState()->curB->round + 1;
|
|
|
+ logGlobal->debug("Round %d", bnr.round);
|
|
|
+ gameHandler->sendAndApply(&bnr);
|
|
|
+
|
|
|
+ auto obstacles = gameHandler->gameState()->curB->obstacles; //we copy container, because we're going to modify it
|
|
|
+ for (auto &obstPtr : obstacles)
|
|
|
+ {
|
|
|
+ if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
|
|
|
+ if (sco->turnsRemaining == 0)
|
|
|
+ removeObstacle(*obstPtr);
|
|
|
+ }
|
|
|
+
|
|
|
+ const BattleInfo & curB = *gameHandler->gameState()->curB;
|
|
|
+
|
|
|
+ for(auto stack : curB.stacks)
|
|
|
+ {
|
|
|
+ if(stack->alive() && !firstRound)
|
|
|
+ stackEnchantedTrigger(stack);
|
|
|
+ }
|
|
|
+
|
|
|
+ //stack loop
|
|
|
+
|
|
|
+ auto getNextStack = [this]() -> const CStack *
|
|
|
+ {
|
|
|
+ if(battleResult.get())
|
|
|
+ return nullptr;
|
|
|
+
|
|
|
+ std::vector<battle::Units> q;
|
|
|
+ gameHandler->gameState()->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
|
|
|
+
|
|
|
+ if(!q.empty())
|
|
|
+ {
|
|
|
+ if(!q.front().empty())
|
|
|
+ {
|
|
|
+ auto next = q.front().front();
|
|
|
+ const auto stack = dynamic_cast<const CStack *>(next);
|
|
|
+
|
|
|
+ // regeneration takes place before everything else but only during first turn attempt in each round
|
|
|
+ // also works under blind and similar effects
|
|
|
+ if(stack && stack->alive() && !stack->waiting)
|
|
|
+ {
|
|
|
+ BattleTriggerEffect bte;
|
|
|
+ bte.stackID = stack->unitId();
|
|
|
+ bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
|
|
|
+
|
|
|
+ const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
|
|
|
+ if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
|
|
|
+ bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
|
|
|
+
|
|
|
+ if(bte.val) // anything to heal
|
|
|
+ gameHandler->sendAndApply(&bte);
|
|
|
+ }
|
|
|
+
|
|
|
+ if(next->willMove())
|
|
|
+ return stack;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return nullptr;
|
|
|
+ };
|
|
|
+
|
|
|
+ const CStack * next = nullptr;
|
|
|
+ while((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && (next = getNextStack()))
|
|
|
+ {
|
|
|
+ BattleUnitsChanged removeGhosts;
|
|
|
+ for(auto stack : curB.stacks)
|
|
|
+ {
|
|
|
+ if(stack->ghostPending)
|
|
|
+ removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!removeGhosts.changedStacks.empty())
|
|
|
+ gameHandler->sendAndApply(&removeGhosts);
|
|
|
+
|
|
|
+ // check for bad morale => freeze
|
|
|
+ int nextStackMorale = next->moraleVal();
|
|
|
+ if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
|
|
|
+ {
|
|
|
+ auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
|
|
|
+ size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
|
|
|
+
|
|
|
+ if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
|
|
+ {
|
|
|
+ //unit loses its turn - empty freeze action
|
|
|
+ BattleAction ba;
|
|
|
+ ba.actionType = EActionType::BAD_MORALE;
|
|
|
+ ba.side = next->unitSide();
|
|
|
+ ba.stackNumber = next->unitId();
|
|
|
+
|
|
|
+ makeAutomaticAction(next, ba);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
|
|
|
+ {
|
|
|
+ logGlobal->trace("Handle Berserk effect");
|
|
|
+ std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
|
|
|
+ if (attackInfo.first != nullptr)
|
|
|
+ {
|
|
|
+ BattleAction attack;
|
|
|
+ attack.actionType = EActionType::WALK_AND_ATTACK;
|
|
|
+ attack.side = next->unitSide();
|
|
|
+ attack.stackNumber = next->unitId();
|
|
|
+ attack.aimToHex(attackInfo.second);
|
|
|
+ attack.aimToUnit(attackInfo.first);
|
|
|
+
|
|
|
+ makeAutomaticAction(next, attack);
|
|
|
+ logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ makeStackDoNothing(next);
|
|
|
+ logGlobal->trace("No target found");
|
|
|
+ }
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ const CGHeroInstance * curOwner = gameHandler->battleGetOwnerHero(next);
|
|
|
+ const int stackCreatureId = next->unitType()->getId();
|
|
|
+
|
|
|
+ if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
|
|
|
+ && (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
|
|
|
+ {
|
|
|
+ BattleAction attack;
|
|
|
+ attack.actionType = EActionType::SHOOT;
|
|
|
+ attack.side = next->unitSide();
|
|
|
+ attack.stackNumber = next->unitId();
|
|
|
+
|
|
|
+ //TODO: select target by priority
|
|
|
+
|
|
|
+ const battle::Unit * target = nullptr;
|
|
|
+
|
|
|
+ for(auto & elem : gameHandler->gameState()->curB->stacks)
|
|
|
+ {
|
|
|
+ if(elem->unitType()->getId() != CreatureID::CATAPULT
|
|
|
+ && elem->unitOwner() != next->unitOwner()
|
|
|
+ && elem->isValidTarget()
|
|
|
+ && gameHandler->gameState()->curB->battleCanShoot(next, elem->getPosition()))
|
|
|
+ {
|
|
|
+ target = elem;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(target == nullptr)
|
|
|
+ {
|
|
|
+ makeStackDoNothing(next);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ attack.aimToUnit(target);
|
|
|
+ makeAutomaticAction(next, attack);
|
|
|
+ }
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (next->unitType()->getId() == CreatureID::CATAPULT)
|
|
|
+ {
|
|
|
+ const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
|
|
|
+
|
|
|
+ if (attackableBattleHexes.empty())
|
|
|
+ {
|
|
|
+ makeStackDoNothing(next);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
|
|
|
+ {
|
|
|
+ BattleAction attack;
|
|
|
+ attack.actionType = EActionType::CATAPULT;
|
|
|
+ attack.side = next->unitSide();
|
|
|
+ attack.stackNumber = next->unitId();
|
|
|
+
|
|
|
+ makeAutomaticAction(next, attack);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
|
|
|
+ {
|
|
|
+ TStacks possibleStacks = gameHandler->battleGetStacksIf([=](const CStack * s)
|
|
|
+ {
|
|
|
+ return s->unitOwner() == next->unitOwner() && s->canBeHealed();
|
|
|
+ });
|
|
|
+
|
|
|
+ if (!possibleStacks.size())
|
|
|
+ {
|
|
|
+ makeStackDoNothing(next);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
|
|
|
+ {
|
|
|
+ RandomGeneratorUtil::randomShuffle(possibleStacks, gameHandler->getRandomGenerator());
|
|
|
+ const CStack * toBeHealed = possibleStacks.front();
|
|
|
+
|
|
|
+ BattleAction heal;
|
|
|
+ heal.actionType = EActionType::STACK_HEAL;
|
|
|
+ heal.aimToUnit(toBeHealed);
|
|
|
+ heal.side = next->unitSide();
|
|
|
+ heal.stackNumber = next->unitId();
|
|
|
+
|
|
|
+ makeAutomaticAction(next, heal);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ int numberOfAsks = 1;
|
|
|
+ bool breakOuter = false;
|
|
|
+ do
|
|
|
+ {//ask interface and wait for answer
|
|
|
+ if (!battleResult.get())
|
|
|
+ {
|
|
|
+ stackTurnTrigger(next); //various effects
|
|
|
+
|
|
|
+ if(next->fear)
|
|
|
+ {
|
|
|
+ makeStackDoNothing(next); //end immediately if stack was affected by fear
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ logGlobal->trace("Activating %s", next->nodeName());
|
|
|
+ auto nextId = next->unitId();
|
|
|
+ BattleSetActiveStack sas;
|
|
|
+ sas.stack = nextId;
|
|
|
+ gameHandler->sendAndApply(&sas);
|
|
|
+
|
|
|
+ auto actionWasMade = [&]() -> bool
|
|
|
+ {
|
|
|
+ if (battleMadeAction.data)//active stack has made its action
|
|
|
+ return true;
|
|
|
+ if (battleResult.get())// battle is finished
|
|
|
+ return true;
|
|
|
+ if (next == nullptr)//active stack was been removed
|
|
|
+ return true;
|
|
|
+ return !next->alive();//active stack is dead
|
|
|
+ };
|
|
|
+
|
|
|
+ boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
|
|
|
+ battleMadeAction.data = false;
|
|
|
+ while ((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && !actionWasMade())
|
|
|
+ {
|
|
|
+ {
|
|
|
+ boost::unique_lock actionLock(battleActionMutex);
|
|
|
+ battleMadeAction.cond.wait(lock);
|
|
|
+ }
|
|
|
+ if (gameHandler->battleGetStackByID(nextId, false) != next)
|
|
|
+ next = nullptr; //it may be removed, while we wait
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
|
|
|
+ {
|
|
|
+ breakOuter = true;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ //we're after action, all results applied
|
|
|
+ checkBattleStateChanges(); //check if this action ended the battle
|
|
|
+
|
|
|
+ if(next != nullptr)
|
|
|
+ {
|
|
|
+ //check for good morale
|
|
|
+ nextStackMorale = next->moraleVal();
|
|
|
+ if( !battleResult.get()
|
|
|
+ && !next->hadMorale
|
|
|
+ && !next->defending
|
|
|
+ && !next->waited()
|
|
|
+ && !next->fear
|
|
|
+ && next->alive()
|
|
|
+ && nextStackMorale > 0)
|
|
|
+ {
|
|
|
+ auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
|
|
|
+ size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
|
|
|
+
|
|
|
+ if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
|
|
+ {
|
|
|
+ BattleTriggerEffect bte;
|
|
|
+ bte.stackID = next->unitId();
|
|
|
+ bte.effect = vstd::to_underlying(BonusType::MORALE);
|
|
|
+ bte.val = 1;
|
|
|
+ bte.additionalInfo = 0;
|
|
|
+ gameHandler->sendAndApply(&bte); //play animation
|
|
|
+
|
|
|
+ ++numberOfAsks; //move this stack once more
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ --numberOfAsks;
|
|
|
+ } while (numberOfAsks > 0);
|
|
|
+
|
|
|
+ if (breakOuter)
|
|
|
+ {
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ firstRound = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (gameHandler->gameLobby()->state != EServerState::SHUTDOWN)
|
|
|
+ endBattle(gameHandler->gameState()->curB->tile, gameHandler->gameState()->curB->battleGetFightingHero(0), gameHandler->gameState()->curB->battleGetFightingHero(1));
|
|
|
+}
|
|
|
+
|
|
|
+bool BattleProcessor::makeAutomaticAction(const CStack *stack, BattleAction &ba)
|
|
|
+{
|
|
|
+ boost::unique_lock lock(battleActionMutex);
|
|
|
+
|
|
|
+ BattleSetActiveStack bsa;
|
|
|
+ bsa.stack = stack->unitId();
|
|
|
+ bsa.askPlayerInterface = false;
|
|
|
+ gameHandler->sendAndApply(&bsa);
|
|
|
+
|
|
|
+ bool ret = makeBattleAction(ba);
|
|
|
+ checkBattleStateChanges();
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+void BattleProcessor::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
|
|
|
+{
|
|
|
+ if(attacker->hasBonusOfType(attackMode))
|
|
|
+ {
|
|
|
+ std::set<SpellID> spellsToCast;
|
|
|
+ TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
|
|
|
+ for(const auto & sf : *spells)
|
|
|
+ {
|
|
|
+ spellsToCast.insert(SpellID(sf->subtype));
|
|
|
+ }
|
|
|
+ for(SpellID spellID : spellsToCast)
|
|
|
+ {
|
|
|
+ bool castMe = false;
|
|
|
+ if(!defender->alive())
|
|
|
+ {
|
|
|
+ logGlobal->debug("attackCasting: all attacked creatures have been killed");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ int32_t spellLevel = 0;
|
|
|
+ TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
|
|
|
+ for(const auto & sf : *spellsByType)
|
|
|
+ {
|
|
|
+ int meleeRanged;
|
|
|
+ if(sf->additionalInfo.size() < 2)
|
|
|
+ {
|
|
|
+ // legacy format
|
|
|
+ vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
|
|
|
+ meleeRanged = sf->additionalInfo[0] / 1000;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ vstd::amax(spellLevel, sf->additionalInfo[0]);
|
|
|
+ meleeRanged = sf->additionalInfo[1];
|
|
|
+ }
|
|
|
+ if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
|
|
|
+ castMe = true;
|
|
|
+ }
|
|
|
+ int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
|
|
|
+ vstd::amin(chance, 100);
|
|
|
+
|
|
|
+ const CSpell * spell = SpellID(spellID).toSpell();
|
|
|
+ spells::AbilityCaster caster(attacker, spellLevel);
|
|
|
+
|
|
|
+ spells::Target target;
|
|
|
+ target.emplace_back(defender);
|
|
|
+
|
|
|
+ spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
|
|
|
+
|
|
|
+ auto m = spell->battleMechanics(¶meters);
|
|
|
+
|
|
|
+ spells::detail::ProblemImpl ignored;
|
|
|
+
|
|
|
+ if(!m->canBeCastAt(target, ignored))
|
|
|
+ continue;
|
|
|
+
|
|
|
+ //check if spell should be cast (probability handling)
|
|
|
+ if(gameHandler->getRandomGenerator().nextInt(99) >= chance)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ //casting
|
|
|
+ if(castMe)
|
|
|
+ {
|
|
|
+ parameters.cast(gameHandler->spellEnv, target);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
|
|
|
+{
|
|
|
+ attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
|
|
|
+{
|
|
|
+ if(!attacker->alive() || !defender->alive()) // can be already dead
|
|
|
+ return;
|
|
|
+
|
|
|
+ attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
|
|
|
+
|
|
|
+ if(!defender->alive())
|
|
|
+ {
|
|
|
+ //don't try death stare or acid breath on dead stack (crash!)
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
|
|
|
+ {
|
|
|
+ // mechanics of Death Stare as in H3:
|
|
|
+ // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
|
|
|
+ //original formula x = min(x, (gorgons_count + 9)/10);
|
|
|
+
|
|
|
+ double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
|
|
|
+ vstd::amin(chanceToKill, 1); //cap at 100%
|
|
|
+
|
|
|
+ std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
|
|
|
+
|
|
|
+ int staredCreatures = distribution(gameHandler->getRandomGenerator().getStdGenerator());
|
|
|
+
|
|
|
+ double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
|
|
|
+ int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
|
|
|
+ vstd::amin(staredCreatures, maxToKill);
|
|
|
+
|
|
|
+ staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
|
|
|
+ if(staredCreatures)
|
|
|
+ {
|
|
|
+ //TODO: death stare was not originally available for multiple-hex attacks, but...
|
|
|
+ const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
|
|
|
+
|
|
|
+ spells::AbilityCaster caster(attacker, 0);
|
|
|
+
|
|
|
+ spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
|
|
|
+ spells::Target target;
|
|
|
+ target.emplace_back(defender);
|
|
|
+ parameters.setEffectValue(staredCreatures);
|
|
|
+ parameters.cast(gameHandler->spellEnv, target);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!defender->alive())
|
|
|
+ return;
|
|
|
+
|
|
|
+ int64_t acidDamage = 0;
|
|
|
+ TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
|
|
|
+ for(const auto & b : *acidBreath)
|
|
|
+ {
|
|
|
+ if(b->additionalInfo[0] > gameHandler->getRandomGenerator().nextInt(99))
|
|
|
+ acidDamage += b->val;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(acidDamage > 0)
|
|
|
+ {
|
|
|
+ const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
|
|
|
+
|
|
|
+ spells::AbilityCaster caster(attacker, 0);
|
|
|
+
|
|
|
+ spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
|
|
|
+ spells::Target target;
|
|
|
+ target.emplace_back(defender);
|
|
|
+
|
|
|
+ parameters.setEffectValue(acidDamage * attacker->getCount());
|
|
|
+ parameters.cast(gameHandler->spellEnv, target);
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ if(!defender->alive())
|
|
|
+ return;
|
|
|
+
|
|
|
+ if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
|
|
|
+ {
|
|
|
+ double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
|
|
|
+ vstd::amin(chanceToTrigger, 1); //cap at 100%
|
|
|
+
|
|
|
+ if(gameHandler->getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
|
|
|
+ return;
|
|
|
+
|
|
|
+ int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
|
|
|
+
|
|
|
+ if(defender->unitType()->getId() == bonusAdditionalInfo ||
|
|
|
+ (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
|
|
|
+ return;
|
|
|
+
|
|
|
+ battle::UnitInfo resurrectInfo;
|
|
|
+ resurrectInfo.id = gameHandler->gameState()->curB->battleNextUnitId();
|
|
|
+ resurrectInfo.summoned = false;
|
|
|
+ resurrectInfo.position = defender->getPosition();
|
|
|
+ resurrectInfo.side = defender->unitSide();
|
|
|
+
|
|
|
+ if(bonusAdditionalInfo != CAddInfo::NONE)
|
|
|
+ resurrectInfo.type = CreatureID(bonusAdditionalInfo);
|
|
|
+ else
|
|
|
+ resurrectInfo.type = attacker->creatureId();
|
|
|
+
|
|
|
+ if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
|
|
|
+ resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
|
|
|
+ else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
|
|
|
+ resurrectInfo.count = defender->getCount();
|
|
|
+ else
|
|
|
+ return; //wrong subtype
|
|
|
+
|
|
|
+ BattleUnitsChanged addUnits;
|
|
|
+ addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
|
|
|
+ resurrectInfo.save(addUnits.changedStacks.back().data);
|
|
|
+
|
|
|
+ BattleUnitsChanged removeUnits;
|
|
|
+ removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
|
|
|
+ gameHandler->sendAndApply(&removeUnits);
|
|
|
+ gameHandler->sendAndApply(&addUnits);
|
|
|
+ }
|
|
|
+
|
|
|
+ if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
|
|
|
+ {
|
|
|
+ double chanceToTrigger = 0;
|
|
|
+ int amountToDie = 0;
|
|
|
+
|
|
|
+ if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
|
|
|
+ {
|
|
|
+ chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
|
|
|
+ int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
|
|
|
+ amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
|
|
|
+ }
|
|
|
+ else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
|
|
|
+ {
|
|
|
+ chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
|
|
|
+ amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
|
|
|
+ }
|
|
|
+
|
|
|
+ vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
|
|
|
+
|
|
|
+ if(gameHandler->getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
|
|
|
+ return;
|
|
|
+
|
|
|
+ BattleStackAttacked bsa;
|
|
|
+ bsa.attackerID = -1;
|
|
|
+ bsa.stackAttacked = defender->unitId();
|
|
|
+ bsa.damageAmount = amountToDie * defender->getMaxHealth();
|
|
|
+ bsa.flags = BattleStackAttacked::SPELL_EFFECT;
|
|
|
+ bsa.spellID = SpellID::SLAYER;
|
|
|
+ defender->prepareAttacked(bsa, gameHandler->getRandomGenerator());
|
|
|
+
|
|
|
+ StacksInjured si;
|
|
|
+ si.stacks.push_back(bsa);
|
|
|
+
|
|
|
+ gameHandler->sendAndApply(&si);
|
|
|
+ sendGenericKilledLog(defender, bsa.killedAmount, false);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
|
|
|
+{
|
|
|
+ if(first && !counter)
|
|
|
+ handleAttackBeforeCasting(ranged, attacker, defender);
|
|
|
+
|
|
|
+ FireShieldInfo fireShield;
|
|
|
+ BattleAttack bat;
|
|
|
+ BattleLogMessage blm;
|
|
|
+ bat.stackAttacking = attacker->unitId();
|
|
|
+ bat.tile = targetHex;
|
|
|
+
|
|
|
+ std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
|
|
|
+
|
|
|
+ if(ranged)
|
|
|
+ bat.flags |= BattleAttack::SHOT;
|
|
|
+ if(counter)
|
|
|
+ bat.flags |= BattleAttack::COUNTER;
|
|
|
+
|
|
|
+ const int attackerLuck = attacker->luckVal();
|
|
|
+
|
|
|
+ if(attackerLuck > 0)
|
|
|
+ {
|
|
|
+ auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
|
|
|
+ size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
|
|
|
+
|
|
|
+ if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
|
|
+ bat.flags |= BattleAttack::LUCKY;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(attackerLuck < 0)
|
|
|
+ {
|
|
|
+ auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
|
|
|
+ size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
|
|
|
+
|
|
|
+ if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
|
|
+ bat.flags |= BattleAttack::UNLUCKY;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (gameHandler->getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
|
|
|
+ {
|
|
|
+ bat.flags |= BattleAttack::DEATH_BLOW;
|
|
|
+ }
|
|
|
+
|
|
|
+ const auto * owner = gameHandler->gameState()->curB->getHero(attacker->unitOwner());
|
|
|
+ if(owner)
|
|
|
+ {
|
|
|
+ int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
|
|
|
+ if (chance > gameHandler->getRandomGenerator().nextInt(99))
|
|
|
+ bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
|
|
|
+ }
|
|
|
+
|
|
|
+ int64_t drainedLife = 0;
|
|
|
+
|
|
|
+ // only primary target
|
|
|
+ if(defender->alive())
|
|
|
+ drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
|
|
|
+
|
|
|
+ //multiple-hex normal attack
|
|
|
+ std::set<const CStack*> attackedCreatures = gameHandler->gameState()->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
|
|
|
+ for(const CStack * stack : attackedCreatures)
|
|
|
+ {
|
|
|
+ if(stack != defender && stack->alive()) //do not hit same stack twice
|
|
|
+ drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
|
|
|
+ }
|
|
|
+
|
|
|
+ std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
|
|
|
+ if(bonus && ranged) //TODO: make it work in melee?
|
|
|
+ {
|
|
|
+ //this is need for displaying hit animation
|
|
|
+ bat.flags |= BattleAttack::SPELL_LIKE;
|
|
|
+ bat.spellID = SpellID(bonus->subtype);
|
|
|
+
|
|
|
+ //TODO: should spell override creature`s projectile?
|
|
|
+
|
|
|
+ auto spell = bat.spellID.toSpell();
|
|
|
+
|
|
|
+ battle::Target target;
|
|
|
+ target.emplace_back(defender, targetHex);
|
|
|
+
|
|
|
+ spells::BattleCast event(gameHandler->gameState()->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
|
|
|
+ event.setSpellLevel(bonus->val);
|
|
|
+
|
|
|
+ auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
|
|
|
+
|
|
|
+ //TODO: get exact attacked hex for defender
|
|
|
+
|
|
|
+ for(const CStack * stack : attackedCreatures)
|
|
|
+ {
|
|
|
+ if(stack != defender && stack->alive()) //do not hit same stack twice
|
|
|
+ {
|
|
|
+ drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ //now add effect info for all attacked stacks
|
|
|
+ for (BattleStackAttacked & bsa : bat.bsa)
|
|
|
+ {
|
|
|
+ if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
|
|
|
+ {
|
|
|
+ //this is need for displaying affect animation
|
|
|
+ bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
|
|
|
+ bsa.spellID = SpellID(bonus->subtype);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ attackerState->afterAttack(ranged, counter);
|
|
|
+
|
|
|
+ {
|
|
|
+ UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
|
|
|
+ attackerState->save(info.data);
|
|
|
+ bat.attackerChanges.changedStacks.push_back(info);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (drainedLife > 0)
|
|
|
+ bat.flags |= BattleAttack::LIFE_DRAIN;
|
|
|
+
|
|
|
+ gameHandler->sendAndApply(&bat);
|
|
|
+
|
|
|
+ {
|
|
|
+ const bool multipleTargets = bat.bsa.size() > 1;
|
|
|
+
|
|
|
+ int64_t totalDamage = 0;
|
|
|
+ int32_t totalKills = 0;
|
|
|
+
|
|
|
+ for(const BattleStackAttacked & bsa : bat.bsa)
|
|
|
+ {
|
|
|
+ totalDamage += bsa.damageAmount;
|
|
|
+ totalKills += bsa.killedAmount;
|
|
|
+ }
|
|
|
+
|
|
|
+ {
|
|
|
+ MetaString text;
|
|
|
+ attacker->addText(text, EMetaText::GENERAL_TXT, 376);
|
|
|
+ attacker->addNameReplacement(text);
|
|
|
+ text.replaceNumber(totalDamage);
|
|
|
+ blm.lines.push_back(text);
|
|
|
+ }
|
|
|
+
|
|
|
+ addGenericKilledLog(blm, defender, totalKills, multipleTargets);
|
|
|
+ }
|
|
|
+
|
|
|
+ // drain life effect (as well as log entry) must be applied after the attack
|
|
|
+ if(drainedLife > 0)
|
|
|
+ {
|
|
|
+ MetaString text;
|
|
|
+ attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
|
|
|
+ attackerState->addNameReplacement(text, false);
|
|
|
+ text.replaceNumber(drainedLife);
|
|
|
+ defender->addNameReplacement(text, true);
|
|
|
+ blm.lines.push_back(std::move(text));
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!fireShield.empty())
|
|
|
+ {
|
|
|
+ //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
|
|
|
+ const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
|
|
|
+ int64_t totalDamage = 0;
|
|
|
+
|
|
|
+ for(const auto & item : fireShield)
|
|
|
+ {
|
|
|
+ const CStack * actor = item.first;
|
|
|
+ int64_t rawDamage = item.second;
|
|
|
+
|
|
|
+ const CGHeroInstance * actorOwner = gameHandler->gameState()->curB->getHero(actor->unitOwner());
|
|
|
+
|
|
|
+ if(actorOwner)
|
|
|
+ {
|
|
|
+ rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
|
|
|
+ }
|
|
|
+
|
|
|
+ totalDamage+=rawDamage;
|
|
|
+ //FIXME: add custom effect on actor
|
|
|
+ }
|
|
|
+
|
|
|
+ if (totalDamage > 0)
|
|
|
+ {
|
|
|
+ BattleStackAttacked bsa;
|
|
|
+
|
|
|
+ bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
|
|
|
+ bsa.stackAttacked = attacker->unitId(); //invert
|
|
|
+ bsa.attackerID = defender->unitId();
|
|
|
+ bsa.damageAmount = totalDamage;
|
|
|
+ attacker->prepareAttacked(bsa, gameHandler->getRandomGenerator());
|
|
|
+
|
|
|
+ StacksInjured pack;
|
|
|
+ pack.stacks.push_back(bsa);
|
|
|
+ gameHandler->sendAndApply(&pack);
|
|
|
+
|
|
|
+ // TODO: this is already implemented in Damage::describeEffect()
|
|
|
+ {
|
|
|
+ MetaString text;
|
|
|
+ text.appendLocalString(EMetaText::GENERAL_TXT, 376);
|
|
|
+ text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
|
|
|
+ text.replaceNumber(totalDamage);
|
|
|
+ blm.lines.push_back(std::move(text));
|
|
|
+ }
|
|
|
+ addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ gameHandler->sendAndApply(&blm);
|
|
|
+
|
|
|
+ handleAfterAttackCasting(ranged, attacker, defender);
|
|
|
+}
|
|
|
+
|
|
|
+int64_t BattleProcessor::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
|
|
|
+{
|
|
|
+ BattleStackAttacked bsa;
|
|
|
+ if(secondary)
|
|
|
+ bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
|
|
|
+
|
|
|
+ bsa.attackerID = attackerState->unitId();
|
|
|
+ bsa.stackAttacked = def->unitId();
|
|
|
+ {
|
|
|
+ BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
|
|
|
+
|
|
|
+ bai.deathBlow = bat.deathBlow();
|
|
|
+ bai.doubleDamage = bat.ballistaDoubleDmg();
|
|
|
+ bai.luckyStrike = bat.lucky();
|
|
|
+ bai.unluckyStrike = bat.unlucky();
|
|
|
+
|
|
|
+ auto range = gameHandler->gameState()->curB->calculateDmgRange(bai);
|
|
|
+ bsa.damageAmount = gameHandler->gameState()->curB->getActualDamage(range.damage, attackerState->getCount(), gameHandler->getRandomGenerator());
|
|
|
+ CStack::prepareAttacked(bsa, gameHandler->getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
|
|
|
+ }
|
|
|
+
|
|
|
+ int64_t drainedLife = 0;
|
|
|
+
|
|
|
+ //life drain handling
|
|
|
+ if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
|
|
|
+ {
|
|
|
+ int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
|
|
|
+ attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
|
|
|
+ drainedLife += toHeal;
|
|
|
+ }
|
|
|
+
|
|
|
+ //soul steal handling
|
|
|
+ if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
|
|
|
+ {
|
|
|
+ //we can have two bonuses - one with subtype 0 and another with subtype 1
|
|
|
+ //try to use permanent first, use only one of two
|
|
|
+ for(si32 subtype = 1; subtype >= 0; subtype--)
|
|
|
+ {
|
|
|
+ if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
|
|
|
+ {
|
|
|
+ int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
|
|
|
+ attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
|
|
|
+ drainedLife += toHeal;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
|
|
|
+
|
|
|
+ //fire shield handling
|
|
|
+ if(!bat.shot() &&
|
|
|
+ !def->isClone() &&
|
|
|
+ def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
|
|
|
+ !attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
|
|
|
+ CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
|
|
|
+ )
|
|
|
+ {
|
|
|
+ //TODO: use damage with bonus but without penalties
|
|
|
+ auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
|
|
|
+ fireShield.push_back(std::make_pair(def, fireShieldDamage));
|
|
|
+ }
|
|
|
+
|
|
|
+ return drainedLife;
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
|
|
|
+{
|
|
|
+ if(killed > 0)
|
|
|
+ {
|
|
|
+ BattleLogMessage blm;
|
|
|
+ addGenericKilledLog(blm, defender, killed, multiple);
|
|
|
+ gameHandler->sendAndApply(&blm);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
|
|
|
+{
|
|
|
+ if(killed > 0)
|
|
|
+ {
|
|
|
+ const int32_t txtIndex = (killed > 1) ? 379 : 378;
|
|
|
+ std::string formatString = VLC->generaltexth->allTexts[txtIndex];
|
|
|
+
|
|
|
+ // these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
|
|
|
+ formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
|
|
|
+ formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
|
|
|
+ boost::algorithm::trim(formatString);
|
|
|
+
|
|
|
+ boost::format txt(formatString);
|
|
|
+ if(killed > 1)
|
|
|
+ {
|
|
|
+ txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
|
|
|
+ }
|
|
|
+ else //killed == 1
|
|
|
+ {
|
|
|
+ txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
|
|
|
+ }
|
|
|
+ MetaString line;
|
|
|
+ line.appendRawString(txt.str());
|
|
|
+ blm.lines.push_back(std::move(line));
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
|
|
|
+{
|
|
|
+ LOG_TRACE(logGlobal);
|
|
|
+
|
|
|
+ //Fill BattleResult structure with exp info
|
|
|
+ giveExp(*battleResult.data);
|
|
|
+
|
|
|
+ if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
|
|
|
+ {
|
|
|
+ if(heroAttacker)
|
|
|
+ battleResult.data->exp[1] += 500;
|
|
|
+ if(heroDefender)
|
|
|
+ battleResult.data->exp[0] += 500;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(heroAttacker)
|
|
|
+ battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
|
|
|
+ if(heroDefender)
|
|
|
+ battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
|
|
|
+
|
|
|
+ auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries.topQuery(gameHandler->gameState()->curB->sides[0].color));
|
|
|
+ if (!battleQuery)
|
|
|
+ {
|
|
|
+ logGlobal->error("Cannot find battle query!");
|
|
|
+ gameHandler->complain("Player " + boost::lexical_cast<std::string>(gameHandler->gameState()->curB->sides[0].color) + " has no battle query at the top!");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ battleQuery->result = std::make_optional(*battleResult.data);
|
|
|
+
|
|
|
+ //Check how many battle gameHandler->queries were created (number of players blocked by battle)
|
|
|
+ const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries.allQueries(), battleQuery) : 0;
|
|
|
+ finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
|
|
|
+
|
|
|
+ // in battles against neutrals, 1st player can ask to replay battle manually
|
|
|
+ if (!gameHandler->gameState()->curB->sides[1].color.isValidPlayer())
|
|
|
+ {
|
|
|
+ auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, gameHandler->gameState()->curB);
|
|
|
+ battleResult.data->queryID = battleDialogQuery->queryID;
|
|
|
+ gameHandler->queries.addQuery(battleDialogQuery);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ battleResult.data->queryID = -1;
|
|
|
+
|
|
|
+ //set same battle result for all gameHandler->queries
|
|
|
+ for(auto q : gameHandler->queries.allQueries())
|
|
|
+ {
|
|
|
+ auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
|
|
|
+ if(otherBattleQuery)
|
|
|
+ otherBattleQuery->result = battleQuery->result;
|
|
|
+ }
|
|
|
+
|
|
|
+ gameHandler->sendAndApply(battleResult.data); //after this point casualties objects are destroyed
|
|
|
+
|
|
|
+ if (battleResult.data->queryID == -1)
|
|
|
+ endBattleConfirm(gameHandler->gameState()->curB);
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::endBattleConfirm(const BattleInfo * battleInfo)
|
|
|
+{
|
|
|
+ auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries.topQuery(battleInfo->sides.at(0).color));
|
|
|
+ if(!battleQuery)
|
|
|
+ {
|
|
|
+ logGlobal->trace("No battle query, battle end was confirmed by another player");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ const BattleResult::EResult result = battleResult.get()->result;
|
|
|
+
|
|
|
+ CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
|
|
|
+ ChangeSpells cs; //for Eagle Eye
|
|
|
+
|
|
|
+ if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
|
|
|
+ {
|
|
|
+ if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
|
|
|
+ {
|
|
|
+ double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
|
|
|
+ for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
|
|
|
+ {
|
|
|
+ auto spell = spellId.toSpell(VLC->spells());
|
|
|
+ if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
|
|
|
+ cs.spells.insert(spell->getId());
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ std::vector<const CArtifactInstance *> arts; //display them in window
|
|
|
+
|
|
|
+ if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
|
|
|
+ {
|
|
|
+ auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
|
|
|
+ {
|
|
|
+ const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
|
|
|
+ if(slot != ArtifactPosition::PRE_FIRST)
|
|
|
+ {
|
|
|
+ arts.push_back(art);
|
|
|
+ ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
|
|
|
+ if(ArtifactUtils::isSlotBackpack(slot))
|
|
|
+ ma->askAssemble = false;
|
|
|
+ gameHandler->sendAndApply(ma);
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ if (finishingBattle->loserHero)
|
|
|
+ {
|
|
|
+ //TODO: wrap it into a function, somehow (std::variant -_-)
|
|
|
+ auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
|
|
|
+ for (auto artSlot : artifactsWorn)
|
|
|
+ {
|
|
|
+ MoveArtifact ma;
|
|
|
+ ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
|
|
|
+ const CArtifactInstance * art = ma.src.getArt();
|
|
|
+ if (art && !art->artType->isBig() &&
|
|
|
+ art->artType->getId() != ArtifactID::SPELLBOOK)
|
|
|
+ // don't move war machines or locked arts (spellbook)
|
|
|
+ {
|
|
|
+ sendMoveArtifact(art, &ma);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
|
|
|
+ {
|
|
|
+ //we assume that no big artifacts can be found
|
|
|
+ MoveArtifact ma;
|
|
|
+ ma.src = ArtifactLocation(finishingBattle->loserHero,
|
|
|
+ ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
|
|
|
+ const CArtifactInstance * art = ma.src.getArt();
|
|
|
+ if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
|
|
|
+ {
|
|
|
+ sendMoveArtifact(art, &ma);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
|
|
|
+ {
|
|
|
+ artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
|
|
|
+ for (auto artSlot : artifactsWorn)
|
|
|
+ {
|
|
|
+ MoveArtifact ma;
|
|
|
+ ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
|
|
|
+ const CArtifactInstance * art = ma.src.getArt();
|
|
|
+ if (art && !art->artType->isBig())
|
|
|
+ {
|
|
|
+ sendMoveArtifact(art, &ma);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
|
|
|
+ {
|
|
|
+ auto artifactsWorn = armySlot.second->artifactsWorn;
|
|
|
+ for (auto artSlot : artifactsWorn)
|
|
|
+ {
|
|
|
+ MoveArtifact ma;
|
|
|
+ ma.src = ArtifactLocation(armySlot.second, artSlot.first);
|
|
|
+ const CArtifactInstance * art = ma.src.getArt();
|
|
|
+ if (art && !art->artType->isBig())
|
|
|
+ {
|
|
|
+ sendMoveArtifact(art, &ma);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (arts.size()) //display loot
|
|
|
+ {
|
|
|
+ InfoWindow iw;
|
|
|
+ iw.player = finishingBattle->winnerHero->tempOwner;
|
|
|
+
|
|
|
+ iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
|
|
|
+
|
|
|
+ for (auto art : arts) //TODO; separate function to display loot for various ojects?
|
|
|
+ {
|
|
|
+ iw.components.emplace_back(
|
|
|
+ Component::EComponentType::ARTIFACT, art->artType->getId(),
|
|
|
+ art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
|
|
|
+ if (iw.components.size() >= 14)
|
|
|
+ {
|
|
|
+ gameHandler->sendAndApply(&iw);
|
|
|
+ iw.components.clear();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (iw.components.size())
|
|
|
+ {
|
|
|
+ gameHandler->sendAndApply(&iw);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ //Eagle Eye secondary skill handling
|
|
|
+ if (!cs.spells.empty())
|
|
|
+ {
|
|
|
+ cs.learn = 1;
|
|
|
+ cs.hid = finishingBattle->winnerHero->id;
|
|
|
+
|
|
|
+ InfoWindow iw;
|
|
|
+ iw.player = finishingBattle->winnerHero->tempOwner;
|
|
|
+ iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
|
|
|
+ iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
|
|
|
+
|
|
|
+ std::ostringstream names;
|
|
|
+ for (int i = 0; i < cs.spells.size(); i++)
|
|
|
+ {
|
|
|
+ names << "%s";
|
|
|
+ if (i < cs.spells.size() - 2)
|
|
|
+ names << ", ";
|
|
|
+ else if (i < cs.spells.size() - 1)
|
|
|
+ names << "%s";
|
|
|
+ }
|
|
|
+ names << ".";
|
|
|
+
|
|
|
+ iw.text.replaceRawString(names.str());
|
|
|
+
|
|
|
+ auto it = cs.spells.begin();
|
|
|
+ for (int i = 0; i < cs.spells.size(); i++, it++)
|
|
|
+ {
|
|
|
+ iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
|
|
|
+ if (i == cs.spells.size() - 2) //we just added pre-last name
|
|
|
+ iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
|
|
|
+ iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
|
|
|
+ }
|
|
|
+ gameHandler->sendAndApply(&iw);
|
|
|
+ gameHandler->sendAndApply(&cs);
|
|
|
+ }
|
|
|
+ cab1.updateArmy(gameHandler);
|
|
|
+ cab2.updateArmy(gameHandler); //take casualties after battle is deleted
|
|
|
+
|
|
|
+ if(finishingBattle->loserHero) //remove beaten hero
|
|
|
+ {
|
|
|
+ RemoveObject ro(finishingBattle->loserHero->id);
|
|
|
+ gameHandler->sendAndApply(&ro);
|
|
|
+ }
|
|
|
+ if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
|
|
|
+ {
|
|
|
+ RemoveObject ro(finishingBattle->winnerHero->id);
|
|
|
+ gameHandler->sendAndApply(&ro);
|
|
|
+ }
|
|
|
+
|
|
|
+ if(battleResult.data->winner == BattleSide::DEFENDER
|
|
|
+ && finishingBattle->winnerHero
|
|
|
+ && finishingBattle->winnerHero->visitedTown
|
|
|
+ && !finishingBattle->winnerHero->inTownGarrison
|
|
|
+ && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
|
|
|
+ {
|
|
|
+ gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
|
|
|
+ }
|
|
|
+ //give exp
|
|
|
+ if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
|
|
|
+ gameHandler->changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
|
|
|
+
|
|
|
+ BattleResultAccepted raccepted;
|
|
|
+ raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
|
|
|
+ raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
|
|
|
+ raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
|
|
|
+ raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
|
|
|
+ raccepted.heroResult[0].exp = battleResult.data->exp[0];
|
|
|
+ raccepted.heroResult[1].exp = battleResult.data->exp[1];
|
|
|
+ raccepted.winnerSide = finishingBattle->winnerSide;
|
|
|
+ gameHandler->sendAndApply(&raccepted);
|
|
|
+
|
|
|
+ gameHandler->queries.popIfTop(battleQuery);
|
|
|
+ //--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::battleAfterLevelUp(const BattleResult &result)
|
|
|
+{
|
|
|
+ LOG_TRACE(logGlobal);
|
|
|
+
|
|
|
+ if(!finishingBattle)
|
|
|
+ return;
|
|
|
+
|
|
|
+ finishingBattle->remainingBattleQueriesCount--;
|
|
|
+ logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
|
|
|
+
|
|
|
+ if (finishingBattle->remainingBattleQueriesCount > 0)
|
|
|
+ //Battle results will be handled when all battle gameHandler->queries are closed
|
|
|
+ return;
|
|
|
+
|
|
|
+ //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
|
|
|
+ // but the battle consequences are applied after final player is unblocked. Hard to abuse...
|
|
|
+ // Still, it looks like a hole.
|
|
|
+
|
|
|
+ // Necromancy if applicable.
|
|
|
+ const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
|
|
|
+ // Give raised units to winner and show dialog, if any were raised,
|
|
|
+ // units will be given after casualties are taken
|
|
|
+ const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
|
|
|
+
|
|
|
+ if (necroSlot != SlotID())
|
|
|
+ {
|
|
|
+ finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
|
|
|
+ gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
|
|
|
+ }
|
|
|
+
|
|
|
+ BattleResultsApplied resultsApplied;
|
|
|
+ resultsApplied.player1 = finishingBattle->victor;
|
|
|
+ resultsApplied.player2 = finishingBattle->loser;
|
|
|
+ gameHandler->sendAndApply(&resultsApplied);
|
|
|
+
|
|
|
+ gameHandler->setBattle(nullptr);
|
|
|
+
|
|
|
+ if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
|
|
|
+ {
|
|
|
+ logGlobal->trace("post-victory visit");
|
|
|
+ gameHandler->visitObjectOnTile(*gameHandler->getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
|
|
|
+ }
|
|
|
+ visitObjectAfterVictory = false;
|
|
|
+
|
|
|
+ //handle victory/loss of engaged players
|
|
|
+ std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
|
|
|
+ gameHandler->checkVictoryLossConditions(playerColors);
|
|
|
+
|
|
|
+ if (result.result == BattleResult::SURRENDER)
|
|
|
+ gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
|
|
|
+
|
|
|
+ if (result.result == BattleResult::ESCAPE)
|
|
|
+ gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
|
|
|
+
|
|
|
+ if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
|
|
|
+ && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
|
|
|
+ {
|
|
|
+ RemoveObject ro(finishingBattle->winnerHero->id);
|
|
|
+ gameHandler->sendAndApply(&ro);
|
|
|
+
|
|
|
+ if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
|
|
|
+ gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
|
|
|
+ }
|
|
|
+
|
|
|
+ finishingBattle.reset();
|
|
|
+}
|
|
|
+
|
|
|
+int BattleProcessor::moveStack(int stack, BattleHex dest)
|
|
|
+{
|
|
|
+ int ret = 0;
|
|
|
+
|
|
|
+ const CStack *curStack = gameHandler->battleGetStackByID(stack),
|
|
|
+ *stackAtEnd = gameHandler->gameState()->curB->battleGetStackByPos(dest);
|
|
|
+
|
|
|
+ assert(curStack);
|
|
|
+ assert(dest < GameConstants::BFIELD_SIZE);
|
|
|
+
|
|
|
+ if (gameHandler->gameState()->curB->tacticDistance)
|
|
|
+ {
|
|
|
+ assert(gameHandler->gameState()->curB->isInTacticRange(dest));
|
|
|
+ }
|
|
|
+
|
|
|
+ auto start = curStack->getPosition();
|
|
|
+ if (start == dest)
|
|
|
+ return 0;
|
|
|
+
|
|
|
+ //initing necessary tables
|
|
|
+ auto accessibility = gameHandler->getAccesibility(curStack);
|
|
|
+ std::set<BattleHex> passed;
|
|
|
+ //Ignore obstacles on starting position
|
|
|
+ passed.insert(curStack->getPosition());
|
|
|
+ if(curStack->doubleWide())
|
|
|
+ passed.insert(curStack->occupiedHex());
|
|
|
+
|
|
|
+ //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
|
|
|
+ if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
|
|
|
+ {
|
|
|
+ BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
|
|
|
+
|
|
|
+ if(accessibility.accessible(shifted, curStack))
|
|
|
+ dest = shifted;
|
|
|
+ }
|
|
|
+
|
|
|
+ if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
|
|
|
+ {
|
|
|
+ gameHandler->complain("Given destination is not accessible!");
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool canUseGate = false;
|
|
|
+ auto dbState = gameHandler->gameState()->curB->si.gateState;
|
|
|
+ if(gameHandler->battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
|
|
|
+ dbState != EGateState::DESTROYED &&
|
|
|
+ dbState != EGateState::BLOCKED)
|
|
|
+ {
|
|
|
+ canUseGate = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ std::pair< std::vector<BattleHex>, int > path = gameHandler->gameState()->curB->getPath(start, dest, curStack);
|
|
|
+
|
|
|
+ ret = path.second;
|
|
|
+
|
|
|
+ int creSpeed = curStack->speed(0, true);
|
|
|
+
|
|
|
+ if (gameHandler->gameState()->curB->tacticDistance > 0 && creSpeed > 0)
|
|
|
+ creSpeed = GameConstants::BFIELD_SIZE;
|
|
|
+
|
|
|
+ bool hasWideMoat = vstd::contains_if(gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
|
|
|
+ {
|
|
|
+ return obst->obstacleType == CObstacleInstance::MOAT;
|
|
|
+ });
|
|
|
+
|
|
|
+ auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
|
|
|
+ {
|
|
|
+ if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
|
|
|
+ return true;
|
|
|
+ if (hex == ESiegeHex::GATE_OUTER)
|
|
|
+ return true;
|
|
|
+ if (hex == ESiegeHex::GATE_INNER)
|
|
|
+ return true;
|
|
|
+
|
|
|
+ return false;
|
|
|
+ };
|
|
|
+
|
|
|
+ auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
|
|
|
+ {
|
|
|
+ if (isGateDrawbridgeHex(hex))
|
|
|
+ return true;
|
|
|
+
|
|
|
+ if (curStack->doubleWide())
|
|
|
+ {
|
|
|
+ BattleHex otherHex = curStack->occupiedHex(hex);
|
|
|
+ if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+ };
|
|
|
+
|
|
|
+ if (curStack->hasBonusOfType(BonusType::FLYING))
|
|
|
+ {
|
|
|
+ if (path.second <= creSpeed && path.first.size() > 0)
|
|
|
+ {
|
|
|
+ if (canUseGate && dbState != EGateState::OPENED &&
|
|
|
+ occupyGateDrawbridgeHex(dest))
|
|
|
+ {
|
|
|
+ BattleUpdateGateState db;
|
|
|
+ db.state = EGateState::OPENED;
|
|
|
+ gameHandler->sendAndApply(&db);
|
|
|
+ }
|
|
|
+
|
|
|
+ //inform clients about move
|
|
|
+ BattleStackMoved sm;
|
|
|
+ sm.stack = curStack->unitId();
|
|
|
+ std::vector<BattleHex> tiles;
|
|
|
+ tiles.push_back(path.first[0]);
|
|
|
+ sm.tilesToMove = tiles;
|
|
|
+ sm.distance = path.second;
|
|
|
+ sm.teleporting = false;
|
|
|
+ gameHandler->sendAndApply(&sm);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else //for non-flying creatures
|
|
|
+ {
|
|
|
+ std::vector<BattleHex> tiles;
|
|
|
+ const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
|
|
|
+ int v = (int)path.first.size()-1;
|
|
|
+ path.first.push_back(start);
|
|
|
+
|
|
|
+ // check if gate need to be open or closed at some point
|
|
|
+ BattleHex openGateAtHex, gateMayCloseAtHex;
|
|
|
+ if (canUseGate)
|
|
|
+ {
|
|
|
+ for (int i = (int)path.first.size()-1; i >= 0; i--)
|
|
|
+ {
|
|
|
+ auto needOpenGates = [&](BattleHex hex) -> bool
|
|
|
+ {
|
|
|
+ if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
|
|
|
+ return true;
|
|
|
+ if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
|
|
|
+ return true;
|
|
|
+ else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
|
|
|
+ return true;
|
|
|
+
|
|
|
+ return false;
|
|
|
+ };
|
|
|
+
|
|
|
+ auto hex = path.first[i];
|
|
|
+ if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
|
|
|
+ {
|
|
|
+ if (needOpenGates(hex))
|
|
|
+ openGateAtHex = path.first[i+1];
|
|
|
+
|
|
|
+ //TODO we need find batter way to handle double-wide stacks
|
|
|
+ //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
|
|
|
+ if (curStack->doubleWide())
|
|
|
+ {
|
|
|
+ BattleHex otherHex = curStack->occupiedHex(hex);
|
|
|
+ if (otherHex.isValid() && needOpenGates(otherHex))
|
|
|
+ openGateAtHex = path.first[i+2];
|
|
|
+ }
|
|
|
+
|
|
|
+ //gate may be opened and then closed during stack movement, but not other way around
|
|
|
+ if (openGateAtHex.isValid())
|
|
|
+ dbState = EGateState::OPENED;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
|
|
|
+ {
|
|
|
+ if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
|
|
|
+ {
|
|
|
+ gateMayCloseAtHex = path.first[i-1];
|
|
|
+ }
|
|
|
+ if (hasWideMoat)
|
|
|
+ {
|
|
|
+ if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
|
|
|
+ {
|
|
|
+ gateMayCloseAtHex = path.first[i-1];
|
|
|
+ }
|
|
|
+ else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
|
|
|
+ path.first[i-1] != ESiegeHex::GATE_INNER &&
|
|
|
+ path.first[i-1] != ESiegeHex::GATE_BRIDGE)
|
|
|
+ {
|
|
|
+ gateMayCloseAtHex = path.first[i-1];
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
|
|
|
+ {
|
|
|
+ gateMayCloseAtHex = path.first[i-1];
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ bool stackIsMoving = true;
|
|
|
+
|
|
|
+ while(stackIsMoving)
|
|
|
+ {
|
|
|
+ if (v<tilesToMove)
|
|
|
+ {
|
|
|
+ logGlobal->error("Movement terminated abnormally");
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool gateStateChanging = false;
|
|
|
+ //special handling for opening gate on from starting hex
|
|
|
+ if (openGateAtHex.isValid() && openGateAtHex == start)
|
|
|
+ gateStateChanging = true;
|
|
|
+ else
|
|
|
+ {
|
|
|
+ for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
|
|
|
+ {
|
|
|
+ BattleHex hex = path.first[v];
|
|
|
+ tiles.push_back(hex);
|
|
|
+
|
|
|
+ if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
|
|
|
+ (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
|
|
|
+ {
|
|
|
+ gateStateChanging = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ //if we walked onto something, finalize this portion of stack movement check into obstacle
|
|
|
+ if(!gameHandler->battleGetAllObstaclesOnPos(hex, false).empty())
|
|
|
+ obstacleHit = true;
|
|
|
+
|
|
|
+ if (curStack->doubleWide())
|
|
|
+ {
|
|
|
+ BattleHex otherHex = curStack->occupiedHex(hex);
|
|
|
+ //two hex creature hit obstacle by backside
|
|
|
+ auto obstacle2 = gameHandler->battleGetAllObstaclesOnPos(otherHex, false);
|
|
|
+ if(otherHex.isValid() && !obstacle2.empty())
|
|
|
+ obstacleHit = true;
|
|
|
+ }
|
|
|
+ if(!obstacleHit)
|
|
|
+ passed.insert(hex);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!tiles.empty())
|
|
|
+ {
|
|
|
+ //commit movement
|
|
|
+ BattleStackMoved sm;
|
|
|
+ sm.stack = curStack->unitId();
|
|
|
+ sm.distance = path.second;
|
|
|
+ sm.teleporting = false;
|
|
|
+ sm.tilesToMove = tiles;
|
|
|
+ gameHandler->sendAndApply(&sm);
|
|
|
+ tiles.clear();
|
|
|
+ }
|
|
|
+
|
|
|
+ //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
|
|
|
+ if (curStack->getPosition() != dest)
|
|
|
+ {
|
|
|
+ if(stackIsMoving && start != curStack->getPosition())
|
|
|
+ {
|
|
|
+ stackIsMoving = gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
|
|
|
+ passed.insert(curStack->getPosition());
|
|
|
+ if(curStack->doubleWide())
|
|
|
+ passed.insert(curStack->occupiedHex());
|
|
|
+ }
|
|
|
+ if (gateStateChanging)
|
|
|
+ {
|
|
|
+ if (curStack->getPosition() == openGateAtHex)
|
|
|
+ {
|
|
|
+ openGateAtHex = BattleHex();
|
|
|
+ //only open gate if stack is still alive
|
|
|
+ if (curStack->alive())
|
|
|
+ {
|
|
|
+ BattleUpdateGateState db;
|
|
|
+ db.state = EGateState::OPENED;
|
|
|
+ gameHandler->sendAndApply(&db);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if (curStack->getPosition() == gateMayCloseAtHex)
|
|
|
+ {
|
|
|
+ gateMayCloseAtHex = BattleHex();
|
|
|
+ updateGateState();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ //movement finished normally: we reached destination
|
|
|
+ stackIsMoving = false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ //handle last hex separately for deviation
|
|
|
+ if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
|
|
|
+ {
|
|
|
+ if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
|
|
|
+ || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
|
|
|
+ passed.clear(); //Just empty passed, obstacles will handled automatically
|
|
|
+ }
|
|
|
+ //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
|
|
|
+ gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
|
|
|
+
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
|
|
|
+{
|
|
|
+ battleResult.set(nullptr);
|
|
|
+
|
|
|
+ const auto & t = *gameHandler->getTile(tile);
|
|
|
+ TerrainId terrain = t.terType->getId();
|
|
|
+ if (gameHandler->gameState()->map->isCoastalTile(tile)) //coastal tile is always ground
|
|
|
+ terrain = ETerrainId::SAND;
|
|
|
+
|
|
|
+ BattleField terType = gameHandler->gameState()->battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
|
|
|
+ if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
|
|
|
+ terType = BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
|
|
|
+
|
|
|
+
|
|
|
+ //send info about battles
|
|
|
+ BattleStart bs;
|
|
|
+ bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
|
|
|
+
|
|
|
+ engageIntoBattle(bs.info->sides[0].color);
|
|
|
+ engageIntoBattle(bs.info->sides[1].color);
|
|
|
+
|
|
|
+ auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries.topQuery(bs.info->sides[0].color));
|
|
|
+ bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
|
|
|
+
|
|
|
+ gameHandler->sendAndApply(&bs);
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::checkBattleStateChanges()
|
|
|
+{
|
|
|
+ //check if drawbridge state need to be changes
|
|
|
+ if (gameHandler->battleGetSiegeLevel() > 0)
|
|
|
+ updateGateState();
|
|
|
+
|
|
|
+ //check if battle ended
|
|
|
+ if (auto result = gameHandler->battleIsFinished())
|
|
|
+ {
|
|
|
+ setBattleResult(BattleResult::NORMAL, *result);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+bool BattleProcessor::makeBattleAction(BattleAction &ba)
|
|
|
+{
|
|
|
+ bool ok = true;
|
|
|
+
|
|
|
+ battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
|
|
|
+
|
|
|
+ const CStack * stack = gameHandler->battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
|
|
|
+
|
|
|
+ const bool isAboutActiveStack = stack && (ba.stackNumber == gameHandler->gameState()->curB->getActiveStackID());
|
|
|
+
|
|
|
+ logGlobal->trace("Making action: %s", ba.toString());
|
|
|
+
|
|
|
+ switch(ba.actionType)
|
|
|
+ {
|
|
|
+ case EActionType::WALK: //walk
|
|
|
+ case EActionType::DEFEND: //defend
|
|
|
+ case EActionType::WAIT: //wait
|
|
|
+ case EActionType::WALK_AND_ATTACK: //walk or attack
|
|
|
+ case EActionType::SHOOT: //shoot
|
|
|
+ case EActionType::CATAPULT: //catapult
|
|
|
+ case EActionType::STACK_HEAL: //healing with First Aid Tent
|
|
|
+ case EActionType::MONSTER_SPELL:
|
|
|
+
|
|
|
+ if (!stack)
|
|
|
+ {
|
|
|
+ gameHandler->complain("No such stack!");
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ if (!stack->alive())
|
|
|
+ {
|
|
|
+ gameHandler->complain("This stack is dead: " + stack->nodeName());
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (gameHandler->battleTacticDist())
|
|
|
+ {
|
|
|
+ if (stack && stack->unitSide() != gameHandler->battleGetTacticsSide())
|
|
|
+ {
|
|
|
+ gameHandler->complain("This is not a stack of side that has tactics!");
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if (!isAboutActiveStack)
|
|
|
+ {
|
|
|
+ gameHandler->complain("Action has to be about active stack!");
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ auto wrapAction = [this](BattleAction &ba)
|
|
|
+ {
|
|
|
+ StartAction startAction(ba);
|
|
|
+ gameHandler->sendAndApply(&startAction);
|
|
|
+
|
|
|
+ return vstd::makeScopeGuard([&]()
|
|
|
+ {
|
|
|
+ gameHandler->sendAndApply(&end_action);
|
|
|
+ });
|
|
|
+ };
|
|
|
+
|
|
|
+ switch(ba.actionType)
|
|
|
+ {
|
|
|
+ case EActionType::END_TACTIC_PHASE: //wait
|
|
|
+ case EActionType::BAD_MORALE:
|
|
|
+ case EActionType::NO_ACTION:
|
|
|
+ {
|
|
|
+ auto wrapper = wrapAction(ba);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case EActionType::WALK:
|
|
|
+ {
|
|
|
+ auto wrapper = wrapAction(ba);
|
|
|
+ if(target.size() < 1)
|
|
|
+ {
|
|
|
+ gameHandler->complain("Destination required for move action.");
|
|
|
+ ok = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
|
|
|
+ if (!walkedTiles)
|
|
|
+ gameHandler->complain("Stack failed movement!");
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case EActionType::DEFEND:
|
|
|
+ {
|
|
|
+ //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
|
|
|
+ SetStackEffect sse;
|
|
|
+ Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
|
|
|
+ Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
|
|
|
+ -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
|
|
|
+ Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
|
|
|
+
|
|
|
+ BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
|
|
|
+ int oldDefenceValue = defence.totalValue();
|
|
|
+
|
|
|
+ defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
|
|
|
+ defence.push_back(std::make_shared<Bonus>(bonus2));
|
|
|
+
|
|
|
+ int difference = defence.totalValue() - oldDefenceValue;
|
|
|
+ std::vector<Bonus> buffer;
|
|
|
+ if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
|
|
|
+ {
|
|
|
+ difference = 1;
|
|
|
+ buffer.push_back(alternativeWeakCreatureBonus);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ buffer.push_back(defenseBonusToAdd);
|
|
|
+ }
|
|
|
+
|
|
|
+ buffer.push_back(bonus2);
|
|
|
+
|
|
|
+ sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
|
|
|
+ gameHandler->sendAndApply(&sse);
|
|
|
+
|
|
|
+ BattleLogMessage message;
|
|
|
+
|
|
|
+ MetaString text;
|
|
|
+ stack->addText(text, EMetaText::GENERAL_TXT, 120);
|
|
|
+ stack->addNameReplacement(text);
|
|
|
+ text.replaceNumber(difference);
|
|
|
+
|
|
|
+ message.lines.push_back(text);
|
|
|
+
|
|
|
+ gameHandler->sendAndApply(&message);
|
|
|
+ //don't break - we share code with next case
|
|
|
+ }
|
|
|
+ [[fallthrough]];
|
|
|
+ case EActionType::WAIT:
|
|
|
+ {
|
|
|
+ auto wrapper = wrapAction(ba);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case EActionType::RETREAT: //retreat/flee
|
|
|
+ {
|
|
|
+ if (!gameHandler->gameState()->curB->battleCanFlee(gameHandler->gameState()->curB->sides.at(ba.side).color))
|
|
|
+ gameHandler->complain("Cannot retreat!");
|
|
|
+ else
|
|
|
+ setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case EActionType::SURRENDER:
|
|
|
+ {
|
|
|
+ PlayerColor player = gameHandler->gameState()->curB->sides.at(ba.side).color;
|
|
|
+ int cost = gameHandler->gameState()->curB->battleGetSurrenderCost(player);
|
|
|
+ if (cost < 0)
|
|
|
+ gameHandler->complain("Cannot surrender!");
|
|
|
+ else if (gameHandler->getResource(player, EGameResID::GOLD) < cost)
|
|
|
+ gameHandler->complain("Not enough gold to surrender!");
|
|
|
+ else
|
|
|
+ {
|
|
|
+ gameHandler->giveResource(player, EGameResID::GOLD, -cost);
|
|
|
+ setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case EActionType::WALK_AND_ATTACK: //walk or attack
|
|
|
+ {
|
|
|
+ auto wrapper = wrapAction(ba);
|
|
|
+
|
|
|
+ if(!stack)
|
|
|
+ {
|
|
|
+ gameHandler->complain("No attacker");
|
|
|
+ ok = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(target.size() < 2)
|
|
|
+ {
|
|
|
+ gameHandler->complain("Two destinations required for attack action.");
|
|
|
+ ok = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ BattleHex attackPos = target.at(0).hexValue;
|
|
|
+ BattleHex destinationTile = target.at(1).hexValue;
|
|
|
+ const CStack * destinationStack = gameHandler->gameState()->curB->battleGetStackByPos(destinationTile, true);
|
|
|
+
|
|
|
+ if(!destinationStack)
|
|
|
+ {
|
|
|
+ gameHandler->complain("Invalid target to attack");
|
|
|
+ ok = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ BattleHex startingPos = stack->getPosition();
|
|
|
+ int distance = moveStack(ba.stackNumber, attackPos);
|
|
|
+
|
|
|
+ logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
|
|
|
+
|
|
|
+ if(stack->getPosition() != attackPos
|
|
|
+ && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
|
|
|
+ )
|
|
|
+ {
|
|
|
+ // we were not able to reach destination tile, nor occupy specified hex
|
|
|
+ // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
|
|
|
+ {
|
|
|
+ destinationStack = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!destinationStack)
|
|
|
+ {
|
|
|
+ gameHandler->complain("Unit can not attack itself");
|
|
|
+ ok = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!CStack::isMeleeAttackPossible(stack, destinationStack))
|
|
|
+ {
|
|
|
+ gameHandler->complain("Attack cannot be performed!");
|
|
|
+ ok = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ //attack
|
|
|
+ int totalAttacks = stack->totalAttacks.getMeleeValue();
|
|
|
+
|
|
|
+ //TODO: move to CUnitState
|
|
|
+ const auto * attackingHero = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
|
|
|
+ if(attackingHero)
|
|
|
+ {
|
|
|
+ totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
|
|
|
+ const bool retaliation = destinationStack->ableToRetaliate();
|
|
|
+ for (int i = 0; i < totalAttacks; ++i)
|
|
|
+ {
|
|
|
+ //first strike
|
|
|
+ if(i == 0 && firstStrike && retaliation)
|
|
|
+ {
|
|
|
+ makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
|
|
|
+ }
|
|
|
+
|
|
|
+ //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
|
|
|
+ if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
|
|
|
+ {
|
|
|
+ makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
|
|
|
+ }
|
|
|
+
|
|
|
+ //counterattack
|
|
|
+ //we check retaliation twice, so if it unblocked during attack it will work only on next attack
|
|
|
+ if(stack->alive()
|
|
|
+ && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
|
|
|
+ && (i == 0 && !firstStrike)
|
|
|
+ && retaliation && destinationStack->ableToRetaliate())
|
|
|
+ {
|
|
|
+ makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ //return
|
|
|
+ if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
|
|
|
+ && target.size() == 3
|
|
|
+ && startingPos != stack->getPosition()
|
|
|
+ && startingPos == target.at(2).hexValue
|
|
|
+ && stack->alive())
|
|
|
+ {
|
|
|
+ moveStack(ba.stackNumber, startingPos);
|
|
|
+ //NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case EActionType::SHOOT:
|
|
|
+ {
|
|
|
+ if(target.size() < 1)
|
|
|
+ {
|
|
|
+ gameHandler->complain("Destination required for shot action.");
|
|
|
+ ok = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ auto destination = target.at(0).hexValue;
|
|
|
+
|
|
|
+ const CStack * destinationStack = gameHandler->gameState()->curB->battleGetStackByPos(destination);
|
|
|
+
|
|
|
+ if (!gameHandler->gameState()->curB->battleCanShoot(stack, destination))
|
|
|
+ {
|
|
|
+ gameHandler->complain("Cannot shoot!");
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ if (!destinationStack)
|
|
|
+ {
|
|
|
+ gameHandler->complain("No target to shoot!");
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ auto wrapper = wrapAction(ba);
|
|
|
+
|
|
|
+ makeAttack(stack, destinationStack, 0, destination, true, true, false);
|
|
|
+
|
|
|
+ //ranged counterattack
|
|
|
+ if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
|
|
|
+ && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
|
|
|
+ && destinationStack->ableToRetaliate()
|
|
|
+ && gameHandler->gameState()->curB->battleCanShoot(destinationStack, stack->getPosition())
|
|
|
+ && stack->alive()) //attacker may have died (fire shield)
|
|
|
+ {
|
|
|
+ makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
|
|
|
+ }
|
|
|
+ //allow more than one additional attack
|
|
|
+
|
|
|
+ int totalRangedAttacks = stack->totalAttacks.getRangedValue();
|
|
|
+
|
|
|
+ //TODO: move to CUnitState
|
|
|
+ const auto * attackingHero = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
|
|
|
+ if(attackingHero)
|
|
|
+ {
|
|
|
+ totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ for(int i = 1; i < totalRangedAttacks; ++i)
|
|
|
+ {
|
|
|
+ if(
|
|
|
+ stack->alive()
|
|
|
+ && destinationStack->alive()
|
|
|
+ && stack->shots.canUse()
|
|
|
+ )
|
|
|
+ {
|
|
|
+ makeAttack(stack, destinationStack, 0, destination, false, true, false);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case EActionType::CATAPULT:
|
|
|
+ {
|
|
|
+ auto wrapper = wrapAction(ba);
|
|
|
+ const CStack * shooter = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
|
|
|
+ std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
|
|
|
+ if(!catapultAbility || catapultAbility->subtype < 0)
|
|
|
+ {
|
|
|
+ gameHandler->complain("We do not know how to shoot :P");
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
|
|
|
+ spells::BattleCast parameters(gameHandler->gameState()->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
|
|
|
+ auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
|
|
|
+ parameters.setSpellLevel(shotLevel);
|
|
|
+ parameters.cast(gameHandler->spellEnv, target);
|
|
|
+ }
|
|
|
+ //finish by scope guard
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case EActionType::STACK_HEAL: //healing with First Aid Tent
|
|
|
+ {
|
|
|
+ auto wrapper = wrapAction(ba);
|
|
|
+ const CStack * healer = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
|
|
|
+
|
|
|
+ if(target.size() < 1)
|
|
|
+ {
|
|
|
+ gameHandler->complain("Destination required for heal action.");
|
|
|
+ ok = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ const battle::Unit * destStack = nullptr;
|
|
|
+ std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
|
|
|
+
|
|
|
+ if(target.at(0).unitValue)
|
|
|
+ destStack = target.at(0).unitValue;
|
|
|
+ else
|
|
|
+ destStack = gameHandler->gameState()->curB->battleGetUnitByPos(target.at(0).hexValue);
|
|
|
+
|
|
|
+ if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
|
|
|
+ {
|
|
|
+ gameHandler->complain("There is either no healer, no destination, or healer cannot heal :P");
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
|
|
|
+ spells::BattleCast parameters(gameHandler->gameState()->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
|
|
|
+ auto dest = battle::Destination(destStack, target.at(0).hexValue);
|
|
|
+ parameters.setSpellLevel(0);
|
|
|
+ parameters.cast(gameHandler->spellEnv, {dest});
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case EActionType::MONSTER_SPELL:
|
|
|
+ {
|
|
|
+ auto wrapper = wrapAction(ba);
|
|
|
+
|
|
|
+ const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
|
|
|
+ SpellID spellID = SpellID(ba.actionSubtype);
|
|
|
+
|
|
|
+ std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
|
|
|
+ std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
|
|
|
+
|
|
|
+ //TODO special bonus for genies ability
|
|
|
+ if (randSpellcaster && gameHandler->battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
|
|
|
+ spellID = gameHandler->battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
|
|
|
+
|
|
|
+ if (spellID < 0)
|
|
|
+ gameHandler->complain("That stack can't cast spells!");
|
|
|
+ else
|
|
|
+ {
|
|
|
+ const CSpell * spell = SpellID(spellID).toSpell();
|
|
|
+ spells::BattleCast parameters(gameHandler->gameState()->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
|
|
|
+ int32_t spellLvl = 0;
|
|
|
+ if(spellcaster)
|
|
|
+ vstd::amax(spellLvl, spellcaster->val);
|
|
|
+ if(randSpellcaster)
|
|
|
+ vstd::amax(spellLvl, randSpellcaster->val);
|
|
|
+ parameters.setSpellLevel(spellLvl);
|
|
|
+ parameters.cast(gameHandler->spellEnv, target);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
|
|
|
+ || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
|
|
|
+ gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *stack);
|
|
|
+ if(ba.stackNumber == gameHandler->gameState()->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
|
|
|
+ battleMadeAction.setn(true);
|
|
|
+ return ok;
|
|
|
+}
|
|
|
+
|
|
|
+bool BattleProcessor::makeCustomAction(BattleAction & ba)
|
|
|
+{
|
|
|
+ switch(ba.actionType)
|
|
|
+ {
|
|
|
+ case EActionType::HERO_SPELL:
|
|
|
+ {
|
|
|
+ COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
|
|
|
+
|
|
|
+ const CGHeroInstance *h = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
|
|
|
+ COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
|
|
|
+
|
|
|
+ const CSpell * s = SpellID(ba.actionSubtype).toSpell();
|
|
|
+ if (!s)
|
|
|
+ {
|
|
|
+ logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ spells::BattleCast parameters(gameHandler->gameState()->curB, h, spells::Mode::HERO, s);
|
|
|
+
|
|
|
+ spells::detail::ProblemImpl problem;
|
|
|
+
|
|
|
+ auto m = s->battleMechanics(¶meters);
|
|
|
+
|
|
|
+ if(!m->canBeCast(problem))//todo: should we check aimed cast?
|
|
|
+ {
|
|
|
+ logGlobal->warn("Spell cannot be cast!");
|
|
|
+ std::vector<std::string> texts;
|
|
|
+ problem.getAll(texts);
|
|
|
+ for(auto s : texts)
|
|
|
+ logGlobal->warn(s);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ StartAction start_action(ba);
|
|
|
+ gameHandler->sendAndApply(&start_action); //start spell casting
|
|
|
+
|
|
|
+ parameters.cast(gameHandler->spellEnv, ba.getTarget(gameHandler->gameState()->curB));
|
|
|
+
|
|
|
+ gameHandler->sendAndApply(&end_action);
|
|
|
+ if (!gameHandler->gameState()->curB->battleGetStackByID(gameHandler->gameState()->curB->activeStack))
|
|
|
+ {
|
|
|
+ battleMadeAction.setn(true);
|
|
|
+ }
|
|
|
+ checkBattleStateChanges();
|
|
|
+ if (battleResult.get())
|
|
|
+ {
|
|
|
+ battleMadeAction.setn(true);
|
|
|
+ //battle will be ended by startBattle function
|
|
|
+ //endBattle(gameHandler->gameState()->curB->tile, gameHandler->gameState()->curB->heroes[0], gameHandler->gameState()->curB->heroes[1]);
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return false;
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::stackEnchantedTrigger(const CStack * st)
|
|
|
+{
|
|
|
+ auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
|
|
|
+ for(auto b : bl)
|
|
|
+ {
|
|
|
+ const CSpell * sp = SpellID(b->subtype).toSpell();
|
|
|
+ if(!sp)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
|
|
|
+ const int32_t level = ((val > 3) ? (val - 3) : val);
|
|
|
+
|
|
|
+ spells::BattleCast battleCast(gameHandler->gameState()->curB, st, spells::Mode::PASSIVE, sp);
|
|
|
+ //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
|
|
|
+ battleCast.setEffectDuration(50);
|
|
|
+ battleCast.setSpellLevel(level);
|
|
|
+ spells::Target target;
|
|
|
+
|
|
|
+ if(val > 3)
|
|
|
+ {
|
|
|
+ for(auto s : gameHandler->gameState()->curB->battleGetAllStacks())
|
|
|
+ if(gameHandler->battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
|
|
|
+ target.emplace_back(s);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ target.emplace_back(st);
|
|
|
+ }
|
|
|
+ battleCast.applyEffects(gameHandler->spellEnv, target, false, true);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::stackTurnTrigger(const CStack *st)
|
|
|
+{
|
|
|
+ BattleTriggerEffect bte;
|
|
|
+ bte.stackID = st->unitId();
|
|
|
+ bte.effect = -1;
|
|
|
+ bte.val = 0;
|
|
|
+ bte.additionalInfo = 0;
|
|
|
+ if (st->alive())
|
|
|
+ {
|
|
|
+ //unbind
|
|
|
+ if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
|
|
|
+ {
|
|
|
+ bool unbind = true;
|
|
|
+ BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
|
|
|
+ auto adjacent = gameHandler->gameState()->curB->battleAdjacentUnits(st);
|
|
|
+
|
|
|
+ for (auto b : bl)
|
|
|
+ {
|
|
|
+ if(b->additionalInfo != CAddInfo::NONE)
|
|
|
+ {
|
|
|
+ const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
|
|
|
+ if(stack)
|
|
|
+ {
|
|
|
+ if(vstd::contains(adjacent, stack)) //binding stack is still present
|
|
|
+ unbind = false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ unbind = false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (unbind)
|
|
|
+ {
|
|
|
+ BattleSetStackProperty ssp;
|
|
|
+ ssp.which = BattleSetStackProperty::UNBIND;
|
|
|
+ ssp.stackID = st->unitId();
|
|
|
+ gameHandler->sendAndApply(&ssp);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (st->hasBonusOfType(BonusType::POISON))
|
|
|
+ {
|
|
|
+ std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
|
|
|
+ if (b) //TODO: what if not?...
|
|
|
+ {
|
|
|
+ bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
|
|
|
+ if (bte.val < b->val) //(negative) poison effect increases - update it
|
|
|
+ {
|
|
|
+ bte.effect = vstd::to_underlying(BonusType::POISON);
|
|
|
+ gameHandler->sendAndApply(&bte);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
|
|
|
+ {
|
|
|
+ const PlayerColor opponent = gameHandler->gameState()->curB->otherPlayer(gameHandler->gameState()->curB->battleGetOwner(st));
|
|
|
+ const CGHeroInstance * opponentHero = gameHandler->gameState()->curB->getHero(opponent);
|
|
|
+ if(opponentHero)
|
|
|
+ {
|
|
|
+ ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
|
|
|
+ vstd::amin(manaDrained, opponentHero->mana);
|
|
|
+ if(manaDrained)
|
|
|
+ {
|
|
|
+ bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
|
|
|
+ bte.val = manaDrained;
|
|
|
+ bte.additionalInfo = opponentHero->id.getNum(); //for sanity
|
|
|
+ gameHandler->sendAndApply(&bte);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
|
|
|
+ {
|
|
|
+ bool fearsomeCreature = false;
|
|
|
+ for (CStack * stack : gameHandler->gameState()->curB->stacks)
|
|
|
+ {
|
|
|
+ if (gameHandler->battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
|
|
|
+ {
|
|
|
+ fearsomeCreature = true;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (fearsomeCreature)
|
|
|
+ {
|
|
|
+ if (gameHandler->getRandomGenerator().nextInt(99) < 10) //fixed 10%
|
|
|
+ {
|
|
|
+ bte.effect = vstd::to_underlying(BonusType::FEAR);
|
|
|
+ gameHandler->sendAndApply(&bte);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
|
|
|
+ int side = gameHandler->gameState()->curB->whatSide(st->unitOwner());
|
|
|
+ if(st->canCast() && gameHandler->gameState()->curB->battleGetEnchanterCounter(side) == 0)
|
|
|
+ {
|
|
|
+ bool cast = false;
|
|
|
+ while(!bl.empty() && !cast)
|
|
|
+ {
|
|
|
+ auto bonus = *RandomGeneratorUtil::nextItem(bl, gameHandler->getRandomGenerator());
|
|
|
+ auto spellID = SpellID(bonus->subtype);
|
|
|
+ const CSpell * spell = SpellID(spellID).toSpell();
|
|
|
+ bl.remove_if([&bonus](const Bonus * b)
|
|
|
+ {
|
|
|
+ return b == bonus.get();
|
|
|
+ });
|
|
|
+ spells::BattleCast parameters(gameHandler->gameState()->curB, st, spells::Mode::ENCHANTER, spell);
|
|
|
+ parameters.setSpellLevel(bonus->val);
|
|
|
+ parameters.massive = true;
|
|
|
+ parameters.smart = true;
|
|
|
+ //todo: recheck effect level
|
|
|
+ if(parameters.castIfPossible(gameHandler->spellEnv, spells::Target(1, spells::Destination())))
|
|
|
+ {
|
|
|
+ cast = true;
|
|
|
+
|
|
|
+ int cooldown = bonus->additionalInfo[0];
|
|
|
+ BattleSetStackProperty ssp;
|
|
|
+ ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
|
|
|
+ ssp.absolute = false;
|
|
|
+ ssp.val = cooldown;
|
|
|
+ ssp.stackID = st->unitId();
|
|
|
+ gameHandler->sendAndApply(&ssp);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::makeStackDoNothing(const CStack * next)
|
|
|
+{
|
|
|
+ BattleAction doNothing;
|
|
|
+ doNothing.actionType = EActionType::NO_ACTION;
|
|
|
+ doNothing.side = next->unitSide();
|
|
|
+ doNothing.stackNumber = next->unitId();
|
|
|
+
|
|
|
+ makeAutomaticAction(next, doNothing);
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+void BattleProcessor::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
|
|
|
+{
|
|
|
+ boost::unique_lock<boost::mutex> guard(battleResult.mx);
|
|
|
+ if (battleResult.data)
|
|
|
+ {
|
|
|
+ gameHandler->complain((boost::format("The battle result has been already set (to %d, asked to %d)")
|
|
|
+ % battleResult.data->result % resultType).str());
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ auto br = new BattleResult();
|
|
|
+ br->result = resultType;
|
|
|
+ br->winner = victoriusSide; //surrendering side loses
|
|
|
+ gameHandler->gameState()->curB->calculateCasualties(br->casualties);
|
|
|
+ battleResult.data = br;
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::removeObstacle(const CObstacleInstance & obstacle)
|
|
|
+{
|
|
|
+ BattleObstaclesChanged obsRem;
|
|
|
+ obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
|
|
|
+ gameHandler->sendAndApply(&obsRem);
|
|
|
+}
|
|
|
+
|
|
|
+void BattleProcessor::updateGateState()
|
|
|
+{
|
|
|
+ // GATE_BRIDGE - leftmost tile, located over moat
|
|
|
+ // GATE_OUTER - central tile, mostly covered by gate image
|
|
|
+ // GATE_INNER - rightmost tile, inside the walls
|
|
|
+
|
|
|
+ // GATE_OUTER or GATE_INNER:
|
|
|
+ // - if defender moves unit on these tiles, bridge will open
|
|
|
+ // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
|
|
|
+ // - blocked to attacker if bridge is closed
|
|
|
+
|
|
|
+ // GATE_BRIDGE
|
|
|
+ // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
|
|
|
+ // - if Force Field is cast here, bridge can't open (but can close, in any town)
|
|
|
+ // - deals moat damage to attacker if bridge is closed (fortress only)
|
|
|
+
|
|
|
+ bool hasForceFieldOnBridge = !gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
|
|
|
+ bool hasStackAtGateInner = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
|
|
|
+ bool hasStackAtGateOuter = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
|
|
|
+ bool hasStackAtGateBridge = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
|
|
|
+ bool hasWideMoat = vstd::contains_if(gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
|
|
|
+ {
|
|
|
+ return obst->obstacleType == CObstacleInstance::MOAT;
|
|
|
+ });
|
|
|
+
|
|
|
+ BattleUpdateGateState db;
|
|
|
+ db.state = gameHandler->gameState()->curB->si.gateState;
|
|
|
+ if (gameHandler->gameState()->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
|
|
|
+ {
|
|
|
+ db.state = EGateState::DESTROYED;
|
|
|
+ }
|
|
|
+ else if (db.state == EGateState::OPENED)
|
|
|
+ {
|
|
|
+ bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
|
|
|
+ bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
|
|
|
+
|
|
|
+ if (gateCanClose)
|
|
|
+ db.state = EGateState::CLOSED;
|
|
|
+ else
|
|
|
+ db.state = EGateState::OPENED;
|
|
|
+ }
|
|
|
+ else // CLOSED or BLOCKED
|
|
|
+ {
|
|
|
+ bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
|
|
|
+
|
|
|
+ if (gateBlocked)
|
|
|
+ db.state = EGateState::BLOCKED;
|
|
|
+ else
|
|
|
+ db.state = EGateState::CLOSED;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (db.state != gameHandler->gameState()->curB->si.gateState)
|
|
|
+ gameHandler->sendAndApply(&db);
|
|
|
+}
|
|
|
+
|