/* * BattleProcessor.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "BattleProcessor.h" #include "CGameHandler.h" #include "CQuery.h" #include "CVCMIServer.h" #include "HeroPoolProcessor.h" #include "../lib/ArtifactUtils.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CStack.h" #include "../lib/CondSh.h" #include "../lib/GameSettings.h" #include "../lib/ScopeGuard.h" #include "../lib/TerrainHandler.h" #include "../lib/UnlockGuard.h" #include "../lib/battle/BattleInfo.h" #include "../lib/battle/CUnitState.h" #include "../lib/gameState/CGameState.h" #include "../lib/mapObjects/CGTownInstance.h" #include "../lib/mapping/CMap.h" #include "../lib/modding/IdentifierStorage.h" #include "../lib/serializer/Cast.h" #include "../lib/spells/AbilityCaster.h" #include "../lib/spells/BonusCaster.h" #include "../lib/spells/CSpellHandler.h" #include "../lib/spells/ISpellMechanics.h" #include "../lib/spells/ObstacleCasterProxy.h" #include "../lib/spells/Problem.h" #define COMPLAIN_RET_IF(cond, txt) do {if (cond){gameHandler->complain(txt); return;}} while(0) #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){gameHandler->complain(txt); return false;}} while(0) #define COMPLAIN_RET(txt) {gameHandler->complain(txt); return false;} #define COMPLAIN_RETF(txt, FORMAT) {gameHandler->complain(boost::str(boost::format(txt) % FORMAT)); return false;} CondSh battleMadeAction(false); CondSh battleResult(nullptr); boost::recursive_mutex battleActionMutex; static EndAction end_action; static void giveExp(BattleResult &r) { if (r.winner > 1) { // draw return; } r.exp[0] = 0; r.exp[1] = 0; for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++) { r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second; } } static void summonGuardiansHelper(std::vector & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard { int x = targetPosition.getX(); int y = targetPosition.getY(); const bool targetIsAttacker = side == BattleSide::ATTACKER; 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... BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output); else BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output); //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 if (targetIsAttacker && ((y % 2 == 0) || (x > 1))) { if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output); } else { //add back-side guardians for two-hex target, side guardians for one-hex BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output); if (!targetIsTwoHex && x > 2) //back guard for one-hex BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output); else if (targetIsTwoHex)//front-side guardians for two-hex target { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output); if (x > 3) //back guard for two-hex BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output); } } } else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2))) { if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output); } else { BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output); if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3) BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output); else if (targetIsTwoHex) { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output); if (x < GameConstants::BFIELD_WIDTH - 4) BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output); } } } else if (!targetIsAttacker && y % 2 == 0) { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output); } else if (targetIsAttacker && y % 2 == 1) { BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output); BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output); } } CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat): army(battleSide.armyObject) { heroWithDeadCommander = ObjectInstanceID(); PlayerColor color = battleSide.color; for(CStack * st : bat->stacks) { if(st->summoned) //don't take into account temporary summoned stacks continue; if(st->unitOwner() != color) //remove only our stacks continue; logGlobal->debug("Calculating casualties for %s", st->nodeName()); st->health.takeResurrected(); if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT) { logGlobal->debug("Ignored arrow towers stack."); } else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT) { auto warMachine = st->unitType()->warMachine; if(warMachine == ArtifactID::NONE) { logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName()); } //catapult artifact remain even if "creature" killed in siege else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0) { logGlobal->debug("War machine has been destroyed"); auto hero = dynamic_ptr_cast (army); if (hero) removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true))); else logGlobal->error("War machine in army without hero"); } } else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER) { if(st->alive() && st->getCount() > 0) { logGlobal->debug("Permanently summoned %d units.", st->getCount()); const CreatureID summonedType = st->creatureId(); summoned[summonedType] += st->getCount(); } } else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER) { if (nullptr == st->base) { logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName()); } else { auto c = dynamic_cast (st->base); if(c) { auto h = dynamic_cast (army); if(h && h->commander == c && (st->getCount() == 0 || !st->alive())) { logGlobal->debug("Commander is dead."); heroWithDeadCommander = army->id; //TODO: unify commander handling } } else logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName()); } } else if(st->base && !army->slotEmpty(st->unitSlot())) { logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot())); if(st->getCount() == 0 || !st->alive()) { logGlobal->debug("Stack has been destroyed."); StackLocation sl(army, st->unitSlot()); newStackCounts.push_back(TStackAndItsNewCount(sl, 0)); } else if(st->getCount() < army->getStackCount(st->unitSlot())) { logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount()); StackLocation sl(army, st->unitSlot()); newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount())); } else if(st->getCount() > army->getStackCount(st->unitSlot())) { logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot())); StackLocation sl(army, st->unitSlot()); newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount())); } } else { logGlobal->warn("Unable to process stack: %s", st->nodeName()); } } } void CasualtiesAfterBattle::updateArmy(CGameHandler *gh) { for (TStackAndItsNewCount &ncount : newStackCounts) { if (ncount.second > 0) gh->changeStackCount(ncount.first, ncount.second, true); else gh->eraseStack(ncount.first, true); } for (auto summoned_iter : summoned) { SlotID slot = army->getSlotFor(summoned_iter.first); if (slot.validSlot()) { StackLocation location(army, slot); gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second); } else { //even if it will be possible to summon anything permanently it should be checked for free slot //necromancy is handled separately gh->complain("No free slot to put summoned creature"); } } for (auto al : removedWarMachines) { gh->removeArtifact(al); } if (heroWithDeadCommander != ObjectInstanceID()) { SetCommanderProperty scp; scp.heroid = heroWithDeadCommander; scp.which = SetCommanderProperty::ALIVE; scp.amount = 0; gh->sendAndApply(&scp); } } BattleProcessor::BattleProcessor(CGameHandler * gameHandler): visitObjectAfterVictory(false), gameHandler(gameHandler) { } BattleProcessor::BattleProcessor(): visitObjectAfterVictory(false), gameHandler(nullptr) { } BattleProcessor::~BattleProcessor() { if (battleThread) { //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop battleMadeAction.setn(true); battleThread->join(); } } FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr Query, int remainingBattleQueriesCount) { assert(Query->result); assert(Query->bi); auto &result = *Query->result; auto &info = *Query->bi; winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero; loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero; victor = info.sides[result.winner].color; loser = info.sides[!result.winner].color; winnerSide = result.winner; this->remainingBattleQueriesCount = remainingBattleQueriesCount; } FinishingBattleHelper::FinishingBattleHelper() { winnerHero = loserHero = nullptr; winnerSide = 0; remainingBattleQueriesCount = 0; } void BattleProcessor::engageIntoBattle(PlayerColor player) { //notify interfaces PlayerBlocked pb; pb.player = player; pb.reason = PlayerBlocked::UPCOMING_BATTLE; pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED; gameHandler->sendAndApply(&pb); } void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town) //use hero=nullptr for no hero { if(gameHandler->gameState()->curB) gameHandler->gameState()->curB.dellNull(); engageIntoBattle(army1->tempOwner); engageIntoBattle(army2->tempOwner); static const CArmedInstance *armies[2]; armies[0] = army1; armies[1] = army2; static const CGHeroInstance*heroes[2]; heroes[0] = hero1; heroes[1] = hero2; setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces auto lastBattleQuery = std::dynamic_pointer_cast(gameHandler->queries.topQuery(gameHandler->gameState()->curB->sides[0].color)); //existing battle query for retying auto-combat if(lastBattleQuery) { 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(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(&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(army1) : nullptr, army2->ID == Obj::HERO ? static_cast(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(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 summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS)); auto accessibility = gameHandler->getAccesibility(); CreatureID creatureData = CreatureID(summonInfo->subtype); std::vector 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(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 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(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(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 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 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(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 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((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(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 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(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(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 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 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 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(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(gameHandler->queries->topQuery(gameHandler->gameState()->curB->sides[0].color)); if (!battleQuery) { logGlobal->error("Cannot find battle query!"); gameHandler->complain("Player " + boost::lexical_cast(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(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(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(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(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 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(battleInfo->sides.at(0).armyObject); raccepted.heroResult[1].army = const_cast(battleInfo->sides.at(1).armyObject); raccepted.heroResult[0].hero = const_cast(battleInfo->sides.at(0).hero); raccepted.heroResult[1].hero = const_cast(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 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 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, 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 & 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 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 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 (verror("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(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(defenseBonusToAdd)); defence.push_back(std::make_shared(bonus2)); int difference = defence.totalValue() - oldDefenceValue; std::vector 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 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 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 randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER)); std::shared_ptr 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 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 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 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 & 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); }