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							- /*
 
-  * CBattleInfoCallback.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 "CBattleInfoCallback.h"
 
- #include <vcmi/scripting/Service.h>
 
- #include "../CStack.h"
 
- #include "BattleInfo.h"
 
- #include "CObstacleInstance.h"
 
- #include "DamageCalculator.h"
 
- #include "PossiblePlayerBattleAction.h"
 
- #include "../NetPacks.h"
 
- #include "../spells/ObstacleCasterProxy.h"
 
- #include "../spells/ISpellMechanics.h"
 
- #include "../spells/Problem.h"
 
- #include "../spells/CSpellHandler.h"
 
- #include "../mapObjects/CGTownInstance.h"
 
- #include "../BattleFieldHandler.h"
 
- #include "../Rect.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
 
- {
 
- static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
 
- {
 
- 	static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 96, 112, 130, 147, 165, 182};
 
- 	return lineToHex[line];
 
- }
 
- static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
 
- {
 
- 	const int wallInStackLine = lineToWallHex(pos1.getY());
 
- 	const int wallInDestLine = lineToWallHex(pos2.getY());
 
- 	const bool stackLeft = pos1 < wallInStackLine;
 
- 	const bool destLeft = pos2 < wallInDestLine;
 
- 	return stackLeft == destLeft;
 
- }
 
- // parts of wall
 
- static const std::pair<int, EWallPart> wallParts[] =
 
- {
 
- 	std::make_pair(50, EWallPart::KEEP),
 
- 	std::make_pair(183, EWallPart::BOTTOM_TOWER),
 
- 	std::make_pair(182, EWallPart::BOTTOM_WALL),
 
- 	std::make_pair(130, EWallPart::BELOW_GATE),
 
- 	std::make_pair(78, EWallPart::OVER_GATE),
 
- 	std::make_pair(29, EWallPart::UPPER_WALL),
 
- 	std::make_pair(12, EWallPart::UPPER_TOWER),
 
- 	std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
 
- 	std::make_pair(96, EWallPart::GATE),
 
- 	std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
 
- 	std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
 
- 	std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
 
- 	std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
 
- 	std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
 
- };
 
- static EWallPart hexToWallPart(BattleHex hex)
 
- {
 
- 	for(const auto & elem : wallParts)
 
- 	{
 
- 		if(elem.first == hex)
 
- 			return elem.second;
 
- 	}
 
- 	return EWallPart::INVALID; //not found!
 
- }
 
- static BattleHex WallPartToHex(EWallPart part)
 
- {
 
- 	for(const auto & elem : wallParts)
 
- 	{
 
- 		if(elem.second == part)
 
- 			return elem.first;
 
- 	}
 
- 	return BattleHex::INVALID; //not found!
 
- }
 
- }
 
- using namespace SiegeStuffThatShouldBeMovedToHandlers;
 
- ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
 
- 	if(caster == nullptr)
 
- 	{
 
- 		logGlobal->error("CBattleInfoCallback::battleCanCastSpell: no spellcaster.");
 
- 		return ESpellCastProblem::INVALID;
 
- 	}
 
- 	const PlayerColor player = caster->getCasterOwner();
 
- 	const auto side = playerToSide(player);
 
- 	if(!side)
 
- 		return ESpellCastProblem::INVALID;
 
- 	if(!battleDoWeKnowAbout(side.value()))
 
- 	{
 
- 		logGlobal->warn("You can't check if enemy can cast given spell!");
 
- 		return ESpellCastProblem::INVALID;
 
- 	}
 
- 	if(battleTacticDist())
 
- 		return ESpellCastProblem::ONGOING_TACTIC_PHASE;
 
- 	switch(mode)
 
- 	{
 
- 	case spells::Mode::HERO:
 
- 	{
 
- 		if(battleCastSpells(side.value()) > 0)
 
- 			return ESpellCastProblem::CASTS_PER_TURN_LIMIT;
 
- 		const auto * hero = dynamic_cast<const CGHeroInstance *>(caster);
 
- 		if(!hero)
 
- 			return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
 
- 		if(hero->hasBonusOfType(BonusType::BLOCK_ALL_MAGIC))
 
- 			return ESpellCastProblem::MAGIC_IS_BLOCKED;
 
- 	}
 
- 		break;
 
- 	default:
 
- 		break;
 
- 	}
 
- 	return ESpellCastProblem::OK;
 
- }
 
- bool CBattleInfoCallback::battleHasPenaltyOnLine(BattleHex from, BattleHex dest, bool checkWall, bool checkMoat) const
 
- {
 
- 	auto isTileBlocked = [&](BattleHex tile)
 
- 	{
 
- 		EWallPart wallPart = battleHexToWallPart(tile);
 
- 		if (wallPart == EWallPart::INVALID)
 
- 			return false; // there is no wall here
 
- 		if (wallPart == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
 
- 			return false; // does not blocks ranged attacks
 
- 		if (wallPart == EWallPart::INDESTRUCTIBLE_PART)
 
- 			return true; // always blocks ranged attacks
 
- 		return isWallPartAttackable(wallPart);
 
- 	};
 
- 	// Count wall penalty requirement by shortest path, not by arbitrary line, to avoid various OH3 bugs
 
- 	auto getShortestPath = [](BattleHex from, BattleHex dest) -> std::vector<BattleHex>
 
- 	{
 
- 		//Out early
 
- 		if(from == dest)
 
- 			return {};
 
- 		std::vector<BattleHex> ret;
 
- 		auto next = from;
 
- 		//Not a real direction, only to indicate to which side we should search closest tile
 
- 		auto direction = from.getX() > dest.getX() ? BattleSide::DEFENDER : BattleSide::ATTACKER;
 
- 		while (next != dest)
 
- 		{
 
- 			auto tiles = next.neighbouringTiles();
 
- 			std::set<BattleHex> possibilities = {tiles.begin(), tiles.end()};
 
- 			next = BattleHex::getClosestTile(direction, dest, possibilities);
 
- 			ret.push_back(next);
 
- 		}
 
- 		assert(!ret.empty());
 
- 		ret.pop_back(); //Remove destination hex
 
- 		return ret;
 
- 	};
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	auto checkNeeded = !sameSideOfWall(from, dest);
 
- 	bool pathHasWall = false;
 
- 	bool pathHasMoat = false;
 
- 	for(const auto & hex : getShortestPath(from, dest))
 
- 	{
 
- 		pathHasWall |= isTileBlocked(hex);
 
- 		if(!checkMoat)
 
- 			continue;
 
- 		auto obstacles = battleGetAllObstaclesOnPos(hex, false);
 
- 		if(hex != BattleHex::GATE_BRIDGE || (battleIsGatePassable()))
 
- 			for(const auto & obst : obstacles)
 
- 				if(obst->obstacleType ==  CObstacleInstance::MOAT)
 
- 					pathHasMoat |= true;
 
- 	}
 
- 	return checkNeeded && ( (checkWall && pathHasWall) || (checkMoat && pathHasMoat) );
 
- }
 
- bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(!battleGetSiegeLevel())
 
- 		return false;
 
- 	const std::string cachingStrNoWallPenalty = "type_NO_WALL_PENALTY";
 
- 	static const auto selectorNoWallPenalty = Selector::type()(BonusType::NO_WALL_PENALTY);
 
- 	if(shooter->hasBonus(selectorNoWallPenalty, cachingStrNoWallPenalty))
 
- 		return false;
 
- 	const auto shooterOutsideWalls = shooterPosition < lineToWallHex(shooterPosition.getY());
 
- 	return shooterOutsideWalls && battleHasPenaltyOnLine(shooterPosition, destHex, true, false);
 
- }
 
- std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data)
 
- {
 
- 	RETURN_IF_NOT_BATTLE(std::vector<PossiblePlayerBattleAction>());
 
- 	std::vector<PossiblePlayerBattleAction> allowedActionList;
 
- 	if(data.tacticsMode) //would "if(battleGetTacticDist() > 0)" work?
 
- 	{
 
- 		allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_TACTICS);
 
- 		allowedActionList.push_back(PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK);
 
- 	}
 
- 	else
 
- 	{
 
- 		if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
 
- 		{
 
- 			if(stack->hasBonusOfType(BonusType::SPELLCASTER))
 
- 			{
 
- 				for(const auto & spellID : data.creatureSpellsToCast)
 
- 				{
 
- 					const CSpell *spell = spellID.toSpell();
 
- 					PossiblePlayerBattleAction act = getCasterAction(spell, stack, spells::Mode::CREATURE_ACTIVE);
 
- 					allowedActionList.push_back(act);
 
- 				}
 
- 			}
 
- 			if(stack->hasBonusOfType(BonusType::RANDOM_SPELLCASTER))
 
- 				allowedActionList.push_back(PossiblePlayerBattleAction::RANDOM_GENIE_SPELL);
 
- 		}
 
- 		if(stack->canShoot())
 
- 			allowedActionList.push_back(PossiblePlayerBattleAction::SHOOT);
 
- 		if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE))
 
- 			allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK_AND_RETURN);
 
- 		allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK); //all active stacks can attack
 
- 		allowedActionList.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
 
- 		if(stack->canMove() && stack->speed(0, true)) //probably no reason to try move war machines or bound stacks
 
- 			allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_STACK);
 
- 		const auto * siegedTown = battleGetDefendedTown();
 
- 		if(siegedTown && siegedTown->hasFort() && stack->hasBonusOfType(BonusType::CATAPULT)) //TODO: check shots
 
- 			allowedActionList.push_back(PossiblePlayerBattleAction::CATAPULT);
 
- 		if(stack->hasBonusOfType(BonusType::HEALER))
 
- 			allowedActionList.push_back(PossiblePlayerBattleAction::HEAL);
 
- 	}
 
- 	return allowedActionList;
 
- }
 
- PossiblePlayerBattleAction CBattleInfoCallback::getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(PossiblePlayerBattleAction::INVALID);
 
- 	auto spellSelMode = PossiblePlayerBattleAction::ANY_LOCATION;
 
- 	const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode);
 
- 	if(ti.massive || ti.type == spells::AimType::NO_TARGET)
 
- 		spellSelMode = PossiblePlayerBattleAction::NO_LOCATION;
 
- 	else if(ti.type == spells::AimType::LOCATION && ti.clearAffected)
 
- 		spellSelMode = PossiblePlayerBattleAction::FREE_LOCATION;
 
- 	else if(ti.type == spells::AimType::CREATURE)
 
- 		spellSelMode = PossiblePlayerBattleAction::AIMED_SPELL_CREATURE;
 
- 	else if(ti.type == spells::AimType::OBSTACLE)
 
- 		spellSelMode = PossiblePlayerBattleAction::OBSTACLE;
 
- 	return PossiblePlayerBattleAction(spellSelMode, spell->id);
 
- }
 
- std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
 
- {
 
- 	std::set<BattleHex> attackedHexes;
 
- 	RETURN_IF_NOT_BATTLE(attackedHexes);
 
- 	AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
 
- 	for (BattleHex tile : at.hostileCreaturePositions)
 
- 	{
 
- 		const auto * st = battleGetUnitByPos(tile, true);
 
- 		if(st && st->unitOwner() != attacker->unitOwner()) //only hostile stacks - does it work well with Berserk?
 
- 		{
 
- 			attackedHexes.insert(tile);
 
- 		}
 
- 	}
 
- 	for (BattleHex tile : at.friendlyCreaturePositions)
 
- 	{
 
- 		if(battleGetUnitByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
 
- 		{
 
- 			attackedHexes.insert(tile);
 
- 		}
 
- 	}
 
- 	return attackedHexes;
 
- }
 
- SpellID CBattleInfoCallback::battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const
 
- {
 
- 	switch (mode)
 
- 	{
 
- 	case RANDOM_GENIE:
 
- 		return getRandomBeneficialSpell(rand, stack); //target
 
- 		break;
 
- 	case RANDOM_AIMED:
 
- 		return getRandomCastedSpell(rand, stack); //caster
 
- 		break;
 
- 	default:
 
- 		logGlobal->error("Incorrect mode of battleGetRandomSpell (%d)", static_cast<int>(mode));
 
- 		return SpellID::NONE;
 
- 	}
 
- }
 
- const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	for(const auto * s : battleGetAllStacks(true))
 
- 		if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
 
- 			return s;
 
- 	return nullptr;
 
- }
 
- const battle::Unit * CBattleInfoCallback::battleGetUnitByPos(BattleHex pos, bool onlyAlive) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
 
- 	{
 
- 		return !unit->isGhost()
 
- 			&& vstd::contains(battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()), pos)
 
- 			&& (!onlyAlive || unit->alive());
 
- 	});
 
- 	if(!ret.empty())
 
- 		return ret.front();
 
- 	else
 
- 		return nullptr;
 
- }
 
- battle::Units CBattleInfoCallback::battleAliveUnits() const
 
- {
 
- 	return battleGetUnitsIf([](const battle::Unit * unit)
 
- 	{
 
- 		return unit->isValidTarget(false);
 
- 	});
 
- }
 
- battle::Units CBattleInfoCallback::battleAliveUnits(ui8 side) const
 
- {
 
- 	return battleGetUnitsIf([=](const battle::Unit * unit)
 
- 	{
 
- 		return unit->isValidTarget(false) && unit->unitSide() == side;
 
- 	});
 
- }
 
- using namespace battle;
 
- //T is battle::Unit descendant
 
- template <typename T>
 
- const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t & sideThatLastMoved, int phase)
 
- {
 
- 	const T * returnedUnit = nullptr;
 
- 	size_t currentUnitIndex = 0;
 
- 	for(size_t i = 0; i < allUnits.size(); i++)
 
- 	{
 
- 		int32_t currentUnitInitiative = -1;
 
- 		int32_t returnedUnitInitiative = -1;
 
- 		if(returnedUnit)
 
- 			returnedUnitInitiative = returnedUnit->getInitiative(turn);
 
- 		if(!allUnits[i])
 
- 			continue;
 
- 		auto currentUnit = allUnits[i];
 
- 		currentUnitInitiative = currentUnit->getInitiative(turn);
 
- 		switch(phase)
 
- 		{
 
- 		case BattlePhases::NORMAL: // Faster first, attacker priority, higher slot first
 
- 			if(returnedUnit == nullptr || currentUnitInitiative > returnedUnitInitiative)
 
- 			{
 
- 				returnedUnit = currentUnit;
 
- 				currentUnitIndex = i;
 
- 			}
 
- 			else if(currentUnitInitiative == returnedUnitInitiative)
 
- 			{
 
- 				if(sideThatLastMoved == -1 && turn <= 0 && currentUnit->unitSide() == BattleSide::ATTACKER
 
- 					&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Turn 0 attacker priority
 
- 				{
 
- 					returnedUnit = currentUnit;
 
- 					currentUnitIndex = i;
 
- 				}
 
- 				else if(sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
 
- 					&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
 
- 				{
 
- 					returnedUnit = currentUnit;
 
- 					currentUnitIndex = i;
 
- 				}
 
- 			}
 
- 			break;
 
- 		case BattlePhases::WAIT_MORALE: // Slower first, higher slot first
 
- 		case BattlePhases::WAIT:
 
- 			if(returnedUnit == nullptr || currentUnitInitiative < returnedUnitInitiative)
 
- 			{
 
- 				returnedUnit = currentUnit;
 
- 				currentUnitIndex = i;
 
- 			}
 
- 			else if(currentUnitInitiative == returnedUnitInitiative && sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
 
- 				&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
 
- 			{
 
- 				returnedUnit = currentUnit;
 
- 				currentUnitIndex = i;
 
- 			}
 
- 			break;
 
- 		default:
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(!returnedUnit)
 
- 		return nullptr;
 
- 	allUnits[currentUnitIndex] = nullptr;
 
- 	return returnedUnit;
 
- }
 
- void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns, const size_t maxUnits, const int maxTurns, const int turn, int8_t sideThatLastMoved) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE();
 
- 	if(maxUnits == 0 && maxTurns == 0)
 
- 	{
 
- 		logGlobal->error("Attempt to get infinite battle queue");
 
- 		return;
 
- 	}
 
- 	auto actualTurn = turn > 0 ? turn : 0;
 
- 	auto turnsIsFull = [&]() -> bool
 
- 	{
 
- 		if(maxUnits == 0)
 
- 			return false;//no limit
 
- 		size_t turnsSize = 0;
 
- 		for(const auto & oneTurn : turns)
 
- 			turnsSize += oneTurn.size();
 
- 		return turnsSize >= maxUnits;
 
- 	};
 
- 	turns.emplace_back();
 
- 	// We'll split creatures with remaining movement to 4 buckets (SIEGE, NORMAL, WAIT_MORALE, WAIT)
 
- 	std::array<battle::Units, BattlePhases::NUMBER_OF_PHASES> phases; // Access using BattlePhases enum
 
- 	const battle::Unit * activeUnit = battleActiveUnit();
 
- 	if(activeUnit)
 
- 	{
 
- 		//its first turn and active unit hasn't taken any action yet - must be placed at the beginning of queue, no matter what
 
- 		if(turn == 0 && activeUnit->willMove() && !activeUnit->waited())
 
- 		{
 
- 			turns.back().push_back(activeUnit);
 
- 			if(turnsIsFull())
 
- 				return;
 
- 		}
 
- 		//its first or current turn, turn priority for active stack side
 
- 		//TODO: what if active stack mind-controlled?
 
- 		if(turn <= 0 && sideThatLastMoved < 0)
 
- 			sideThatLastMoved = activeUnit->unitSide();
 
- 	}
 
- 	auto allUnits = battleGetUnitsIf([](const battle::Unit * unit)
 
- 	{
 
- 		return !unit->isGhost();
 
- 	});
 
- 	// If no unit will be EVER! able to move, battle is over.
 
- 	if(!vstd::contains_if(allUnits, [](const battle::Unit * unit) { return unit->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
 
- 	{
 
- 		turns.clear();
 
- 		return;
 
- 	}
 
- 	for(const auto * unit : allUnits)
 
- 	{
 
- 		if((actualTurn == 0 && !unit->willMove()) //we are considering current round and unit won't move
 
- 		|| (actualTurn > 0 && !unit->canMove(turn)) //unit won't be able to move in later rounds
 
- 		|| (actualTurn == 0 && unit == activeUnit && !turns.at(0).empty() && unit == turns.front().front())) //it's active unit already added at the beginning of queue
 
- 		{
 
- 			continue;
 
- 		}
 
- 		int unitPhase = unit->battleQueuePhase(turn);
 
- 		phases[unitPhase].push_back(unit);
 
- 	}
 
- 	boost::sort(phases[BattlePhases::SIEGE], CMP_stack(BattlePhases::SIEGE, actualTurn, sideThatLastMoved));
 
- 	std::copy(phases[BattlePhases::SIEGE].begin(), phases[BattlePhases::SIEGE].end(), std::back_inserter(turns.back()));
 
- 	if(turnsIsFull())
 
- 		return;
 
- 	for(uint8_t phase = BattlePhases::NORMAL; phase < BattlePhases::NUMBER_OF_PHASES; phase++)
 
- 		boost::sort(phases[phase], CMP_stack(phase, actualTurn, sideThatLastMoved));
 
- 	uint8_t phase = BattlePhases::NORMAL;
 
- 	while(!turnsIsFull() && phase < BattlePhases::NUMBER_OF_PHASES)
 
- 	{
 
- 		const battle::Unit * currentUnit = nullptr;
 
- 		if(phases[phase].empty())
 
- 			phase++;
 
- 		else
 
- 		{
 
- 			currentUnit = takeOneUnit(phases[phase], actualTurn, sideThatLastMoved, phase);
 
- 			if(!currentUnit)
 
- 			{
 
- 				phase++;
 
- 			}
 
- 			else
 
- 			{
 
- 				turns.back().push_back(currentUnit);
 
- 				sideThatLastMoved = currentUnit->unitSide();
 
- 			}
 
- 		}
 
- 	}
 
- 	if(sideThatLastMoved < 0)
 
- 		sideThatLastMoved = BattleSide::ATTACKER;
 
- 	if(!turnsIsFull() && (maxTurns == 0 || turns.size() < maxTurns))
 
- 		battleGetTurnOrder(turns, maxUnits, maxTurns, actualTurn + 1, sideThatLastMoved);
 
- }
 
- std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool obtainMovementRange) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(std::vector<BattleHex>());
 
- 	if(!unit->getPosition().isValid()) //turrets
 
- 		return std::vector<BattleHex>();
 
- 	auto reachability = getReachability(unit);
 
- 	return battleGetAvailableHexes(reachability, unit, obtainMovementRange);
 
- }
 
- std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool obtainMovementRange) const
 
- {
 
- 	std::vector<BattleHex> ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	if(!unit->getPosition().isValid()) //turrets
 
- 		return ret;
 
- 	auto unitSpeed = unit->speed(0, true);
 
- 	const bool tacticsPhase = battleTacticDist() && battleGetTacticsSide() == unit->unitSide();
 
- 	for(int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
 
- 	{
 
- 		// If obstacles or other stacks makes movement impossible, it can't be helped.
 
- 		if(!cache.isReachable(i))
 
- 			continue;
 
- 		if(tacticsPhase && !obtainMovementRange) // if obtainMovementRange requested do not return tactics range
 
- 		{
 
- 			// Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
 
- 			if(!isInTacticRange(i))
 
- 				continue;
 
- 		}
 
- 		else
 
- 		{
 
- 			// Not tactics phase -> destination must be reachable and within unit range.
 
- 			if(cache.distances[i] > static_cast<int>(unitSpeed))
 
- 				continue;
 
- 		}
 
- 		ret.emplace_back(i);
 
- 	}
 
- 	return ret;
 
- }
 
- std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool obtainMovementRange, bool addOccupiable, std::vector<BattleHex> * attackable) const
 
- {
 
- 	std::vector<BattleHex> ret = battleGetAvailableHexes(unit, obtainMovementRange);
 
- 	if(ret.empty())
 
- 		return ret;
 
- 	if(addOccupiable && unit->doubleWide())
 
- 	{
 
- 		std::vector<BattleHex> occupiable;
 
- 		occupiable.reserve(ret.size());
 
- 		for(auto hex : ret)
 
- 			occupiable.push_back(unit->occupiedHex(hex));
 
- 		vstd::concatenate(ret, occupiable);
 
- 	}
 
- 	if(attackable)
 
- 	{
 
- 		auto meleeAttackable = [&](BattleHex hex) -> bool
 
- 		{
 
- 			// Return true if given hex has at least one available neighbour.
 
- 			// Available hexes are already present in ret vector.
 
- 			auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
 
- 			{
 
- 				return BattleHex::mutualPosition(hex, availableHex) >= 0;
 
- 			});
 
- 			return availableNeighbor != ret.end();
 
- 		};
 
- 		for(const auto * otherSt : battleAliveUnits(otherSide(unit->unitSide())))
 
- 		{
 
- 			if(!otherSt->isValidTarget(false))
 
- 				continue;
 
- 			std::vector<BattleHex> occupied = otherSt->getHexes();
 
- 			if(battleCanShoot(unit, otherSt->getPosition()))
 
- 			{
 
- 				attackable->insert(attackable->end(), occupied.begin(), occupied.end());
 
- 				continue;
 
- 			}
 
- 			for(BattleHex he : occupied)
 
- 			{
 
- 				if(meleeAttackable(he))
 
- 					attackable->push_back(he);
 
- 			}
 
- 		}
 
- 	}
 
- 	//adding occupiable likely adds duplicates to ret -> clean it up
 
- 	boost::sort(ret);
 
- 	ret.erase(boost::unique(ret).end(), ret.end());
 
- 	return ret;
 
- }
 
- bool CBattleInfoCallback::battleCanAttack(const battle::Unit * stack, const battle::Unit * target, BattleHex dest) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(battleTacticDist())
 
- 		return false;
 
- 	if (!stack || !target)
 
- 		return false;
 
- 	if(!battleMatchOwner(stack, target))
 
- 		return false;
 
- 	auto id = stack->unitType()->getId();
 
- 	if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
 
- 		return false;
 
- 	return target->alive();
 
- }
 
- bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(battleTacticDist()) //no shooting during tactics
 
- 		return false;
 
- 	if (!attacker)
 
- 		return false;
 
- 	if (attacker->creatureIndex() == CreatureID::CATAPULT) //catapult cannot attack creatures
 
- 		return false;
 
- 	//forgetfulness
 
- 	TConstBonusListPtr forgetfulList = attacker->getBonuses(Selector::type()(BonusType::FORGETFULL));
 
- 	if(!forgetfulList->empty())
 
- 	{
 
- 		int forgetful = forgetfulList->valOfBonuses(Selector::type()(BonusType::FORGETFULL));
 
- 		//advanced+ level
 
- 		if(forgetful > 1)
 
- 			return false;
 
- 	}
 
- 	return attacker->canShoot()	&& (!battleIsUnitBlocked(attacker)
 
- 			|| attacker->hasBonusOfType(BonusType::FREE_SHOOTING));
 
- }
 
- bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	const battle::Unit * defender = battleGetUnitByPos(dest);
 
- 	if(!attacker || !defender)
 
- 		return false;
 
- 	if(battleMatchOwner(attacker, defender) && defender->alive())
 
- 	{
 
- 		if(battleCanShoot(attacker))
 
- 		{
 
- 			auto limitedRangeBonus = attacker->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
 
- 			if(limitedRangeBonus == nullptr)
 
- 			{
 
- 				return true;
 
- 			}
 
- 			int shootingRange = limitedRangeBonus->val;
 
- 			return isEnemyUnitWithinSpecifiedRange(attacker->getPosition(), defender, shootingRange);
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- DamageEstimation CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
 
- {
 
- 	DamageCalculator calculator(*this, info);
 
- 	return calculator.calculateDmgRange();
 
- }
 
- DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE({});
 
- 	auto reachability = battleGetDistances(attacker, attacker->getPosition());
 
- 	int movementDistance = reachability[attackerPosition];
 
- 	return battleEstimateDamage(attacker, defender, movementDistance, retaliationDmg);
 
- }
 
- DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageEstimation * retaliationDmg) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE({});
 
- 	const bool shooting = battleCanShoot(attacker, defender->getPosition());
 
- 	const BattleAttackInfo bai(attacker, defender, movementDistance, shooting);
 
- 	return battleEstimateDamage(bai, retaliationDmg);
 
- }
 
- DamageEstimation CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo & bai, DamageEstimation * retaliationDmg) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE({});
 
- 	DamageEstimation ret = calculateDmgRange(bai);
 
- 	if(retaliationDmg)
 
- 	{
 
- 		if(bai.shooting)
 
- 		{
 
- 			//FIXME: handle RANGED_RETALIATION
 
- 			*retaliationDmg = DamageEstimation();
 
- 		}
 
- 		else
 
- 		{
 
- 			//TODO: rewrite using boost::numeric::interval
 
- 			//TODO: rewire once more using interval-based fuzzy arithmetic
 
- 			const auto & estimateRetaliation = [&](int64_t damage)
 
- 			{
 
- 				auto retaliationAttack = bai.reverse();
 
- 				auto state = retaliationAttack.attacker->acquireState();
 
- 				state->damage(damage);
 
- 				retaliationAttack.attacker = state.get();
 
- 				return calculateDmgRange(retaliationAttack);
 
- 			};
 
- 			DamageEstimation retaliationMin = estimateRetaliation(ret.damage.min);
 
- 			DamageEstimation retaliationMax = estimateRetaliation(ret.damage.min);
 
- 			retaliationDmg->damage.min = std::min(retaliationMin.damage.min, retaliationMax.damage.min);
 
- 			retaliationDmg->damage.max = std::max(retaliationMin.damage.max, retaliationMax.damage.max);
 
- 			retaliationDmg->kills.min = std::min(retaliationMin.kills.min, retaliationMax.kills.min);
 
- 			retaliationDmg->kills.max = std::max(retaliationMin.kills.max, retaliationMax.kills.max);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking) const
 
- {
 
- 	std::vector<std::shared_ptr<const CObstacleInstance>> obstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
 
- 	RETURN_IF_NOT_BATTLE(obstacles);
 
- 	for(auto & obs : battleGetAllObstacles())
 
- 	{
 
- 		if(vstd::contains(obs->getBlockedTiles(), tile)
 
- 				|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
 
- 		{
 
- 			obstacles.push_back(obs);
 
- 		}
 
- 	}
 
- 	return obstacles;
 
- }
 
- std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const
 
- {
 
- 	auto affectedObstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
 
- 	RETURN_IF_NOT_BATTLE(affectedObstacles);
 
- 	if(unit->alive())
 
- 	{
 
- 		if(!passed.count(unit->getPosition()))
 
- 			affectedObstacles = battleGetAllObstaclesOnPos(unit->getPosition(), false);
 
- 		if(unit->doubleWide())
 
- 		{
 
- 			BattleHex otherHex = unit->occupiedHex();
 
- 			if(otherHex.isValid() && !passed.count(otherHex))
 
- 				for(auto & i : battleGetAllObstaclesOnPos(otherHex, false))
 
- 					if(!vstd::contains(affectedObstacles, i))
 
- 						affectedObstacles.push_back(i);
 
- 		}
 
- 		for(auto hex : unit->getHexes())
 
- 			if(hex == BattleHex::GATE_BRIDGE && battleIsGatePassable())
 
- 				for(int i=0; i<affectedObstacles.size(); i++)
 
- 					if(affectedObstacles.at(i)->obstacleType == CObstacleInstance::MOAT)
 
- 						affectedObstacles.erase(affectedObstacles.begin()+i);
 
- 	}
 
- 	return affectedObstacles;
 
- }
 
- bool CBattleInfoCallback::handleObstacleTriggersForUnit(SpellCastEnvironment & spellEnv, const battle::Unit & unit, const std::set<BattleHex> & passed) const
 
- {
 
- 	if(!unit.alive())
 
- 		return false;
 
- 	bool movementStopped = false;
 
- 	for(auto & obstacle : getAllAffectedObstaclesByStack(&unit, passed))
 
- 	{
 
- 		//helper info
 
- 		const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
 
- 		if(spellObstacle)
 
- 		{
 
- 			auto revealObstacles = [&](const SpellCreatedObstacle & spellObstacle) -> void
 
- 			{
 
- 				// For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
 
- 				auto operation = ObstacleChanges::EOperation::UPDATE;
 
- 				if (spellObstacle.removeOnTrigger)
 
- 					operation = ObstacleChanges::EOperation::REMOVE;
 
- 				SpellCreatedObstacle changedObstacle;
 
- 				changedObstacle.uniqueID = spellObstacle.uniqueID;
 
- 				changedObstacle.revealed = true;
 
- 				BattleObstaclesChanged bocp;
 
- 				bocp.changes.emplace_back(spellObstacle.uniqueID, operation);
 
- 				changedObstacle.toInfo(bocp.changes.back(), operation);
 
- 				spellEnv.apply(&bocp);
 
- 			};
 
- 			const auto side = unit.unitSide();
 
- 			auto shouldReveal = !spellObstacle->hidden || !battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side);
 
- 			const auto * hero = battleGetFightingHero(spellObstacle->casterSide);
 
- 			auto caster = spells::ObstacleCasterProxy(getBattle()->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
 
- 			const auto * sp = obstacle->getTrigger().toSpell();
 
- 			if(obstacle->triggersEffects() && sp)
 
- 			{
 
- 				auto cast = spells::BattleCast(this, &caster, spells::Mode::PASSIVE, sp);
 
- 				spells::detail::ProblemImpl ignored;
 
- 				auto target = spells::Target(1, spells::Destination(&unit));
 
- 				if(sp->battleMechanics(&cast)->canBeCastAt(target, ignored)) // Obstacles should not be revealed by immune creatures
 
- 				{
 
- 					if(shouldReveal) { //hidden obstacle triggers effects after revealed
 
- 						revealObstacles(*spellObstacle);
 
- 						cast.cast(&spellEnv, target);
 
- 					}
 
- 				}
 
- 			}
 
- 			else if(shouldReveal)
 
- 				revealObstacles(*spellObstacle);
 
- 		}
 
- 		if(!unit.alive())
 
- 			return false;
 
- 		if(obstacle->stopsMovement())
 
- 			movementStopped = true;
 
- 	}
 
- 	return unit.alive() && !movementStopped;
 
- }
 
- AccessibilityInfo CBattleInfoCallback::getAccesibility() const
 
- {
 
- 	AccessibilityInfo ret;
 
- 	ret.fill(EAccessibility::ACCESSIBLE);
 
- 	//removing accessibility for side columns of hexes
 
- 	for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
 
- 	{
 
- 		ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
 
- 		ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
 
- 	}
 
- 	//special battlefields with logically unavailable tiles
 
- 	auto bFieldType = battleGetBattlefieldType();
 
- 	if(bFieldType != BattleField::NONE)
 
- 	{
 
- 		std::vector<BattleHex> impassableHexes = bFieldType.getInfo()->impassableHexes;
 
- 		for(auto hex : impassableHexes)
 
- 			ret[hex] = EAccessibility::UNAVAILABLE;
 
- 	}
 
- 	//gate -> should be before stacks
 
- 	if(battleGetSiegeLevel() > 0)
 
- 	{
 
- 		EAccessibility accessability = EAccessibility::ACCESSIBLE;
 
- 		switch(battleGetGateState())
 
- 		{
 
- 		case EGateState::CLOSED:
 
- 			accessability = EAccessibility::GATE;
 
- 			break;
 
- 		case EGateState::BLOCKED:
 
- 			accessability = EAccessibility::UNAVAILABLE;
 
- 			break;
 
- 		}
 
- 		ret[BattleHex::GATE_OUTER] = ret[BattleHex::GATE_INNER] = accessability;
 
- 	}
 
- 	//tiles occupied by standing stacks
 
- 	for(const auto * unit : battleAliveUnits())
 
- 	{
 
- 		for(auto hex : unit->getHexes())
 
- 			if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
 
- 				ret[hex] = EAccessibility::ALIVE_STACK;
 
- 	}
 
- 	//obstacles
 
- 	for(const auto &obst : battleGetAllObstacles())
 
- 	{
 
- 		for(auto hex : obst->getBlockedTiles())
 
- 			ret[hex] = EAccessibility::OBSTACLE;
 
- 	}
 
- 	//walls
 
- 	if(battleGetSiegeLevel() > 0)
 
- 	{
 
- 		static const int permanentlyLocked[] = {12, 45, 62, 112, 147, 165};
 
- 		for(auto hex : permanentlyLocked)
 
- 			ret[hex] = EAccessibility::UNAVAILABLE;
 
- 		//TODO likely duplicated logic
 
- 		static const std::pair<EWallPart, BattleHex> lockedIfNotDestroyed[] =
 
- 		{
 
- 			//which part of wall, which hex is blocked if this part of wall is not destroyed
 
- 			std::make_pair(EWallPart::BOTTOM_WALL, BattleHex(BattleHex::DESTRUCTIBLE_WALL_4)),
 
- 			std::make_pair(EWallPart::BELOW_GATE, BattleHex(BattleHex::DESTRUCTIBLE_WALL_3)),
 
- 			std::make_pair(EWallPart::OVER_GATE, BattleHex(BattleHex::DESTRUCTIBLE_WALL_2)),
 
- 			std::make_pair(EWallPart::UPPER_WALL, BattleHex(BattleHex::DESTRUCTIBLE_WALL_1))
 
- 		};
 
- 		for(const auto & elem : lockedIfNotDestroyed)
 
- 		{
 
- 			if(battleGetWallState(elem.first) != EWallState::DESTROYED)
 
- 				ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- AccessibilityInfo CBattleInfoCallback::getAccesibility(const battle::Unit * stack) const
 
- {
 
- 	return getAccesibility(battle::Unit::getHexes(stack->getPosition(), stack->doubleWide(), stack->unitSide()));
 
- }
 
- AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> & accessibleHexes) const
 
- {
 
- 	auto ret = getAccesibility();
 
- 	for(auto hex : accessibleHexes)
 
- 		if(hex.isValid())
 
- 			ret[hex] = EAccessibility::ACCESSIBLE;
 
- 	return ret;
 
- }
 
- ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters & params) const
 
- {
 
- 	ReachabilityInfo ret;
 
- 	ret.accessibility = accessibility;
 
- 	ret.params = params;
 
- 	ret.predecessors.fill(BattleHex::INVALID);
 
- 	ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
 
- 	if(!params.startPosition.isValid()) //if got call for arrow turrets
 
- 		return ret;
 
- 	const std::set<BattleHex> obstacles = getStoppers(params.perspective);
 
- 	auto checkParams = params;
 
- 	checkParams.ignoreKnownAccessible = true; //Ignore starting hexes obstacles
 
- 	std::queue<BattleHex> hexq; //bfs queue
 
- 	//first element
 
- 	hexq.push(params.startPosition);
 
- 	ret.distances[params.startPosition] = 0;
 
- 	std::array<bool, GameConstants::BFIELD_SIZE> accessibleCache{};
 
- 	for(int hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
 
- 		accessibleCache[hex] = accessibility.accessible(hex, params.doubleWide, params.side);
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		const BattleHex curHex = hexq.front();
 
- 		hexq.pop();
 
- 		//walking stack can't step past the obstacles
 
- 		if(isInObstacle(curHex, obstacles, checkParams))
 
- 			continue;
 
- 		const int costToNeighbour = ret.distances[curHex.hex] + 1;
 
- 		for(BattleHex neighbour : BattleHex::neighbouringTilesCache[curHex.hex])
 
- 		{
 
- 			if(neighbour.isValid())
 
- 			{
 
- 				const int costFoundSoFar = ret.distances[neighbour.hex];
 
- 				if(accessibleCache[neighbour.hex] && costToNeighbour < costFoundSoFar)
 
- 				{
 
- 					hexq.push(neighbour);
 
- 					ret.distances[neighbour.hex] = costToNeighbour;
 
- 					ret.predecessors[neighbour.hex] = curHex;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool CBattleInfoCallback::isInObstacle(
 
- 	BattleHex hex,
 
- 	const std::set<BattleHex> & obstacles,
 
- 	const ReachabilityInfo::Parameters & params) const
 
- {
 
- 	auto occupiedHexes = battle::Unit::getHexes(hex, params.doubleWide, params.side);
 
- 	for(auto occupiedHex : occupiedHexes)
 
- 	{
 
- 		if(params.ignoreKnownAccessible && vstd::contains(params.knownAccessible, occupiedHex))
 
- 			continue;
 
- 		if(vstd::contains(obstacles, occupiedHex))
 
- 		{
 
- 			if(occupiedHex == BattleHex::GATE_BRIDGE)
 
- 			{
 
- 				if(battleGetGateState() != EGateState::DESTROYED && params.side == BattleSide::ATTACKER)
 
- 					return true;
 
- 			}
 
- 			else
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
 
- {
 
- 	std::set<BattleHex> ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	for(auto &oi : battleGetAllObstacles(whichSidePerspective))
 
- 	{
 
- 		if(!battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
 
- 			continue;
 
- 		for(const auto & hex : oi->getStoppingTile())
 
- 		{
 
- 			if(hex == BattleHex::GATE_BRIDGE && oi->obstacleType == CObstacleInstance::MOAT)
 
- 			{
 
- 				if(battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED)
 
- 					continue; // this tile is disabled by drawbridge on top of it
 
- 			}
 
- 			ret.insert(hex);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- std::pair<const battle::Unit *, BattleHex> CBattleInfoCallback::getNearestStack(const battle::Unit * closest) const
 
- {
 
- 	auto reachability = getReachability(closest);
 
- 	auto avHexes = battleGetAvailableHexes(reachability, closest, false);
 
- 	// I hate std::pairs with their undescriptive member names first / second
 
- 	struct DistStack
 
- 	{
 
- 		uint32_t distanceToPred;
 
- 		BattleHex destination;
 
- 		const battle::Unit * stack;
 
- 	};
 
- 	std::vector<DistStack> stackPairs;
 
- 	std::vector<const battle::Unit *> possible = battleGetUnitsIf([=](const battle::Unit * unit)
 
- 	{
 
- 		return unit->isValidTarget(false) && unit != closest;
 
- 	});
 
- 	for(const battle::Unit * st : possible)
 
- 	{
 
- 		for(BattleHex hex : avHexes)
 
- 			if(CStack::isMeleeAttackPossible(closest, st, hex))
 
- 			{
 
- 				DistStack hlp = {reachability.distances[hex], hex, st};
 
- 				stackPairs.push_back(hlp);
 
- 			}
 
- 	}
 
- 	if(!stackPairs.empty())
 
- 	{
 
- 		auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
 
- 		auto minimal = boost::min_element(stackPairs, comparator);
 
- 		return std::make_pair(minimal->stack, minimal->destination);
 
- 	}
 
- 	else
 
- 		return std::make_pair<const battle::Unit * , BattleHex>(nullptr, BattleHex::INVALID);
 
- }
 
- BattleHex CBattleInfoCallback::getAvaliableHex(const CreatureID & creID, ui8 side, int initialPos) const
 
- {
 
- 	bool twoHex = VLC->creh->objects[creID]->isDoubleWide();
 
- 	int pos;
 
- 	if (initialPos > -1)
 
- 		pos = initialPos;
 
- 	else //summon elementals depending on player side
 
- 	{
 
-  		if(side == BattleSide::ATTACKER)
 
- 	 		pos = 0; //top left
 
-  		else
 
-  			pos = GameConstants::BFIELD_WIDTH - 1; //top right
 
-  	}
 
- 	auto accessibility = getAccesibility();
 
- 	std::set<BattleHex> occupyable;
 
- 	for(int i = 0; i < accessibility.size(); i++)
 
- 		if(accessibility.accessible(i, twoHex, side))
 
- 			occupyable.insert(i);
 
- 	if(occupyable.empty())
 
- 	{
 
- 		return BattleHex::INVALID; //all tiles are covered
 
- 	}
 
- 	return BattleHex::getClosestTile(side, pos, occupyable);
 
- }
 
- si8 CBattleInfoCallback::battleGetTacticDist() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(0);
 
- 	//TODO get rid of this method
 
- 	if(battleDoWeKnowAbout(battleGetTacticsSide()))
 
- 		return battleTacticDist();
 
- 	return 0;
 
- }
 
- bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	auto side = battleGetTacticsSide();
 
- 	auto dist = battleGetTacticDist();
 
- 	return ((!side && dest.getX() > 0 && dest.getX() <= dist)
 
- 			|| (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
 
- }
 
- ReachabilityInfo CBattleInfoCallback::getReachability(const battle::Unit * unit) const
 
- {
 
- 	ReachabilityInfo::Parameters params(unit, unit->getPosition());
 
- 	if(!battleDoWeKnowAbout(unit->unitSide()))
 
- 	{
 
- 		//Stack is held by enemy, we can't use his perspective to check for reachability.
 
- 		// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
 
- 		params.perspective = battleGetMySide();
 
- 	}
 
- 	return getReachability(params);
 
- }
 
- ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters ¶ms) const
 
- {
 
- 	if(params.flying)
 
- 		return getFlyingReachability(params);
 
- 	else
 
- 		return makeBFS(getAccesibility(params.knownAccessible), params);
 
- }
 
- ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const
 
- {
 
- 	ReachabilityInfo ret;
 
- 	ret.accessibility = getAccesibility(params.knownAccessible);
 
- 	for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 	{
 
- 		if(ret.accessibility.accessible(i, params.doubleWide, params.side))
 
- 		{
 
- 			ret.predecessors[i] = params.startPosition;
 
- 			ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
 
- {
 
- 	//does not return hex attacked directly
 
- 	AttackableTiles at;
 
- 	RETURN_IF_NOT_BATTLE(at);
 
- 	BattleHex attackOriginHex = (attackerPos != BattleHex::INVALID) ? attackerPos : attacker->getPosition(); //real or hypothetical (cursor) position
 
- 	const auto * defender = battleGetUnitByPos(destinationTile, true);
 
- 	if (!defender)
 
- 		return at; // can't attack thin air
 
- 	bool reverse = isToReverse(attacker, defender);
 
- 	if(reverse && attacker->doubleWide())
 
- 	{
 
- 		attackOriginHex = attacker->occupiedHex(attackOriginHex); //the other hex stack stands on
 
- 	}
 
- 	if(attacker->hasBonusOfType(BonusType::ATTACKS_ALL_ADJACENT))
 
- 	{
 
- 		boost::copy(attacker->getSurroundingHexes(attackerPos), vstd::set_inserter(at.hostileCreaturePositions));
 
- 	}
 
- 	if(attacker->hasBonusOfType(BonusType::THREE_HEADED_ATTACK))
 
- 	{
 
- 		std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
 
- 		for(BattleHex tile : hexes)
 
- 		{
 
- 			if((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, attackOriginHex) > -1)) //adjacent both to attacker's head and attacked tile
 
- 			{
 
- 				const auto * st = battleGetUnitByPos(tile, true);
 
- 				if(st && battleMatchOwner(st, attacker)) //only hostile stacks - does it work well with Berserk?
 
- 					at.hostileCreaturePositions.insert(tile);
 
- 			}
 
- 		}
 
- 	}
 
- 	if(attacker->hasBonusOfType(BonusType::WIDE_BREATH))
 
- 	{
 
- 		std::vector<BattleHex> hexes = destinationTile.neighbouringTiles();
 
- 		for(int i = 0; i<hexes.size(); i++)
 
- 		{
 
- 			if(hexes.at(i) == attackOriginHex)
 
- 			{
 
- 				hexes.erase(hexes.begin() + i);
 
- 				i = 0;
 
- 			}
 
- 		}
 
- 		for(BattleHex tile : hexes)
 
- 		{
 
- 			//friendly stacks can also be damaged by Dragon Breath
 
- 			const auto * st = battleGetUnitByPos(tile, true);
 
- 			if(st && st != attacker)
 
- 				at.friendlyCreaturePositions.insert(tile);
 
- 		}
 
- 	}
 
- 	else if(attacker->hasBonusOfType(BonusType::TWO_HEX_ATTACK_BREATH))
 
- 	{
 
- 		auto direction = BattleHex::mutualPosition(attackOriginHex, destinationTile);
 
- 		if(direction != BattleHex::NONE) //only adjacent hexes are subject of dragon breath calculation
 
- 		{
 
- 			BattleHex nextHex = destinationTile.cloneInDirection(direction, false);
 
- 			if ( defender->doubleWide() )
 
- 			{
 
- 				auto secondHex = destinationTile == defender->getPosition() ?
 
- 					defender->occupiedHex():
 
- 					defender->getPosition();
 
- 				// if targeted double-wide creature is attacked from above or below ( -> second hex is also adjacent to attack origin)
 
- 				// then dragon breath should target tile on the opposite side of targeted creature
 
- 				if (BattleHex::mutualPosition(attackOriginHex, secondHex) != BattleHex::NONE)
 
- 					nextHex = secondHex.cloneInDirection(direction, false);
 
- 			}
 
- 			if (nextHex.isValid())
 
- 			{
 
- 				//friendly stacks can also be damaged by Dragon Breath
 
- 				const auto * st = battleGetUnitByPos(nextHex, true);
 
- 				if(st != nullptr)
 
- 					at.friendlyCreaturePositions.insert(nextHex);
 
- 			}
 
- 		}
 
- 	}
 
- 	return at;
 
- }
 
- AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
 
- {
 
- 	//does not return hex attacked directly
 
- 	AttackableTiles at;
 
- 	RETURN_IF_NOT_BATTLE(at);
 
- 	if(attacker->hasBonusOfType(BonusType::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
 
- 	{
 
- 		std::vector<BattleHex> targetHexes = destinationTile.neighbouringTiles();
 
- 		targetHexes.push_back(destinationTile);
 
- 		boost::copy(targetHexes, vstd::set_inserter(at.hostileCreaturePositions));
 
- 	}
 
- 	return at;
 
- }
 
- std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
 
- {
 
- 	std::vector<const battle::Unit*> units;
 
- 	RETURN_IF_NOT_BATTLE(units);
 
- 	AttackableTiles at;
 
- 	if (rangedAttack)
 
- 		at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
 
- 	else
 
- 		at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
 
- 	units = battleGetUnitsIf([=](const battle::Unit * unit)
 
- 	{
 
- 		if (unit->isGhost() || !unit->alive())
 
- 			return false;
 
- 		for (BattleHex hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
 
- 		{
 
- 			if (vstd::contains(at.hostileCreaturePositions, hex))
 
- 				return true;
 
- 			if (vstd::contains(at.friendlyCreaturePositions, hex))
 
- 				return true;
 
- 		}
 
- 		return false;
 
- 	});
 
- 	return units;
 
- }
 
- std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
 
- {
 
- 	std::set<const CStack*> attackedCres;
 
- 	RETURN_IF_NOT_BATTLE(attackedCres);
 
- 	AttackableTiles at;
 
- 	if(rangedAttack)
 
- 		at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
 
- 	else
 
- 		at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
 
- 	for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
 
- 	{
 
- 		const CStack * st = battleGetStackByPos(tile, true);
 
- 		if(st && st->unitOwner() != attacker->unitOwner()) //only hostile stacks - does it work well with Berserk?
 
- 		{
 
- 			attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	for (BattleHex tile : at.friendlyCreaturePositions)
 
- 	{
 
- 		const CStack * st = battleGetStackByPos(tile, true);
 
- 		if(st) //friendly stacks can also be damaged by Dragon Breath
 
- 		{
 
- 			attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	return attackedCres;
 
- }
 
- static bool isHexInFront(BattleHex hex, BattleHex testHex, BattleSide::Type side )
 
- {
 
- 	static const std::set<BattleHex::EDir> rightDirs { BattleHex::BOTTOM_RIGHT, BattleHex::TOP_RIGHT, BattleHex::RIGHT };
 
- 	static const std::set<BattleHex::EDir> leftDirs  { BattleHex::BOTTOM_LEFT, BattleHex::TOP_LEFT, BattleHex::LEFT };
 
- 	auto mutualPos = BattleHex::mutualPosition(hex, testHex);
 
- 	if (side == BattleSide::ATTACKER)
 
- 		return rightDirs.count(mutualPos);
 
- 	else
 
- 		return leftDirs.count(mutualPos);
 
- }
 
- //TODO: this should apply also to mechanics and cursor interface
 
- bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battle::Unit * defender) const
 
- {
 
- 	BattleHex attackerHex = attacker->getPosition();
 
- 	BattleHex defenderHex = defender->getPosition();
 
- 	if (attackerHex < 0 ) //turret
 
- 		return false;
 
- 	if(isHexInFront(attackerHex, defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
 
- 		return false;
 
- 	if (defender->doubleWide())
 
- 	{
 
- 		if(isHexInFront(attackerHex, defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
 
- 			return false;
 
- 	}
 
- 	if (attacker->doubleWide())
 
- 	{
 
- 		if(isHexInFront(attacker->occupiedHex(), defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
 
- 			return false;
 
- 	}
 
- 	// a bit weird case since here defender is slightly behind attacker, so reversing seems preferable,
 
- 	// but this is how H3 handles it which is important, e.g. for direction of dragon breath attacks
 
- 	if (attacker->doubleWide() && defender->doubleWide())
 
- 	{
 
- 		if(isHexInFront(attacker->occupiedHex(), defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
 
- 			return false;
 
- 	}
 
- 	return true;
 
- }
 
- ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const
 
- {
 
- 	ReachabilityInfo::TDistances ret;
 
- 	ret.fill(-1);
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	auto reachability = getReachability(unit);
 
- 	boost::copy(reachability.distances, ret.begin());
 
- 	return ret;
 
- }
 
- bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	const std::string cachingStrNoDistancePenalty = "type_NO_DISTANCE_PENALTY";
 
- 	static const auto selectorNoDistancePenalty = Selector::type()(BonusType::NO_DISTANCE_PENALTY);
 
- 	if(shooter->hasBonus(selectorNoDistancePenalty, cachingStrNoDistancePenalty))
 
- 		return false;
 
- 	if(const auto * target = battleGetUnitByPos(destHex, true))
 
- 	{
 
- 		//If any hex of target creature is within range, there is no penalty
 
- 		int range = GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE;
 
- 		auto bonus = shooter->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
 
- 		if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
 
- 			range = bonus->additionalInfo[0];
 
- 		if(isEnemyUnitWithinSpecifiedRange(shooterPosition, target, range))
 
- 			return false;
 
- 	}
 
- 	else
 
- 	{
 
- 		if(BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE)
 
- 			return false;
 
- 	}
 
- 	return true;
 
- }
 
- bool CBattleInfoCallback::isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosition, const battle::Unit * defenderUnit, unsigned int range) const
 
- {
 
- 	for(auto hex : defenderUnit->getHexes())
 
- 		if(BattleHex::getDistance(attackerPosition, hex) <= range)
 
- 			return true;
 
- 	
 
- 	return false;
 
- }
 
- BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart part) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
 
- 	return WallPartToHex(part);
 
- }
 
- EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
 
- 	return hexToWallPart(hex);
 
- }
 
- bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart wallPart) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
 
- 																	wallPart != EWallPart::INVALID;
 
- }
 
- bool CBattleInfoCallback::isWallPartAttackable(EWallPart wallPart) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(isWallPartPotentiallyAttackable(wallPart))
 
- 	{
 
- 		auto wallState = battleGetWallState(wallPart);
 
- 		return (wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED);
 
- 	}
 
- 	return false;
 
- }
 
- std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
 
- {
 
- 	std::vector<BattleHex> attackableBattleHexes;
 
- 	RETURN_IF_NOT_BATTLE(attackableBattleHexes);
 
- 	for(const auto & wallPartPair : wallParts)
 
- 	{
 
- 		if(isWallPartAttackable(wallPartPair.second))
 
- 			attackableBattleHexes.emplace_back(wallPartPair.first);
 
- 	}
 
- 	return attackableBattleHexes;
 
- }
 
- int32_t CBattleInfoCallback::battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-1);
 
- 	//TODO should be replaced using bonus system facilities (propagation onto battle node)
 
- 	int32_t ret = caster->getSpellCost(sp);
 
- 	//checking for friendly stacks reducing cost of the spell and
 
- 	//enemy stacks increasing it
 
- 	int32_t manaReduction = 0;
 
- 	int32_t manaIncrease = 0;
 
- 	for(const auto * unit : battleAliveUnits())
 
- 	{
 
- 		if(unit->unitOwner() == caster->tempOwner && unit->hasBonusOfType(BonusType::CHANGES_SPELL_COST_FOR_ALLY))
 
- 		{
 
- 			vstd::amax(manaReduction, unit->valOfBonuses(BonusType::CHANGES_SPELL_COST_FOR_ALLY));
 
- 		}
 
- 		if(unit->unitOwner() != caster->tempOwner && unit->hasBonusOfType(BonusType::CHANGES_SPELL_COST_FOR_ENEMY))
 
- 		{
 
- 			vstd::amax(manaIncrease, unit->valOfBonuses(BonusType::CHANGES_SPELL_COST_FOR_ENEMY));
 
- 		}
 
- 	}
 
- 	return ret - manaReduction + manaIncrease;
 
- }
 
- bool CBattleInfoCallback::battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const
 
- {
 
- 	return battleHasDistancePenalty(shooter, shooter->getPosition(), destHex) || battleHasWallPenalty(shooter, shooter->getPosition(), destHex);
 
- }
 
- bool CBattleInfoCallback::battleIsUnitBlocked(const battle::Unit * unit) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(unit->hasBonusOfType(BonusType::SIEGE_WEAPON)) //siege weapons cannot be blocked
 
- 		return false;
 
- 	for(const auto * adjacent : battleAdjacentUnits(unit))
 
- 	{
 
- 		if(adjacent->unitOwner() != unit->unitOwner()) //blocked by enemy stack
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- std::set<const battle::Unit *> CBattleInfoCallback::battleAdjacentUnits(const battle::Unit * unit) const
 
- {
 
- 	std::set<const battle::Unit *> ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	for(auto hex : unit->getSurroundingHexes())
 
- 	{
 
- 		if(const auto * neighbour = battleGetUnitByPos(hex, true))
 
- 			ret.insert(neighbour);
 
- 	}
 
- 	return ret;
 
- }
 
- SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(SpellID::NONE);
 
- 	//This is complete list. No spells from mods.
 
- 	//todo: this should be Spellbook of caster Stack
 
- 	static const std::set<SpellID> allPossibleSpells =
 
- 	{
 
- 		SpellID::AIR_SHIELD,
 
- 		SpellID::ANTI_MAGIC,
 
- 		SpellID::BLESS,
 
- 		SpellID::BLOODLUST,
 
- 		SpellID::COUNTERSTRIKE,
 
- 		SpellID::CURE,
 
- 		SpellID::FIRE_SHIELD,
 
- 		SpellID::FORTUNE,
 
- 		SpellID::HASTE,
 
- 		SpellID::MAGIC_MIRROR,
 
- 		SpellID::MIRTH,
 
- 		SpellID::PRAYER,
 
- 		SpellID::PRECISION,
 
- 		SpellID::PROTECTION_FROM_AIR,
 
- 		SpellID::PROTECTION_FROM_EARTH,
 
- 		SpellID::PROTECTION_FROM_FIRE,
 
- 		SpellID::PROTECTION_FROM_WATER,
 
- 		SpellID::SHIELD,
 
- 		SpellID::SLAYER,
 
- 		SpellID::STONE_SKIN
 
- 	};
 
- 	std::vector<SpellID> beneficialSpells;
 
- 	auto getAliveEnemy = [=](const std::function<bool(const CStack *)> & pred) -> const CStack *
 
- 	{
 
- 		auto stacks = battleGetStacksIf([=](const CStack * stack)
 
- 		{
 
- 			return pred(stack) && stack->unitOwner() != subject->unitOwner() && stack->isValidTarget(false);
 
- 		});
 
- 		if(stacks.empty())
 
- 			return nullptr;
 
- 		else
 
- 			return stacks.front();
 
- 	};
 
- 	for(const SpellID& spellID : allPossibleSpells)
 
- 	{
 
- 		std::stringstream cachingStr;
 
- 		cachingStr << "source_" << vstd::to_underlying(BonusSource::SPELL_EFFECT) << "id_" << spellID.num;
 
- 		if(subject->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, spellID), Selector::all, cachingStr.str())
 
- 		 //TODO: this ability has special limitations
 
- 		|| !(spellID.toSpell()->canBeCast(this, spells::Mode::CREATURE_ACTIVE, subject)))
 
- 			continue;
 
- 		switch (spellID)
 
- 		{
 
- 		case SpellID::SHIELD:
 
- 		case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
 
- 		{
 
- 			const auto * walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
 
- 			{
 
- 				return !stack->canShoot();
 
- 			});
 
- 			if(!walker)
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::AIR_SHIELD: //only against active shooters
 
- 		{
 
- 			const auto * shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
 
- 			{
 
- 				return stack->canShoot();
 
- 			});
 
- 			if(!shooter)
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::ANTI_MAGIC:
 
- 		case SpellID::MAGIC_MIRROR:
 
- 		case SpellID::PROTECTION_FROM_AIR:
 
- 		case SpellID::PROTECTION_FROM_EARTH:
 
- 		case SpellID::PROTECTION_FROM_FIRE:
 
- 		case SpellID::PROTECTION_FROM_WATER:
 
- 		{
 
- 			const ui8 enemySide = 1 - subject->unitSide();
 
- 			//todo: only if enemy has spellbook
 
- 			if (!battleHasHero(enemySide)) //only if there is enemy hero
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::CURE: //only damaged units
 
- 		{
 
- 			//do not cast on affected by debuffs
 
- 			if(!subject->canBeHealed())
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::BLOODLUST:
 
- 		{
 
- 			if(subject->canShoot()) //TODO: if can shoot - only if enemy units are adjacent
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::PRECISION:
 
- 		{
 
- 			if(!subject->canShoot())
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::SLAYER://only if monsters are present
 
- 		{
 
- 			const auto * kingMonster = getAliveEnemy([&](const CStack * stack) -> bool //look for enemy, non-shooting stack
 
- 			{
 
- 				const auto isKing = Selector::type()(BonusType::KING);
 
- 				return stack->hasBonus(isKing);
 
- 			});
 
- 			if (!kingMonster)
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		}
 
- 		beneficialSpells.push_back(spellID);
 
- 	}
 
- 	if(!beneficialSpells.empty())
 
- 	{
 
- 		return *RandomGeneratorUtil::nextItem(beneficialSpells, rand);
 
- 	}
 
- 	else
 
- 	{
 
- 		return SpellID::NONE;
 
- 	}
 
- }
 
- SpellID CBattleInfoCallback::getRandomCastedSpell(CRandomGenerator & rand,const CStack * caster) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(SpellID::NONE);
 
- 	TConstBonusListPtr bl = caster->getBonuses(Selector::type()(BonusType::SPELLCASTER));
 
- 	if (!bl->size())
 
- 		return SpellID::NONE;
 
- 	if(bl->size() == 1)
 
- 		return SpellID(bl->front()->subtype);
 
- 	int totalWeight = 0;
 
- 	for(const auto & b : *bl)
 
- 	{
 
- 		totalWeight += std::max(b->additionalInfo[0], 0); //spells with 0 weight are non-random, exclude them
 
- 	}
 
- 	if (totalWeight == 0)
 
- 		return SpellID::NONE;
 
- 	int randomPos = rand.nextInt(totalWeight - 1);
 
- 	for(const auto & b : *bl)
 
- 	{
 
- 		randomPos -= std::max(b->additionalInfo[0], 0);
 
- 		if(randomPos < 0)
 
- 		{
 
- 			return SpellID(b->subtype);
 
- 		}
 
- 	}
 
- 	return SpellID::NONE;
 
- }
 
- int CBattleInfoCallback::battleGetSurrenderCost(const PlayerColor & Player) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-3);
 
- 	if(!battleCanSurrender(Player))
 
- 		return -1;
 
- 	const auto sideOpt = playerToSide(Player);
 
- 	if(!sideOpt)
 
- 		return -1;
 
- 	const auto side = sideOpt.value();
 
- 	int ret = 0;
 
- 	double discount = 0;
 
- 	for(const auto * unit : battleAliveUnits(side))
 
- 		ret += unit->getRawSurrenderCost();
 
- 	if(const CGHeroInstance * h = battleGetFightingHero(side))
 
- 		discount += h->valOfBonuses(BonusType::SURRENDER_DISCOUNT);
 
- 	ret = static_cast<int>(ret * (100.0 - discount) / 100.0);
 
- 	vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
 
- 	return ret;
 
- }
 
- si8 CBattleInfoCallback::battleMinSpellLevel(ui8 side) const
 
- {
 
- 	const IBonusBearer * node = nullptr;
 
- 	if(const CGHeroInstance * h = battleGetFightingHero(side))
 
- 		node = h;
 
- 	else
 
- 		node = getBonusBearer();
 
- 	if(!node)
 
- 		return 0;
 
- 	auto b = node->getBonuses(Selector::type()(BonusType::BLOCK_MAGIC_BELOW));
 
- 	if(b->size())
 
- 		return b->totalValue();
 
- 	return 0;
 
- }
 
- si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
 
- {
 
- 	const IBonusBearer *node = nullptr;
 
- 	if(const CGHeroInstance * h = battleGetFightingHero(side))
 
- 		node = h;
 
- 	else
 
- 		node = getBonusBearer();
 
- 	if(!node)
 
- 		return GameConstants::SPELL_LEVELS;
 
- 	//We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
 
- 	auto b = node->getBonuses(Selector::type()(BonusType::BLOCK_MAGIC_ABOVE));
 
- 	if(b->size())
 
- 		return b->totalValue();
 
- 	return GameConstants::SPELL_LEVELS;
 
- }
 
- std::optional<int> CBattleInfoCallback::battleIsFinished() const
 
- {
 
- 	auto units = battleGetUnitsIf([=](const battle::Unit * unit)
 
- 	{
 
- 		return unit->alive() && !unit->isTurret() && !unit->hasBonusOfType(BonusType::SIEGE_WEAPON);
 
- 	});
 
- 	std::array<bool, 2> hasUnit = {false, false}; //index is BattleSide
 
- 	for(auto & unit : units)
 
- 	{
 
- 		//todo: move SIEGE_WEAPON check to Unit state
 
- 		hasUnit.at(unit->unitSide()) = true;
 
- 		if(hasUnit[0] && hasUnit[1])
 
- 			return std::nullopt;
 
- 	}
 
- 	
 
- 	hasUnit = {false, false};
 
- 	for(auto & unit : units)
 
- 	{
 
- 		if(!unit->isClone() && !unit->acquireState()->summoned && !dynamic_cast <const CCommanderInstance *>(unit))
 
- 		{
 
- 			hasUnit.at(unit->unitSide()) = true;
 
- 		}
 
- 	}
 
- 	if(!hasUnit[0] && !hasUnit[1])
 
- 		return 2;
 
- 	if(!hasUnit[1])
 
- 		return 0;
 
- 	else
 
- 		return 1;
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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