BattleResultProcessor.cpp 22 KB

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  1. /*
  2. * BattleResultProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleResultProcessor.h"
  12. #include "../CGameHandler.h"
  13. #include "../processors/HeroPoolProcessor.h"
  14. #include "../queries/QueriesProcessor.h"
  15. #include "../queries/BattleQueries.h"
  16. #include "../../lib/ArtifactUtils.h"
  17. #include "../../lib/CStack.h"
  18. #include "../../lib/CPlayerState.h"
  19. #include "../../lib/GameSettings.h"
  20. #include "../../lib/battle/CBattleInfoCallback.h"
  21. #include "../../lib/battle/IBattleState.h"
  22. #include "../../lib/battle/SideInBattle.h"
  23. #include "../../lib/gameState/CGameState.h"
  24. #include "../../lib/mapObjects/CGTownInstance.h"
  25. #include "../../lib/networkPacks/PacksForClientBattle.h"
  26. #include "../../lib/networkPacks/PacksForClient.h"
  27. #include "../../lib/serializer/Cast.h"
  28. #include "../../lib/spells/CSpellHandler.h"
  29. BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
  30. // : owner(owner)
  31. : gameHandler(newGameHandler)
  32. {
  33. }
  34. CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, uint8_t sideInBattle):
  35. army(battle.battleGetArmyObject(sideInBattle))
  36. {
  37. heroWithDeadCommander = ObjectInstanceID();
  38. PlayerColor color = battle.sideToPlayer(sideInBattle);
  39. auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){
  40. if (stack->summoned)//don't take into account temporary summoned stacks
  41. return false;
  42. if(stack->unitOwner() != color) //remove only our stacks
  43. return false;
  44. if (stack->isTurret())
  45. return false;
  46. return true;
  47. });
  48. for(const CStack * stConst : allStacks)
  49. {
  50. // Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
  51. // TODO: better solution
  52. CStack * st = const_cast<CStack*>(stConst);
  53. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  54. st->health.takeResurrected();
  55. if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  56. {
  57. auto warMachine = st->unitType()->warMachine;
  58. if(warMachine == ArtifactID::NONE)
  59. {
  60. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  61. }
  62. //catapult artifact remain even if "creature" killed in siege
  63. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  64. {
  65. logGlobal->debug("War machine has been destroyed");
  66. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  67. if (hero)
  68. removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true)));
  69. else
  70. logGlobal->error("War machine in army without hero");
  71. }
  72. }
  73. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  74. {
  75. if(st->alive() && st->getCount() > 0)
  76. {
  77. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  78. const CreatureID summonedType = st->creatureId();
  79. summoned[summonedType] += st->getCount();
  80. }
  81. }
  82. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  83. {
  84. if (nullptr == st->base)
  85. {
  86. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  87. }
  88. else
  89. {
  90. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  91. if(c)
  92. {
  93. auto h = dynamic_cast <const CGHeroInstance *>(army);
  94. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  95. {
  96. logGlobal->debug("Commander is dead.");
  97. heroWithDeadCommander = army->id; //TODO: unify commander handling
  98. }
  99. }
  100. else
  101. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  102. }
  103. }
  104. else if(st->base && !army->slotEmpty(st->unitSlot()))
  105. {
  106. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  107. if(st->getCount() == 0 || !st->alive())
  108. {
  109. logGlobal->debug("Stack has been destroyed.");
  110. StackLocation sl(army, st->unitSlot());
  111. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  112. }
  113. else if(st->getCount() != army->getStackCount(st->unitSlot()))
  114. {
  115. logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount());
  116. StackLocation sl(army, st->unitSlot());
  117. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  118. }
  119. }
  120. else
  121. {
  122. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  123. }
  124. }
  125. }
  126. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  127. {
  128. for (TStackAndItsNewCount &ncount : newStackCounts)
  129. {
  130. if (ncount.second > 0)
  131. gh->changeStackCount(ncount.first, ncount.second, true);
  132. else
  133. gh->eraseStack(ncount.first, true);
  134. }
  135. for (auto summoned_iter : summoned)
  136. {
  137. SlotID slot = army->getSlotFor(summoned_iter.first);
  138. if (slot.validSlot())
  139. {
  140. StackLocation location(army, slot);
  141. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  142. }
  143. else
  144. {
  145. //even if it will be possible to summon anything permanently it should be checked for free slot
  146. //necromancy is handled separately
  147. gh->complain("No free slot to put summoned creature");
  148. }
  149. }
  150. for (auto al : removedWarMachines)
  151. {
  152. gh->removeArtifact(al);
  153. }
  154. if (heroWithDeadCommander != ObjectInstanceID())
  155. {
  156. SetCommanderProperty scp;
  157. scp.heroid = heroWithDeadCommander;
  158. scp.which = SetCommanderProperty::ALIVE;
  159. scp.amount = 0;
  160. gh->sendAndApply(&scp);
  161. }
  162. }
  163. FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount)
  164. {
  165. if (result.winner == BattleSide::ATTACKER)
  166. {
  167. winnerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  168. loserHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  169. victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  170. loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  171. }
  172. else
  173. {
  174. winnerHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  175. loserHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  176. victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  177. loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  178. }
  179. winnerSide = result.winner;
  180. this->remainingBattleQueriesCount = remainingBattleQueriesCount;
  181. }
  182. //FinishingBattleHelper::FinishingBattleHelper()
  183. //{
  184. // winnerHero = loserHero = nullptr;
  185. // winnerSide = 0;
  186. // remainingBattleQueriesCount = 0;
  187. //}
  188. void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
  189. {
  190. auto const & giveExp = [](BattleResult &r)
  191. {
  192. if (r.winner > 1)
  193. {
  194. // draw
  195. return;
  196. }
  197. r.exp[0] = 0;
  198. r.exp[1] = 0;
  199. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  200. {
  201. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  202. }
  203. };
  204. LOG_TRACE(logGlobal);
  205. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  206. const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
  207. const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
  208. //Fill BattleResult structure with exp info
  209. giveExp(*battleResult);
  210. if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  211. {
  212. if(heroAttacker)
  213. battleResult->exp[1] += 500;
  214. if(heroDefender)
  215. battleResult->exp[0] += 500;
  216. }
  217. // Give 500 exp to winner if a town was conquered during the battle
  218. const auto * defendedTown = battle.battleGetDefendedTown();
  219. if (defendedTown && battleResult->winner == BattleSide::ATTACKER)
  220. battleResult->exp[BattleSide::ATTACKER] += 500;
  221. if(heroAttacker)
  222. battleResult->exp[0] = heroAttacker->calculateXp(battleResult->exp[0]);//scholar skill
  223. if(heroDefender)
  224. battleResult->exp[1] = heroDefender->calculateXp(battleResult->exp[1]);
  225. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(0)));
  226. if(!battleQuery)
  227. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(1)));
  228. if (!battleQuery)
  229. {
  230. logGlobal->error("Cannot find battle query!");
  231. gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(0)) + " has no battle query at the top!");
  232. return;
  233. }
  234. battleQuery->result = std::make_optional(*battleResult);
  235. //Check how many battle gameHandler->queries were created (number of players blocked by battle)
  236. const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
  237. assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
  238. finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
  239. // in battles against neutrals, 1st player can ask to replay battle manually
  240. const auto * attackerPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER));
  241. const auto * defenderPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER));
  242. bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman();
  243. bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman();
  244. bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman;
  245. // in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay
  246. if(onlyOnePlayerHuman)
  247. {
  248. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle(), battleQuery->result);
  249. battleResult->queryID = battleDialogQuery->queryID;
  250. gameHandler->queries->addQuery(battleDialogQuery);
  251. }
  252. else
  253. battleResult->queryID = QueryID::NONE;
  254. //set same battle result for all gameHandler->queries
  255. for(auto q : gameHandler->queries->allQueries())
  256. {
  257. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  258. if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
  259. otherBattleQuery->result = battleQuery->result;
  260. }
  261. gameHandler->turnTimerHandler->onBattleEnd(battle.getBattle()->getBattleID());
  262. gameHandler->sendAndApply(battleResult);
  263. if (battleResult->queryID == QueryID::NONE)
  264. endBattleConfirm(battle);
  265. }
  266. void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
  267. {
  268. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(0)));
  269. if(!battleQuery)
  270. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(1)));
  271. if(!battleQuery)
  272. {
  273. logGlobal->trace("No battle query, battle end was confirmed by another player");
  274. return;
  275. }
  276. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  277. auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
  278. const EBattleResult result = battleResult->result;
  279. //calculate casualties before deleting battle
  280. CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
  281. CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
  282. ChangeSpells cs; //for Eagle Eye
  283. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  284. {
  285. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
  286. {
  287. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
  288. for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
  289. {
  290. auto spell = spellId.toEntity(VLC->spells());
  291. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
  292. cs.spells.insert(spell->getId());
  293. }
  294. }
  295. }
  296. std::vector<const CArtifactInstance *> arts; //display them in window
  297. if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  298. {
  299. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  300. {
  301. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  302. if(slot != ArtifactPosition::PRE_FIRST)
  303. {
  304. arts.push_back(art);
  305. ma->dst = ArtifactLocation(finishingBattle->winnerHero->id, slot);
  306. if(ArtifactUtils::isSlotBackpack(slot))
  307. ma->askAssemble = false;
  308. gameHandler->sendAndApply(ma);
  309. }
  310. };
  311. if (finishingBattle->loserHero)
  312. {
  313. //TODO: wrap it into a function, somehow (std::variant -_-)
  314. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  315. for (auto artSlot : artifactsWorn)
  316. {
  317. MoveArtifact ma;
  318. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  319. const CArtifactInstance * art = finishingBattle->loserHero->getArt(artSlot.first);
  320. if (art && !art->artType->isBig() &&
  321. art->artType->getId() != ArtifactID::SPELLBOOK)
  322. // don't move war machines or locked arts (spellbook)
  323. {
  324. sendMoveArtifact(art, &ma);
  325. }
  326. }
  327. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  328. {
  329. //we assume that no big artifacts can be found
  330. MoveArtifact ma;
  331. ma.src = ArtifactLocation(finishingBattle->loserHero->id,
  332. ArtifactPosition(ArtifactPosition::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  333. const CArtifactInstance * art = finishingBattle->loserHero->getArt(ArtifactPosition::BACKPACK_START + slotNumber);
  334. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  335. {
  336. sendMoveArtifact(art, &ma);
  337. }
  338. }
  339. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  340. {
  341. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  342. for (auto artSlot : artifactsWorn)
  343. {
  344. MoveArtifact ma;
  345. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  346. ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
  347. const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
  348. if (art && !art->artType->isBig())
  349. {
  350. sendMoveArtifact(art, &ma);
  351. }
  352. }
  353. }
  354. }
  355. auto loser = battle.otherSide(battleResult->winner);
  356. for (auto armySlot : battle.battleGetArmyObject(loser)->stacks)
  357. {
  358. auto artifactsWorn = armySlot.second->artifactsWorn;
  359. for(const auto & artSlot : artifactsWorn)
  360. {
  361. MoveArtifact ma;
  362. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  363. ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
  364. const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
  365. if (art && !art->artType->isBig())
  366. {
  367. sendMoveArtifact(art, &ma);
  368. }
  369. }
  370. }
  371. }
  372. if (arts.size()) //display loot
  373. {
  374. InfoWindow iw;
  375. iw.player = finishingBattle->winnerHero->tempOwner;
  376. iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  377. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  378. {
  379. if (art->artType->getId() == ArtifactID::SPELL_SCROLL)
  380. iw.components.emplace_back(ComponentType::SPELL_SCROLL, art->getScrollSpellID());
  381. else
  382. iw.components.emplace_back(ComponentType::ARTIFACT, art->artType->getId());
  383. if (iw.components.size() >= 14)
  384. {
  385. gameHandler->sendAndApply(&iw);
  386. iw.components.clear();
  387. }
  388. }
  389. if (iw.components.size())
  390. {
  391. gameHandler->sendAndApply(&iw);
  392. }
  393. }
  394. //Eagle Eye secondary skill handling
  395. if (!cs.spells.empty())
  396. {
  397. cs.learn = 1;
  398. cs.hid = finishingBattle->winnerHero->id;
  399. InfoWindow iw;
  400. iw.player = finishingBattle->winnerHero->tempOwner;
  401. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  402. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  403. std::ostringstream names;
  404. for (int i = 0; i < cs.spells.size(); i++)
  405. {
  406. names << "%s";
  407. if (i < cs.spells.size() - 2)
  408. names << ", ";
  409. else if (i < cs.spells.size() - 1)
  410. names << "%s";
  411. }
  412. names << ".";
  413. iw.text.replaceRawString(names.str());
  414. auto it = cs.spells.begin();
  415. for (int i = 0; i < cs.spells.size(); i++, it++)
  416. {
  417. iw.text.replaceName(*it);
  418. if (i == cs.spells.size() - 2) //we just added pre-last name
  419. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  420. iw.components.emplace_back(ComponentType::SPELL, *it);
  421. }
  422. gameHandler->sendAndApply(&iw);
  423. gameHandler->sendAndApply(&cs);
  424. }
  425. cab1.updateArmy(gameHandler);
  426. cab2.updateArmy(gameHandler); //take casualties after battle is deleted
  427. if(finishingBattle->loserHero) //remove beaten hero
  428. {
  429. RemoveObject ro(finishingBattle->loserHero->id, battle.battleGetArmyObject(0)->getOwner());
  430. gameHandler->sendAndApply(&ro);
  431. }
  432. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  433. {
  434. RemoveObject ro(finishingBattle->winnerHero->id, battle.battleGetArmyObject(0)->getOwner());
  435. gameHandler->sendAndApply(&ro);
  436. }
  437. if(battleResult->winner == BattleSide::DEFENDER
  438. && finishingBattle->winnerHero
  439. && finishingBattle->winnerHero->visitedTown
  440. && !finishingBattle->winnerHero->inTownGarrison
  441. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  442. {
  443. gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  444. }
  445. //give exp
  446. if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  447. gameHandler->giveExperience(finishingBattle->winnerHero, battleResult->exp[finishingBattle->winnerSide]);
  448. BattleResultAccepted raccepted;
  449. raccepted.battleID = battle.getBattle()->getBattleID();
  450. raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::ATTACKER));
  451. raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::DEFENDER));
  452. raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::ATTACKER));
  453. raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::DEFENDER));
  454. raccepted.heroResult[0].exp = battleResult->exp[0];
  455. raccepted.heroResult[1].exp = battleResult->exp[1];
  456. raccepted.winnerSide = finishingBattle->winnerSide;
  457. gameHandler->sendAndApply(&raccepted);
  458. gameHandler->queries->popIfTop(battleQuery);
  459. //--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
  460. }
  461. void BattleResultProcessor::battleAfterLevelUp(const BattleID & battleID, const BattleResult & result)
  462. {
  463. LOG_TRACE(logGlobal);
  464. assert(finishingBattles.count(battleID) != 0);
  465. if(finishingBattles.count(battleID) == 0)
  466. return;
  467. auto & finishingBattle = finishingBattles[battleID];
  468. finishingBattle->remainingBattleQueriesCount--;
  469. logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
  470. if (finishingBattle->remainingBattleQueriesCount > 0)
  471. //Battle results will be handled when all battle gameHandler->queries are closed
  472. return;
  473. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  474. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  475. // Still, it looks like a hole.
  476. // Necromancy if applicable.
  477. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(result) : CStackBasicDescriptor();
  478. // Give raised units to winner and show dialog, if any were raised,
  479. // units will be given after casualties are taken
  480. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  481. if (necroSlot != SlotID())
  482. {
  483. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
  484. gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  485. }
  486. BattleResultsApplied resultsApplied;
  487. resultsApplied.battleID = battleID;
  488. resultsApplied.player1 = finishingBattle->victor;
  489. resultsApplied.player2 = finishingBattle->loser;
  490. gameHandler->sendAndApply(&resultsApplied);
  491. //handle victory/loss of engaged players
  492. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  493. gameHandler->checkVictoryLossConditions(playerColors);
  494. if (result.result == EBattleResult::SURRENDER)
  495. gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
  496. if (result.result == EBattleResult::ESCAPE)
  497. gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
  498. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  499. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  500. {
  501. RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->winnerHero->getOwner());
  502. gameHandler->sendAndApply(&ro);
  503. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  504. gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
  505. }
  506. finishingBattles.erase(battleID);
  507. battleResults.erase(battleID);
  508. }
  509. void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, int victoriusSide)
  510. {
  511. assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
  512. battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
  513. auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
  514. battleResult->battleID = battle.getBattle()->getBattleID();
  515. battleResult->result = resultType;
  516. battleResult->winner = victoriusSide; //surrendering side loses
  517. auto allStacks = battle.battleGetStacksIf([](const CStack * stack){
  518. if (stack->summoned)//don't take into account temporary summoned stacks
  519. return false;
  520. if (stack->isTurret())
  521. return false;
  522. return true;
  523. });
  524. for(const auto & st : allStacks) //setting casualties
  525. {
  526. si32 killed = st->getKilled();
  527. if(killed > 0)
  528. battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
  529. }
  530. }
  531. bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
  532. {
  533. return battleResults.count(battle.getBattle()->getBattleID()) != 0;
  534. }