CBattleCallback.cpp 74 KB

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  1. #include "StdInc.h"
  2. #include "CBattleCallback.h"
  3. #include "BattleState.h"
  4. #include "CGameState.h"
  5. #include "NetPacks.h"
  6. #include "CSpellHandler.h"
  7. #include "VCMI_Lib.h"
  8. #include "CTownHandler.h"
  9. /*
  10. * CBattleCallback.cpp, part of VCMI engine
  11. *
  12. * Authors: listed in file AUTHORS in main folder
  13. *
  14. * License: GNU General Public License v2.0 or later
  15. * Full text of license available in license.txt file, in main folder
  16. *
  17. */
  18. #define RETURN_IF_NOT_BATTLE(X) if(!duringBattle()) {logGlobal->errorStream() << __FUNCTION__ << " called when no battle!"; return X; }
  19. namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
  20. {
  21. static void retreiveTurretDamageRange(const CGTownInstance * town, const CStack *turret, double &outMinDmg, double &outMaxDmg)
  22. {
  23. assert(turret->getCreature()->idNumber == CreatureID::ARROW_TOWERS);
  24. assert(town);
  25. assert(turret->position >= -4 && turret->position <= -2);
  26. float multiplier = (turret->position == -2) ? 1 : 0.5;
  27. int baseMin = 6;
  28. int baseMax = 10;
  29. outMinDmg = multiplier * (baseMin + town->getTownLevel() * 2);
  30. outMaxDmg = multiplier * (baseMax + town->getTownLevel() * 3);
  31. }
  32. static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
  33. {
  34. static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
  35. return lineToHex[line];
  36. }
  37. static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
  38. {
  39. const int wallInStackLine = lineToWallHex(pos1.getY());
  40. const int wallInDestLine = lineToWallHex(pos2.getY());
  41. const bool stackLeft = pos1 < wallInStackLine;
  42. const bool destLeft = pos2 < wallInDestLine;
  43. return stackLeft != destLeft;
  44. }
  45. //potentially attackable parts of wall
  46. static const std::pair<int, EWallParts::EWallParts> attackable[] =
  47. {
  48. std::make_pair(50, EWallParts::KEEP),
  49. std::make_pair(183, EWallParts::BOTTOM_TOWER),
  50. std::make_pair(182, EWallParts::BOTTOM_WALL),
  51. std::make_pair(130, EWallParts::BELOW_GATE),
  52. std::make_pair(62, EWallParts::OVER_GATE),
  53. std::make_pair(29, EWallParts::UPPER_WALL),
  54. std::make_pair(12, EWallParts::UPPER_TOWER),
  55. std::make_pair(95, EWallParts::GATE),
  56. std::make_pair(96, EWallParts::GATE),
  57. std::make_pair(45, EWallParts::INDESTRUCTIBLE_PART),
  58. std::make_pair(78, EWallParts::INDESTRUCTIBLE_PART),
  59. std::make_pair(112, EWallParts::INDESTRUCTIBLE_PART),
  60. std::make_pair(147, EWallParts::INDESTRUCTIBLE_PART)
  61. };
  62. static EWallParts::EWallParts hexToWallPart(BattleHex hex)
  63. {
  64. for(auto & elem : attackable)
  65. {
  66. if(elem.first == hex)
  67. return elem.second;
  68. }
  69. return EWallParts::INVALID; //not found!
  70. }
  71. static BattleHex WallPartToHex(EWallParts::EWallParts part)
  72. {
  73. for(auto & elem : attackable)
  74. {
  75. if(elem.second == part)
  76. return elem.first;
  77. }
  78. return BattleHex::INVALID; //not found!
  79. }
  80. }
  81. using namespace SiegeStuffThatShouldBeMovedToHandlers;
  82. boost::shared_mutex& CCallbackBase::getGsMutex()
  83. {
  84. return *gs->mx;
  85. }
  86. bool CCallbackBase::duringBattle() const
  87. {
  88. return getBattle() != nullptr;
  89. }
  90. void CCallbackBase::setBattle(const BattleInfo *B)
  91. {
  92. battle = B;
  93. }
  94. boost::optional<PlayerColor> CCallbackBase::getPlayerID() const
  95. {
  96. return player;
  97. }
  98. ETerrainType CBattleInfoEssentials::battleTerrainType() const
  99. {
  100. RETURN_IF_NOT_BATTLE(ETerrainType::WRONG);
  101. return getBattle()->terrainType;
  102. }
  103. BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const
  104. {
  105. RETURN_IF_NOT_BATTLE(BFieldType::NONE);
  106. return getBattle()->battlefieldType;
  107. }
  108. std::vector<shared_ptr<const CObstacleInstance> > CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective /*= boost::none*/) const
  109. {
  110. std::vector<shared_ptr<const CObstacleInstance> > ret;
  111. RETURN_IF_NOT_BATTLE(ret);
  112. if(!perspective)
  113. {
  114. //if no particular perspective request, use default one
  115. perspective = battleGetMySide();
  116. }
  117. else
  118. {
  119. if(!!player && *perspective != battleGetMySide())
  120. {
  121. logGlobal->errorStream() << "Unauthorized access attempt!";
  122. assert(0); //I want to notice if that happens
  123. //perspective = battleGetMySide();
  124. }
  125. }
  126. for(auto oi : getBattle()->obstacles)
  127. {
  128. if(getBattle()->battleIsObstacleVisibleForSide(*oi, *perspective))
  129. ret.push_back(oi);
  130. }
  131. return ret;
  132. }
  133. bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
  134. {
  135. RETURN_IF_NOT_BATTLE(false);
  136. return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
  137. }
  138. bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
  139. {
  140. RETURN_IF_NOT_BATTLE(false);
  141. for(const CStack *s : battleGetAllStacks())
  142. {
  143. if(s->attackerOwned == !side && s->getCreature()->isItNativeTerrain(getBattle()->terrainType))
  144. return true;
  145. }
  146. return false;
  147. }
  148. TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets /*= false*/) const /*returns all stacks, alive or dead or undead or mechanical :) */
  149. {
  150. TStacks ret;
  151. RETURN_IF_NOT_BATTLE(ret);
  152. boost::copy(getBattle()->stacks, std::back_inserter(ret));
  153. if(!includeTurrets)
  154. vstd::erase_if(ret, [](const CStack *stack) { return stack->type->idNumber == CreatureID::ARROW_TOWERS; });
  155. return ret;
  156. }
  157. TStacks CBattleInfoEssentials::battleAliveStacks() const
  158. {
  159. TStacks ret;
  160. vstd::copy_if(battleGetAllStacks(), std::back_inserter(ret), [](const CStack *s){ return s->alive(); });
  161. return ret;
  162. }
  163. TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const
  164. {
  165. TStacks ret;
  166. vstd::copy_if(battleGetAllStacks(), std::back_inserter(ret), [=](const CStack *s){ return s->alive() && s->attackerOwned == !side; });
  167. return ret;
  168. }
  169. int CBattleInfoEssentials::battleGetMoatDmg() const
  170. {
  171. RETURN_IF_NOT_BATTLE(0);
  172. auto town = getBattle()->town;
  173. if(!town)
  174. return 0;
  175. return town->town->moatDamage;
  176. }
  177. const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
  178. {
  179. RETURN_IF_NOT_BATTLE(nullptr);
  180. if(!getBattle() || getBattle()->town == nullptr)
  181. return nullptr;
  182. return getBattle()->town;
  183. }
  184. BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
  185. {
  186. RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
  187. if(!player)
  188. return BattlePerspective::ALL_KNOWING;
  189. if(*player == getBattle()->sides[0].color)
  190. return BattlePerspective::LEFT_SIDE;
  191. if(*player == getBattle()->sides[1].color)
  192. return BattlePerspective::RIGHT_SIDE;
  193. logGlobal->errorStream() << "Cannot find player " << *player << " in battle!";
  194. return BattlePerspective::INVALID;
  195. }
  196. const CStack * CBattleInfoEssentials::battleActiveStack() const
  197. {
  198. RETURN_IF_NOT_BATTLE(nullptr);
  199. return battleGetStackByID(getBattle()->activeStack);
  200. }
  201. const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
  202. {
  203. RETURN_IF_NOT_BATTLE(nullptr);
  204. for(auto s : battleGetAllStacks(true))
  205. if(s->ID == ID && (!onlyAlive || s->alive()))
  206. return s;
  207. return nullptr;
  208. }
  209. bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
  210. {
  211. RETURN_IF_NOT_BATTLE(false);
  212. auto p = battleGetMySide();
  213. return p == BattlePerspective::ALL_KNOWING || p == side;
  214. }
  215. si8 CBattleInfoEssentials::battleTacticDist() const
  216. {
  217. RETURN_IF_NOT_BATTLE(0);
  218. return getBattle()->tacticDistance;
  219. }
  220. si8 CBattleInfoEssentials::battleGetTacticsSide() const
  221. {
  222. RETURN_IF_NOT_BATTLE(-1);
  223. return getBattle()->tacticsSide;
  224. }
  225. const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
  226. {
  227. RETURN_IF_NOT_BATTLE(nullptr);
  228. if(side > 1)
  229. {
  230. logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
  231. return nullptr;
  232. }
  233. if(!battleDoWeKnowAbout(side))
  234. {
  235. logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
  236. return nullptr;
  237. }
  238. return getBattle()->sides[side].hero;
  239. }
  240. const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
  241. {
  242. RETURN_IF_NOT_BATTLE(nullptr);
  243. if(side > 1)
  244. {
  245. logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
  246. return nullptr;
  247. }
  248. if(!battleDoWeKnowAbout(side))
  249. {
  250. logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
  251. return nullptr;
  252. }
  253. return getBattle()->sides[side].armyObject;
  254. }
  255. InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo( ui8 side ) const
  256. {
  257. auto hero = getBattle()->sides[side].hero;
  258. if(!hero)
  259. {
  260. logGlobal->warnStream() << __FUNCTION__ << ": side " << (int)side << " does not have hero!";
  261. return InfoAboutHero();
  262. }
  263. return InfoAboutHero(hero, battleDoWeKnowAbout(side));
  264. }
  265. int CBattleInfoEssentials::battleCastSpells(ui8 side) const
  266. {
  267. RETURN_IF_NOT_BATTLE(-1);
  268. return getBattle()->sides[side].castSpellsCount;
  269. }
  270. ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(PlayerColor player, ECastingMode::ECastingMode mode) const
  271. {
  272. RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
  273. const ui8 side = playerToSide(player);
  274. if(!battleDoWeKnowAbout(side))
  275. {
  276. logGlobal->warnStream() << "You can't check if enemy can cast given spell!";
  277. return ESpellCastProblem::INVALID;
  278. }
  279. switch (mode)
  280. {
  281. case ECastingMode::HERO_CASTING:
  282. {
  283. if(battleTacticDist())
  284. return ESpellCastProblem::ONGOING_TACTIC_PHASE;
  285. if(battleCastSpells(side) > 0)
  286. return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
  287. auto hero = battleGetFightingHero(side);
  288. if(!hero)
  289. return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
  290. if(!hero->getArt(ArtifactPosition::SPELLBOOK))
  291. return ESpellCastProblem::NO_SPELLBOOK;
  292. if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
  293. return ESpellCastProblem::MAGIC_IS_BLOCKED;
  294. }
  295. break;
  296. default:
  297. break;
  298. }
  299. return ESpellCastProblem::OK;
  300. }
  301. bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
  302. {
  303. RETURN_IF_NOT_BATTLE(false);
  304. ui8 mySide = playerToSide(player);
  305. const CGHeroInstance *myHero = battleGetFightingHero(mySide);
  306. //current player have no hero
  307. if(!myHero)
  308. return false;
  309. //eg. one of heroes is wearing shakles of war
  310. if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
  311. return false;
  312. //we are besieged defender
  313. if(mySide == BattleSide::DEFENDER && battleGetSiegeLevel())
  314. {
  315. auto town = battleGetDefendedTown();
  316. if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
  317. return false;
  318. }
  319. return true;
  320. }
  321. ui8 CBattleInfoEssentials::playerToSide(PlayerColor player) const
  322. {
  323. RETURN_IF_NOT_BATTLE(-1);
  324. int ret = vstd::find_pos_if(getBattle()->sides, [=](const SideInBattle &side){ return side.color == player; });
  325. if(ret < 0)
  326. logGlobal->warnStream() << "Cannot find side for player " << player;
  327. return ret;
  328. }
  329. ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
  330. {
  331. RETURN_IF_NOT_BATTLE(0);
  332. return getBattle()->siege;
  333. }
  334. bool CBattleInfoEssentials::battleCanSurrender(PlayerColor player) const
  335. {
  336. RETURN_IF_NOT_BATTLE(false);
  337. //conditions like for fleeing + enemy must have a hero
  338. return battleCanFlee(player) && battleHasHero(!playerToSide(player));
  339. }
  340. bool CBattleInfoEssentials::battleHasHero(ui8 side) const
  341. {
  342. RETURN_IF_NOT_BATTLE(false);
  343. assert(side < 2);
  344. return getBattle()->sides[side].hero;
  345. }
  346. si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
  347. {
  348. RETURN_IF_NOT_BATTLE(0);
  349. if(getBattle()->siege == CGTownInstance::NONE)
  350. return EWallState::NONE;
  351. assert(partOfWall >= 0 && partOfWall < EWallParts::PARTS_COUNT);
  352. return getBattle()->si.wallState[partOfWall];
  353. }
  354. si8 CBattleInfoCallback::battleHasWallPenalty( const CStack * stack, BattleHex destHex ) const
  355. {
  356. return battleHasWallPenalty(stack, stack->position, destHex);
  357. }
  358. si8 CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
  359. {
  360. RETURN_IF_NOT_BATTLE(false);
  361. if (!battleGetSiegeLevel() || bonusBearer->hasBonusOfType(Bonus::NO_WALL_PENALTY))
  362. return false;
  363. const int wallInStackLine = lineToWallHex(shooterPosition.getY());
  364. const int wallInDestLine = lineToWallHex(destHex.getY());
  365. const bool stackLeft = shooterPosition < wallInStackLine;
  366. const bool destRight = destHex > wallInDestLine;
  367. if (stackLeft && destRight) //shooting from outside to inside
  368. {
  369. int row = (shooterPosition + destHex) / (2 * GameConstants::BFIELD_WIDTH);
  370. if (shooterPosition > destHex && ((destHex % GameConstants::BFIELD_WIDTH - shooterPosition % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
  371. row -= 2;
  372. const int wallPos = lineToWallHex(row);
  373. if (battleHexToWallPart(wallPos) < 0) //wall still exists or is indestructible
  374. return true;
  375. }
  376. return false;
  377. }
  378. si8 CBattleInfoCallback::battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
  379. {
  380. RETURN_IF_NOT_BATTLE(false);
  381. if (!getAccesibility(stack).accessible(destHex, stack))
  382. return false;
  383. if (battleGetSiegeLevel() && telportLevel < 2) //check for wall
  384. return sameSideOfWall(stack->position, destHex);
  385. return true;
  386. }
  387. std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
  388. {
  389. std::set<BattleHex> attackedHexes;
  390. RETURN_IF_NOT_BATTLE(attackedHexes);
  391. AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
  392. for (BattleHex tile : at.hostileCreaturePositions)
  393. {
  394. const CStack * st = battleGetStackByPos(tile, true);
  395. if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
  396. {
  397. attackedHexes.insert(tile);
  398. }
  399. }
  400. for (BattleHex tile : at.friendlyCreaturePositions)
  401. {
  402. if(battleGetStackByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
  403. {
  404. attackedHexes.insert(tile);
  405. }
  406. }
  407. return attackedHexes;
  408. }
  409. SpellID CBattleInfoCallback::battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const
  410. {
  411. switch (mode)
  412. {
  413. case RANDOM_GENIE:
  414. return getRandomBeneficialSpell(stack); //target
  415. break;
  416. case RANDOM_AIMED:
  417. return getRandomCastedSpell(stack); //caster
  418. break;
  419. default:
  420. logGlobal->errorStream() << "Incorrect mode of battleGetRandomSpell (" << mode <<")";
  421. return SpellID::NONE;
  422. }
  423. }
  424. const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
  425. {
  426. RETURN_IF_NOT_BATTLE(nullptr);
  427. for(auto s : battleGetAllStacks(true))
  428. if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
  429. return s;
  430. return nullptr;
  431. }
  432. void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn /*= 0*/, int lastMoved /*= -1*/) const
  433. {
  434. RETURN_IF_NOT_BATTLE();
  435. //let's define a huge lambda
  436. auto takeStack = [&](std::vector<const CStack *> &st) -> const CStack*
  437. {
  438. const CStack *ret = nullptr;
  439. unsigned i, //fastest stack
  440. j=0; //fastest stack of the other side
  441. for(i = 0; i < st.size(); i++)
  442. if(st[i])
  443. break;
  444. //no stacks left
  445. if(i == st.size())
  446. return nullptr;
  447. const CStack *fastest = st[i], *other = nullptr;
  448. int bestSpeed = fastest->Speed(turn);
  449. if(fastest->attackerOwned != lastMoved)
  450. {
  451. ret = fastest;
  452. }
  453. else
  454. {
  455. for(j = i + 1; j < st.size(); j++)
  456. {
  457. if(!st[j]) continue;
  458. if(st[j]->attackerOwned != lastMoved || st[j]->Speed(turn) != bestSpeed)
  459. break;
  460. }
  461. if(j >= st.size())
  462. {
  463. ret = fastest;
  464. }
  465. else
  466. {
  467. other = st[j];
  468. if(other->Speed(turn) != bestSpeed)
  469. ret = fastest;
  470. else
  471. ret = other;
  472. }
  473. }
  474. assert(ret);
  475. if(ret == fastest)
  476. st[i] = nullptr;
  477. else
  478. st[j] = nullptr;
  479. lastMoved = ret->attackerOwned;
  480. return ret;
  481. };
  482. //We'll split creatures with remaining movement to 4 buckets
  483. // [0] - turrets/catapult,
  484. // [1] - normal (unmoved) creatures, other war machines,
  485. // [2] - waited cres that had morale,
  486. // [3] - rest of waited cres
  487. std::vector<const CStack *> phase[4];
  488. int toMove = 0; //how many stacks still has move
  489. const CStack *active = battleActiveStack();
  490. //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
  491. if(!turn && active && active->willMove() && !active->waited())
  492. {
  493. out.push_back(active);
  494. if(out.size() == howMany)
  495. return;
  496. }
  497. auto allStacks = battleGetAllStacks(true);
  498. if(!vstd::contains_if(allStacks, [](const CStack *stack) { return stack->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
  499. {
  500. //No stack will be able to move, battle is over.
  501. out.clear();
  502. return;
  503. }
  504. for(auto s : battleGetAllStacks(true))
  505. {
  506. if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move
  507. || (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds
  508. || (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue
  509. {
  510. continue;
  511. }
  512. int p = -1; //in which phase this tack will move?
  513. if(turn <= 0 && s->waited()) //consider waiting state only for ongoing round
  514. {
  515. if(vstd::contains(s->state, EBattleStackState::HAD_MORALE))
  516. p = 2;
  517. else
  518. p = 3;
  519. }
  520. else if(s->getCreature()->idNumber == CreatureID::CATAPULT || s->getCreature()->idNumber == CreatureID::ARROW_TOWERS) //catapult and turrets are first
  521. {
  522. p = 0;
  523. }
  524. else
  525. {
  526. p = 1;
  527. }
  528. phase[p].push_back(s);
  529. toMove++;
  530. }
  531. for(int i = 0; i < 4; i++)
  532. boost::sort(phase[i], CMP_stack(i, turn > 0 ? turn : 0));
  533. for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
  534. out.push_back(phase[0][i]);
  535. if(out.size() == howMany)
  536. return;
  537. if(lastMoved == -1)
  538. {
  539. if(active)
  540. {
  541. if(out.size() && out.front() == active)
  542. lastMoved = active->attackerOwned;
  543. else
  544. lastMoved = active->attackerOwned;
  545. }
  546. else
  547. {
  548. lastMoved = 0;
  549. }
  550. }
  551. int pi = 1;
  552. while(out.size() < howMany)
  553. {
  554. const CStack *hlp = takeStack(phase[pi]);
  555. if(!hlp)
  556. {
  557. pi++;
  558. if(pi > 3)
  559. {
  560. //if(turn != 2)
  561. battleGetStackQueue(out, howMany, turn + 1, lastMoved);
  562. return;
  563. }
  564. }
  565. else
  566. {
  567. out.push_back(hlp);
  568. }
  569. }
  570. }
  571. void CBattleInfoCallback::battleGetStackCountOutsideHexes(bool *ac) const
  572. {
  573. RETURN_IF_NOT_BATTLE();
  574. auto accessibility = getAccesibility();
  575. for(int i = 0; i < accessibility.size(); i++)
  576. ac[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
  577. }
  578. std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable) const
  579. {
  580. std::vector<BattleHex> ret;
  581. RETURN_IF_NOT_BATTLE(ret);
  582. if(!stack->position.isValid()) //turrets
  583. return ret;
  584. auto reachability = getReachability(stack);
  585. for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
  586. {
  587. // If obstacles or other stacks makes movement impossible, it can't be helped.
  588. if(!reachability.isReachable(i))
  589. continue;
  590. if(battleTacticDist() && battleGetTacticsSide() == !stack->attackerOwned)
  591. {
  592. //Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
  593. if(!isInTacticRange(i))
  594. continue;
  595. }
  596. else
  597. {
  598. //Not tactics phase -> destination must be reachable and within stack range.
  599. if(reachability.distances[i] > stack->Speed(0, true))
  600. continue;
  601. }
  602. ret.push_back(i);
  603. if(addOccupiable && stack->doubleWide())
  604. {
  605. //If two-hex stack can stand on hex i then obviously it can occupy its second hex from that position
  606. ret.push_back(stack->occupiedHex(i));
  607. }
  608. }
  609. if(attackable)
  610. {
  611. auto meleeAttackable = [&](BattleHex hex) -> bool
  612. {
  613. // Return true if given hex has at least one available neighbour.
  614. // Available hexes are already present in ret vector.
  615. auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
  616. { return BattleHex::mutualPosition(hex, availableHex) >= 0; });
  617. return availableNeighbor != ret.end();
  618. };
  619. for(const CStack * otherSt : battleAliveStacks(stack->attackerOwned))
  620. {
  621. if(!otherSt->isValidTarget(false))
  622. continue;
  623. std::vector<BattleHex> occupied = otherSt->getHexes();
  624. if(battleCanShoot(stack, otherSt->position))
  625. {
  626. attackable->insert(attackable->end(), occupied.begin(), occupied.end());
  627. continue;
  628. }
  629. for(BattleHex he : occupied)
  630. {
  631. if(meleeAttackable(he))
  632. attackable->push_back(he);
  633. }
  634. }
  635. }
  636. //adding occupiable likely adds duplicates to ret -> clean it up
  637. boost::sort(ret);
  638. ret.erase(boost::unique(ret).end(), ret.end());
  639. return ret;
  640. }
  641. bool CBattleInfoCallback::battleCanShoot(const CStack * stack, BattleHex dest) const
  642. {
  643. RETURN_IF_NOT_BATTLE(false);
  644. if(battleTacticDist()) //no shooting during tactics
  645. return false;
  646. const CStack *dst = battleGetStackByPos(dest);
  647. if(!stack || !dst)
  648. return false;
  649. if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
  650. return false;
  651. if(stack->getCreature()->idNumber == CreatureID::CATAPULT && dst) //catapult cannot attack creatures
  652. return false;
  653. //const CGHeroInstance * stackHero = battleGetOwner(stack);
  654. if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
  655. && stack->owner != dst->owner
  656. && dst->alive()
  657. && (!battleIsStackBlocked(stack) || stack->hasBonusOfType(Bonus::FREE_SHOOTING))
  658. && stack->shots
  659. )
  660. return true;
  661. return false;
  662. }
  663. TDmgRange CBattleInfoCallback::calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting,
  664. ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const
  665. {
  666. return calculateDmgRange(attacker, defender, attacker->count, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);
  667. }
  668. TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) const
  669. {
  670. auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
  671. {
  672. auto noLimit = Selector::effectRange(Bonus::NO_LIMIT);
  673. auto limitMatches = info.shooting
  674. ? Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)
  675. : Selector::effectRange(Bonus::ONLY_MELEE_FIGHT);
  676. //any regular bonuses or just ones for melee/ranged
  677. return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
  678. };
  679. double additiveBonus = 1.0, multBonus = 1.0,
  680. minDmg = info.attackerBonuses->getMinDamage() * info.attackerCount,//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
  681. maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerCount;
  682. const CCreature *attackerType = info.attacker->getCreature(),
  683. *defenderType = info.defender->getCreature();
  684. if(attackerType->idNumber == CreatureID::ARROW_TOWERS)
  685. {
  686. SiegeStuffThatShouldBeMovedToHandlers::retreiveTurretDamageRange(battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
  687. }
  688. if(info.attackerBonuses->hasBonusOfType(Bonus::SIEGE_WEAPON) && attackerType->idNumber != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
  689. { //minDmg and maxDmg are multiplied by hero attack + 1
  690. auto retreiveHeroPrimSkill = [&](int skill) -> int
  691. {
  692. const Bonus *b = info.attackerBonuses->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
  693. return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
  694. };
  695. minDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
  696. maxDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
  697. }
  698. int attackDefenceDifference = 0;
  699. double multAttackReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::GENERAL_ATTACK_REDUCTION))) / 100.0;
  700. attackDefenceDifference += battleBonusValue (info.attackerBonuses, Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK)) * multAttackReduction;
  701. double multDefenceReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::ENEMY_DEFENCE_REDUCTION))) / 100.0;
  702. attackDefenceDifference -= info.defenderBonuses->Defense() * multDefenceReduction;
  703. if(const Bonus *slayerEffect = info.attackerBonuses->getEffect(SpellID::SLAYER)) //slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
  704. {
  705. std::vector<int> affectedIds;
  706. int spLevel = slayerEffect->val;
  707. for(int g = 0; g < VLC->creh->creatures.size(); ++g)
  708. {
  709. for(const Bonus *b : VLC->creh->creatures[g]->getBonusList())
  710. {
  711. if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
  712. (b->type == Bonus::KING2 && spLevel >= 2) || //adv +
  713. (b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
  714. {
  715. affectedIds.push_back(g);
  716. break;
  717. }
  718. }
  719. }
  720. for(auto & affectedId : affectedIds)
  721. {
  722. if(defenderType->idNumber == affectedId)
  723. {
  724. attackDefenceDifference += SpellID(SpellID::SLAYER).toSpell()->powers[spLevel];
  725. break;
  726. }
  727. }
  728. }
  729. //bonus from attack/defense skills
  730. if(attackDefenceDifference < 0) //decreasing dmg
  731. {
  732. const double dec = std::min(0.025 * (-attackDefenceDifference), 0.7);
  733. multBonus *= 1.0 - dec;
  734. }
  735. else //increasing dmg
  736. {
  737. const double inc = std::min(0.05 * attackDefenceDifference, 4.0);
  738. additiveBonus += inc;
  739. }
  740. //applying jousting bonus
  741. if( info.attackerBonuses->hasBonusOfType(Bonus::JOUSTING) && !info.defenderBonuses->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
  742. additiveBonus += info.chargedFields * 0.05;
  743. //handling secondary abilities and artifacts giving premies to them
  744. if(info.shooting)
  745. additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY) / 100.0;
  746. else
  747. additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE) / 100.0;
  748. if(info.defenderBonuses)
  749. multBonus *= (std::max(0, 100 - info.defenderBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER))) / 100.0;
  750. //handling hate effect
  751. additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::HATE, defenderType->idNumber.toEnum()) / 100.;
  752. //luck bonus
  753. if (info.luckyHit)
  754. {
  755. additiveBonus += 1.0;
  756. }
  757. //unlucky hit, used only if negative luck is enabled
  758. if (info.unluckyHit)
  759. {
  760. additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  761. }
  762. //ballista double dmg
  763. if(info.ballistaDoubleDamage)
  764. {
  765. additiveBonus += 1.0;
  766. }
  767. if (info.deathBlow) //Dread Knight and many WoGified creatures
  768. {
  769. additiveBonus += 1.0;
  770. }
  771. //handling spell effects
  772. if(!info.shooting) //eg. shield
  773. {
  774. multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0;
  775. }
  776. else if(info.shooting) //eg. air shield
  777. {
  778. multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0;
  779. }
  780. TBonusListPtr curseEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE));
  781. TBonusListPtr blessEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE));
  782. int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
  783. double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo))->additionalInfo : 0;
  784. if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
  785. {
  786. multBonus *= 1.0 - curseMultiplicativePenalty/100;
  787. }
  788. auto isAdvancedAirShield = [](const Bonus *bonus)
  789. {
  790. return bonus->source == Bonus::SPELL_EFFECT
  791. && bonus->sid == SpellID::AIR_SHIELD
  792. && bonus->val >= SecSkillLevel::ADVANCED;
  793. };
  794. //wall / distance penalty + advanced air shield
  795. const bool distPenalty = !info.attackerBonuses->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY) && battleHasDistancePenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
  796. const bool obstaclePenalty = battleHasWallPenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
  797. if (info.shooting)
  798. {
  799. if (distPenalty || info.defenderBonuses->hasBonus(isAdvancedAirShield))
  800. {
  801. multBonus *= 0.5;
  802. }
  803. if (obstaclePenalty)
  804. {
  805. multBonus *= 0.5; //cumulative
  806. }
  807. }
  808. if(!info.shooting && info.attackerBonuses->hasBonusOfType(Bonus::SHOOTER) && !info.attackerBonuses->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
  809. {
  810. multBonus *= 0.5;
  811. }
  812. // TODO attack on petrified unit 50%
  813. // psychic elementals versus mind immune units 50%
  814. // blinded unit retaliates
  815. minDmg *= additiveBonus * multBonus;
  816. maxDmg *= additiveBonus * multBonus;
  817. TDmgRange returnedVal;
  818. if(curseEffects->size()) //curse handling (rest)
  819. {
  820. minDmg += curseBlessAdditiveModifier;
  821. returnedVal = std::make_pair(int(minDmg), int(minDmg));
  822. }
  823. else if(blessEffects->size()) //bless handling
  824. {
  825. maxDmg += curseBlessAdditiveModifier;
  826. returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
  827. }
  828. else
  829. {
  830. returnedVal = std::make_pair(int(minDmg), int(maxDmg));
  831. }
  832. //damage cannot be less than 1
  833. vstd::amax(returnedVal.first, 1);
  834. vstd::amax(returnedVal.second, 1);
  835. return returnedVal;
  836. }
  837. TDmgRange CBattleInfoCallback::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount,
  838. bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg ) const
  839. {
  840. BattleAttackInfo bai(attacker, defender, shooting);
  841. bai.attackerCount = attackerCount;
  842. bai.chargedFields = charge;
  843. bai.luckyHit = lucky;
  844. bai.unluckyHit = unlucky;
  845. bai.deathBlow = deathBlow;
  846. bai.ballistaDoubleDamage = ballistaDoubleDmg;
  847. return calculateDmgRange(bai);
  848. }
  849. TDmgRange CBattleInfoCallback::battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg) const
  850. {
  851. RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
  852. const bool shooting = battleCanShoot(attacker, defender->position);
  853. const BattleAttackInfo bai(attacker, defender, shooting);
  854. return battleEstimateDamage(bai, retaliationDmg);
  855. }
  856. std::pair<ui32, ui32> CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg /*= nullptr*/) const
  857. {
  858. RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
  859. //const bool shooting = battleCanShoot(bai.attacker, bai.defenderPosition); //TODO handle bonus bearer
  860. //const ui8 mySide = !attacker->attackerOwned;
  861. TDmgRange ret = calculateDmgRange(bai);
  862. if(retaliationDmg)
  863. {
  864. if(bai.shooting)
  865. {
  866. retaliationDmg->first = retaliationDmg->second = 0;
  867. }
  868. else
  869. {
  870. ui32 TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
  871. for (int i=0; i<2; ++i)
  872. {
  873. BattleStackAttacked bsa;
  874. bsa.damageAmount = ret.*pairElems[i];
  875. bai.defender->prepareAttacked(bsa, bai.defenderCount);
  876. auto retaliationAttack = bai.reverse();
  877. retaliationAttack.attackerCount = bsa.newAmount;
  878. retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
  879. }
  880. }
  881. }
  882. return ret;
  883. }
  884. shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking /*= true*/) const
  885. {
  886. RETURN_IF_NOT_BATTLE(shared_ptr<const CObstacleInstance>());
  887. for(auto &obs : battleGetAllObstacles())
  888. {
  889. if(vstd::contains(obs->getBlockedTiles(), tile)
  890. || (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
  891. {
  892. return obs;
  893. }
  894. }
  895. return shared_ptr<const CObstacleInstance>();
  896. }
  897. AccessibilityInfo CBattleInfoCallback::getAccesibility() const
  898. {
  899. AccessibilityInfo ret;
  900. ret.fill(EAccessibility::ACCESSIBLE);
  901. //removing accessibility for side columns of hexes
  902. for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
  903. {
  904. ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
  905. ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
  906. }
  907. //gate -> should be before stacks
  908. if(battleGetSiegeLevel() > 0 && battleGetWallState(EWallParts::GATE) != EWallState::DESTROYED)
  909. {
  910. ret[95] = ret[96] = EAccessibility::GATE; //block gate's hexes
  911. }
  912. //tiles occupied by standing stacks
  913. for(auto stack : battleAliveStacks())
  914. {
  915. for(auto hex : stack->getHexes())
  916. if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
  917. ret[hex] = EAccessibility::ALIVE_STACK;
  918. }
  919. //obstacles
  920. for(const auto &obst : battleGetAllObstacles())
  921. {
  922. for(auto hex : obst->getBlockedTiles())
  923. ret[hex] = EAccessibility::OBSTACLE;
  924. }
  925. //walls
  926. if(battleGetSiegeLevel() > 0)
  927. {
  928. static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
  929. for(auto hex : permanentlyLocked)
  930. ret[hex] = EAccessibility::UNAVAILABLE;
  931. //TODO likely duplicated logic
  932. static const std::pair<int, BattleHex> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
  933. {std::make_pair(2, BattleHex(182)), std::make_pair(3, BattleHex(130)),
  934. std::make_pair(4, BattleHex(62)), std::make_pair(5, BattleHex(29))};
  935. for(auto & elem : lockedIfNotDestroyed)
  936. {
  937. if(battleGetWallState(elem.first) != EWallState::DESTROYED)
  938. ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
  939. }
  940. }
  941. return ret;
  942. }
  943. AccessibilityInfo CBattleInfoCallback::getAccesibility(const CStack *stack) const
  944. {
  945. return getAccesibility(stack->getHexes());
  946. }
  947. AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> &accessibleHexes) const
  948. {
  949. auto ret = getAccesibility();
  950. for(auto hex : accessibleHexes)
  951. if(hex.isValid())
  952. ret[hex] = EAccessibility::ACCESSIBLE;
  953. return ret;
  954. }
  955. ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters params) const
  956. {
  957. ReachabilityInfo ret;
  958. ret.accessibility = accessibility;
  959. ret.params = params;
  960. ret.predecessors.fill(BattleHex::INVALID);
  961. ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
  962. if(!params.startPosition.isValid()) //if got call for arrow turrets
  963. return ret;
  964. const std::set<BattleHex> quicksands = getStoppers(params.perspective);
  965. //const bool twoHexCreature = params.doubleWide;
  966. std::queue<BattleHex> hexq; //bfs queue
  967. //first element
  968. hexq.push(params.startPosition);
  969. ret.distances[params.startPosition] = 0;
  970. while(!hexq.empty()) //bfs loop
  971. {
  972. const BattleHex curHex = hexq.front();
  973. hexq.pop();
  974. //walking stack can't step past the quicksands
  975. //TODO what if second hex of two-hex creature enters quicksand
  976. if(curHex != params.startPosition && vstd::contains(quicksands, curHex))
  977. continue;
  978. const int costToNeighbour = ret.distances[curHex] + 1;
  979. for(BattleHex neighbour : curHex.neighbouringTiles())
  980. {
  981. const bool accessible = accessibility.accessible(neighbour, params.doubleWide, params.attackerOwned);
  982. const int costFoundSoFar = ret.distances[neighbour];
  983. if(accessible && costToNeighbour < costFoundSoFar)
  984. {
  985. hexq.push(neighbour);
  986. ret.distances[neighbour] = costToNeighbour;
  987. ret.predecessors[neighbour] = curHex;
  988. }
  989. }
  990. }
  991. return ret;
  992. }
  993. ReachabilityInfo CBattleInfoCallback::makeBFS(const CStack *stack) const
  994. {
  995. return makeBFS(getAccesibility(stack), ReachabilityInfo::Parameters(stack));
  996. }
  997. std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
  998. {
  999. std::set<BattleHex> ret;
  1000. RETURN_IF_NOT_BATTLE(ret);
  1001. for(auto &oi : battleGetAllObstacles(whichSidePerspective))
  1002. {
  1003. if(battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
  1004. {
  1005. range::copy(oi->getStoppingTile(), vstd::set_inserter(ret));
  1006. }
  1007. }
  1008. return ret;
  1009. }
  1010. std::pair<const CStack *, BattleHex> CBattleInfoCallback::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
  1011. {
  1012. auto reachability = getReachability(closest);
  1013. // I hate std::pairs with their undescriptive member names first / second
  1014. struct DistStack
  1015. {
  1016. int distanceToPred;
  1017. const CStack *stack;
  1018. };
  1019. std::vector<DistStack> stackPairs; //pairs <<distance, hex>, stack>
  1020. for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
  1021. {
  1022. const CStack * atG = battleGetStackByPos(g);
  1023. if(!atG || atG->ID == closest->ID) //if there is no stack or we are the closest one
  1024. continue;
  1025. if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
  1026. {
  1027. if (reachability.isReachable(g))
  1028. //FIXME: hexes occupied by enemy stack are not accessible. Need to use BattleInfo::getPath or similiar
  1029. {
  1030. DistStack hlp = {reachability.distances[reachability.predecessors[g]], atG};
  1031. stackPairs.push_back(hlp);
  1032. }
  1033. }
  1034. }
  1035. if (stackPairs.size())
  1036. {
  1037. auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
  1038. auto minimal = boost::min_element(stackPairs, comparator);
  1039. return std::make_pair(minimal->stack, reachability.predecessors[minimal->stack->position]);
  1040. }
  1041. else
  1042. return std::make_pair<const CStack * , BattleHex>(nullptr, BattleHex::INVALID);
  1043. }
  1044. si8 CBattleInfoCallback::battleGetTacticDist() const
  1045. {
  1046. RETURN_IF_NOT_BATTLE(0);
  1047. //TODO get rid of this method
  1048. if(battleDoWeKnowAbout(battleGetTacticsSide()))
  1049. return battleTacticDist();
  1050. return 0;
  1051. }
  1052. bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
  1053. {
  1054. RETURN_IF_NOT_BATTLE(false);
  1055. auto side = battleGetTacticsSide();
  1056. auto dist = battleGetTacticDist();
  1057. return ((!side && dest.getX() > 0 && dest.getX() <= dist)
  1058. || (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
  1059. }
  1060. ReachabilityInfo CBattleInfoCallback::getReachability(const CStack *stack) const
  1061. {
  1062. ReachabilityInfo::Parameters params(stack);
  1063. if(!battleDoWeKnowAbout(!stack->attackerOwned))
  1064. {
  1065. //Stack is held by enemy, we can't use his perspective to check for reachability.
  1066. // Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
  1067. params.perspective = battleGetMySide();
  1068. }
  1069. return getReachability(params);
  1070. }
  1071. ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters &params) const
  1072. {
  1073. if(params.flying)
  1074. return getFlyingReachability(params);
  1075. else
  1076. return makeBFS(getAccesibility(params.knownAccessible), params);
  1077. }
  1078. ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters params) const
  1079. {
  1080. ReachabilityInfo ret;
  1081. ret.accessibility = getAccesibility(params.knownAccessible);
  1082. for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
  1083. {
  1084. if(ret.accessibility.accessible(i, params.doubleWide, params.attackerOwned))
  1085. {
  1086. ret.predecessors[i] = params.startPosition;
  1087. ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
  1088. }
  1089. }
  1090. return ret;
  1091. }
  1092. AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
  1093. {
  1094. //does not return hex attacked directly
  1095. //TODO: apply rotation to two-hex attackers
  1096. bool isAttacker = attacker->attackerOwned;
  1097. AttackableTiles at;
  1098. RETURN_IF_NOT_BATTLE(at);
  1099. const int WN = GameConstants::BFIELD_WIDTH;
  1100. ui16 hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
  1101. //FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
  1102. bool reverse = isToReverse (hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
  1103. if (reverse)
  1104. {
  1105. hex = attacker->occupiedHex(hex); //the other hex stack stands on
  1106. }
  1107. if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
  1108. {
  1109. boost::copy (attacker->getSurroundingHexes (attackerPos), vstd::set_inserter (at.hostileCreaturePositions));
  1110. }
  1111. if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
  1112. {
  1113. std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
  1114. for (BattleHex tile : hexes)
  1115. {
  1116. if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition (tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
  1117. {
  1118. const CStack * st = battleGetStackByPos(tile, true);
  1119. if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
  1120. {
  1121. at.hostileCreaturePositions.insert(tile);
  1122. }
  1123. }
  1124. }
  1125. }
  1126. if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition (destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
  1127. {
  1128. std::vector<BattleHex> hexes; //only one, in fact
  1129. int pseudoVector = destinationTile.hex - hex;
  1130. switch (pseudoVector)
  1131. {
  1132. case 1:
  1133. case -1:
  1134. BattleHex::checkAndPush (destinationTile.hex + pseudoVector, hexes);
  1135. break;
  1136. case WN: //17 //left-down or right-down
  1137. case -WN: //-17 //left-up or right-up
  1138. case WN + 1: //18 //right-down
  1139. case -WN + 1: //-16 //right-up
  1140. BattleHex::checkAndPush (destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : -1 ), hexes);
  1141. break;
  1142. case WN-1: //16 //left-down
  1143. case -WN-1: //-18 //left-up
  1144. BattleHex::checkAndPush (destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : 0), hexes);
  1145. break;
  1146. }
  1147. for (BattleHex tile : hexes)
  1148. {
  1149. //friendly stacks can also be damaged by Dragon Breath
  1150. if (battleGetStackByPos (tile, true))
  1151. at.friendlyCreaturePositions.insert (tile);
  1152. }
  1153. }
  1154. return at;
  1155. }
  1156. std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
  1157. {
  1158. std::set<const CStack*> attackedCres;
  1159. RETURN_IF_NOT_BATTLE(attackedCres);
  1160. AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
  1161. for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
  1162. {
  1163. const CStack * st = battleGetStackByPos(tile, true);
  1164. if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
  1165. {
  1166. attackedCres.insert(st);
  1167. }
  1168. }
  1169. for (BattleHex tile : at.friendlyCreaturePositions)
  1170. {
  1171. const CStack * st = battleGetStackByPos(tile, true);
  1172. if(st) //friendly stacks can also be damaged by Dragon Breath
  1173. {
  1174. attackedCres.insert(st);
  1175. }
  1176. }
  1177. return attackedCres;
  1178. }
  1179. //TODO: this should apply also to mechanics and cursor interface
  1180. bool CBattleInfoCallback::isToReverseHlp (BattleHex hexFrom, BattleHex hexTo, bool curDir) const
  1181. {
  1182. int fromX = hexFrom.getX();
  1183. int fromY = hexFrom.getY();
  1184. int toX = hexTo.getX();
  1185. int toY = hexTo.getY();
  1186. if (curDir) // attacker, facing right
  1187. {
  1188. if (fromX < toX)
  1189. return false;
  1190. if (fromX > toX)
  1191. return true;
  1192. if (fromY % 2 == 0 && toY % 2 == 1)
  1193. return true;
  1194. return false;
  1195. }
  1196. else // defender, facing left
  1197. {
  1198. if(fromX < toX)
  1199. return true;
  1200. if(fromX > toX)
  1201. return false;
  1202. if (fromY % 2 == 1 && toY % 2 == 0)
  1203. return true;
  1204. return false;
  1205. }
  1206. }
  1207. //TODO: this should apply also to mechanics and cursor interface
  1208. bool CBattleInfoCallback::isToReverse (BattleHex hexFrom, BattleHex hexTo, bool curDir, bool toDoubleWide, bool toDir) const
  1209. {
  1210. if (hexTo < 0 || hexFrom < 0) //turret
  1211. return false;
  1212. if (toDoubleWide)
  1213. {
  1214. return (isToReverseHlp (hexFrom, hexTo, curDir)) &&
  1215. (toDir ? isToReverseHlp (hexFrom, hexTo-1, curDir) : isToReverseHlp (hexFrom, hexTo+1, curDir));
  1216. }
  1217. else
  1218. {
  1219. return isToReverseHlp(hexFrom, hexTo, curDir);
  1220. }
  1221. }
  1222. ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= nullptr*/) const
  1223. {
  1224. ReachabilityInfo::TDistances ret;
  1225. ret.fill(-1);
  1226. RETURN_IF_NOT_BATTLE(ret);
  1227. ReachabilityInfo::Parameters params(stack);
  1228. params.perspective = battleGetMySide();
  1229. params.startPosition = hex.isValid() ? hex : stack->position;
  1230. auto reachability = getReachability(params);
  1231. boost::copy(reachability.distances, ret.begin());
  1232. if(predecessors)
  1233. for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
  1234. predecessors[i] = reachability.predecessors[i];
  1235. return ret;
  1236. }
  1237. si8 CBattleInfoCallback::battleHasDistancePenalty(const CStack * stack, BattleHex destHex) const
  1238. {
  1239. return battleHasDistancePenalty(stack, stack->position, destHex);
  1240. }
  1241. si8 CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
  1242. {
  1243. RETURN_IF_NOT_BATTLE(false);
  1244. if(bonusBearer->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY))
  1245. return false;
  1246. if(const CStack * dstStack = battleGetStackByPos(destHex, false))
  1247. {
  1248. //If any hex of target creature is within range, there is no penalty
  1249. for(auto hex : dstStack->getHexes())
  1250. if(BattleHex::getDistance(shooterPosition, hex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
  1251. return false;
  1252. //TODO what about two-hex shooters?
  1253. }
  1254. else
  1255. {
  1256. if (BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
  1257. return false;
  1258. }
  1259. return true;
  1260. }
  1261. BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallParts::EWallParts part) const
  1262. {
  1263. RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
  1264. return WallPartToHex(part);
  1265. }
  1266. EWallParts::EWallParts CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
  1267. {
  1268. RETURN_IF_NOT_BATTLE(EWallParts::INVALID);
  1269. return hexToWallPart(hex);
  1270. }
  1271. ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const
  1272. {
  1273. RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
  1274. // Get stack at destination hex -> subject of our spell.
  1275. const CStack * subject = battleGetStackByPos(dest, !spell->isRisingSpell()); //only alive if not rising spell
  1276. if(subject)
  1277. {
  1278. if (spell->isPositive() && subject->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
  1279. return ESpellCastProblem::OK;
  1280. if (spell->isImmuneBy(subject)) //TODO: move all logic to spellhandler
  1281. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  1282. switch (spell->id) //TODO: more general logic for new spells?
  1283. {
  1284. case SpellID::CLONE:
  1285. {
  1286. //can't clone already cloned creature
  1287. if (vstd::contains(subject->state, EBattleStackState::CLONED))
  1288. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  1289. //TODO: how about stacks casting Clone?
  1290. //currently Clone casted by stack is assumed Expert level
  1291. ui8 schoolLevel;
  1292. if (caster)
  1293. {
  1294. schoolLevel = caster->getSpellSchoolLevel(spell);
  1295. }
  1296. else
  1297. {
  1298. schoolLevel = 3;
  1299. }
  1300. if (schoolLevel < 3)
  1301. {
  1302. int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
  1303. int creLevel = subject->getCreature()->level;
  1304. if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
  1305. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  1306. }
  1307. }
  1308. break;
  1309. case SpellID::DISPEL_HELPFUL_SPELLS:
  1310. {
  1311. TBonusListPtr spellBon = subject->getSpellBonuses();
  1312. bool hasPositiveSpell = false;
  1313. for(const Bonus * b : *spellBon)
  1314. {
  1315. if(SpellID(b->sid).toSpell()->isPositive())
  1316. {
  1317. hasPositiveSpell = true;
  1318. break;
  1319. }
  1320. }
  1321. if(!hasPositiveSpell)
  1322. {
  1323. return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
  1324. }
  1325. }
  1326. break;
  1327. }
  1328. if (spell->isRisingSpell())
  1329. {
  1330. if (caster) //TODO: what with Archangels?
  1331. {
  1332. auto maxHealth = calculateHealedHP (caster, spell, subject);
  1333. if (subject->count >= subject->baseAmount || maxHealth < subject->MaxHealth()) //must be able to rise at least one full creature
  1334. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  1335. }
  1336. }
  1337. else if(spell->id == SpellID::HYPNOTIZE && caster) //do not resist hypnotize casted after attack, for example
  1338. {
  1339. //TODO: what with other creatures casting hypnotize, Faerie Dragons style?
  1340. ui64 subjectHealth = (subject->count - 1) * subject->MaxHealth() + subject->firstHPleft;
  1341. //apply 'damage' bonus for hypnotize, including hero specialty
  1342. ui64 maxHealth = calculateSpellBonus (caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
  1343. * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)], spell, caster, subject);
  1344. if (subjectHealth > maxHealth)
  1345. return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
  1346. }
  1347. }
  1348. else //no target stack on this tile
  1349. {
  1350. if(spell->getTargetType() == CSpell::CREATURE
  1351. || (spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE
  1352. && mode == ECastingMode::HERO_CASTING //TODO why???
  1353. && caster
  1354. && caster->getSpellSchoolLevel(spell) < SecSkillLevel::EXPERT))
  1355. {
  1356. return ESpellCastProblem::WRONG_SPELL_TARGET;
  1357. }
  1358. }
  1359. return ESpellCastProblem::OK;
  1360. }
  1361. ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell( PlayerColor player, const CSpell * spell, ECastingMode::ECastingMode mode ) const
  1362. {
  1363. RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
  1364. const ui8 side = playerToSide(player);
  1365. if(!battleDoWeKnowAbout(side))
  1366. return ESpellCastProblem::INVALID;
  1367. ESpellCastProblem::ESpellCastProblem genProblem = battleCanCastSpell(player, mode);
  1368. if(genProblem != ESpellCastProblem::OK)
  1369. return genProblem;
  1370. //Casting hero, set only if he is an actual caster.
  1371. const CGHeroInstance *castingHero = mode == ECastingMode::HERO_CASTING
  1372. ? battleGetFightingHero(side)
  1373. : nullptr;
  1374. switch(mode)
  1375. {
  1376. case ECastingMode::HERO_CASTING:
  1377. {
  1378. assert(castingHero);
  1379. if(!castingHero->canCastThisSpell(spell))
  1380. return ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
  1381. if(castingHero->mana < battleGetSpellCost(spell, castingHero)) //not enough mana
  1382. return ESpellCastProblem::NOT_ENOUGH_MANA;
  1383. }
  1384. break;
  1385. }
  1386. if(!spell->combatSpell)
  1387. return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
  1388. if(spell->isNegative() || spell->hasEffects())
  1389. {
  1390. bool allStacksImmune = true;
  1391. //we are interested only in enemy stacks when casting offensive spells
  1392. auto stacks = spell->isNegative() ? battleAliveStacks(!side) : battleAliveStacks();
  1393. for(auto stack : stacks)
  1394. {
  1395. if(!battleIsImmune(castingHero, spell, mode, stack->position))
  1396. {
  1397. allStacksImmune = false;
  1398. break;
  1399. }
  1400. }
  1401. if(allStacksImmune)
  1402. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  1403. }
  1404. if(battleMaxSpellLevel() < spell->level) //effect like Recanter's Cloak or Orb of Inhibition
  1405. return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
  1406. //IDs of summon elemental spells (fire, earth, water, air)
  1407. int spellIDs[] = { SpellID::SUMMON_FIRE_ELEMENTAL, SpellID::SUMMON_EARTH_ELEMENTAL,
  1408. SpellID::SUMMON_WATER_ELEMENTAL, SpellID::SUMMON_AIR_ELEMENTAL };
  1409. //(fire, earth, water, air) elementals
  1410. int creIDs[] = {114, 113, 115, 112};
  1411. int arpos = vstd::find_pos(spellIDs, spell->id);
  1412. if(arpos < ARRAY_COUNT(spellIDs))
  1413. {
  1414. //check if there are summoned elementals of other type
  1415. for( const CStack * st : battleAliveStacks())
  1416. if(vstd::contains(st->state, EBattleStackState::SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])
  1417. return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
  1418. }
  1419. //checking if there exists an appropriate target
  1420. switch(spell->getTargetType())
  1421. {
  1422. case CSpell::CREATURE:
  1423. case CSpell::CREATURE_EXPERT_MASSIVE:
  1424. if(mode == ECastingMode::HERO_CASTING)
  1425. {
  1426. const CGHeroInstance * caster = battleGetFightingHero(side);
  1427. bool targetExists = false;
  1428. for(const CStack * stack : battleGetAllStacks()) //dead stacks will be immune anyway
  1429. {
  1430. switch (spell->positiveness)
  1431. {
  1432. case CSpell::POSITIVE:
  1433. if(stack->owner == caster->getOwner())
  1434. {
  1435. if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
  1436. {
  1437. targetExists = true;
  1438. break;
  1439. }
  1440. }
  1441. break;
  1442. case CSpell::NEUTRAL:
  1443. if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
  1444. {
  1445. targetExists = true;
  1446. break;
  1447. }
  1448. break;
  1449. case CSpell::NEGATIVE:
  1450. if(stack->owner != caster->getOwner())
  1451. {
  1452. if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
  1453. {
  1454. targetExists = true;
  1455. break;
  1456. }
  1457. }
  1458. break;
  1459. }
  1460. }
  1461. if(!targetExists)
  1462. {
  1463. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  1464. }
  1465. }
  1466. break;
  1467. case CSpell::OBSTACLE:
  1468. break;
  1469. }
  1470. return ESpellCastProblem::OK;
  1471. }
  1472. std::vector<BattleHex> CBattleInfoCallback::battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const
  1473. {
  1474. std::vector<BattleHex> ret;
  1475. RETURN_IF_NOT_BATTLE(ret);
  1476. auto mode = ECastingMode::HERO_CASTING; //TODO get rid of this!
  1477. switch(spell->getTargetType())
  1478. {
  1479. case CSpell::CREATURE:
  1480. case CSpell::CREATURE_EXPERT_MASSIVE:
  1481. {
  1482. const CGHeroInstance * caster = battleGetFightingHero(playerToSide(player)); //TODO
  1483. for(const CStack * stack : battleAliveStacks())
  1484. {
  1485. switch (spell->positiveness)
  1486. {
  1487. case CSpell::POSITIVE:
  1488. if(stack->owner == caster->getOwner())
  1489. if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
  1490. ret.push_back(stack->position);
  1491. break;
  1492. case CSpell::NEUTRAL:
  1493. if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
  1494. ret.push_back(stack->position);
  1495. break;
  1496. case CSpell::NEGATIVE:
  1497. if(stack->owner != caster->getOwner())
  1498. if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
  1499. ret.push_back(stack->position);
  1500. break;
  1501. }
  1502. }
  1503. }
  1504. break;
  1505. default:
  1506. logGlobal->errorStream() << "FIXME " << __FUNCTION__ << " doesn't work with target type " << spell->getTargetType();
  1507. }
  1508. return ret;
  1509. }
  1510. ui32 CBattleInfoCallback::battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
  1511. {
  1512. RETURN_IF_NOT_BATTLE(-1);
  1513. //TODO should be replaced using bonus system facilities (propagation onto battle node)
  1514. ui32 ret = caster->getSpellCost(sp);
  1515. //checking for friendly stacks reducing cost of the spell and
  1516. //enemy stacks increasing it
  1517. si32 manaReduction = 0;
  1518. si32 manaIncrease = 0;
  1519. for(auto stack : battleAliveStacks())
  1520. {
  1521. if(stack->owner == caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
  1522. {
  1523. vstd::amax(manaReduction, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
  1524. }
  1525. if( stack->owner != caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
  1526. {
  1527. vstd::amax(manaIncrease, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
  1528. }
  1529. }
  1530. return ret - manaReduction + manaIncrease;
  1531. }
  1532. ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpellHere( PlayerColor player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest ) const
  1533. {
  1534. RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
  1535. ESpellCastProblem::ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell(player, spell, mode);
  1536. if(moreGeneralProblem != ESpellCastProblem::OK)
  1537. return moreGeneralProblem;
  1538. if(spell->getTargetType() == CSpell::OBSTACLE)
  1539. {
  1540. if(spell->id == SpellID::REMOVE_OBSTACLE)
  1541. {
  1542. if(auto obstacle = battleGetObstacleOnPos(dest, false))
  1543. {
  1544. switch (obstacle->obstacleType)
  1545. {
  1546. case CObstacleInstance::ABSOLUTE_OBSTACLE: //cliff-like obstacles cant be removed
  1547. case CObstacleInstance::MOAT:
  1548. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  1549. case CObstacleInstance::USUAL:
  1550. return ESpellCastProblem::OK;
  1551. // //TODO FIRE_WALL only for ADVANCED level casters
  1552. // case CObstacleInstance::FIRE_WALL:
  1553. // return
  1554. // //TODO other magic obstacles for EXPERT
  1555. // case CObstacleInstance::QUICKSAND:
  1556. // case CObstacleInstance::LAND_MINE:
  1557. // case CObstacleInstance::FORCE_FIELD:
  1558. // return
  1559. default:
  1560. // assert(0);
  1561. return ESpellCastProblem::OK;
  1562. }
  1563. }
  1564. }
  1565. //isObstacleOnTile(dest)
  1566. //
  1567. //
  1568. //TODO
  1569. //assert that it's remove obstacle
  1570. //rules whether we can remove spell-created obstacle
  1571. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  1572. }
  1573. //get dead stack if we cast resurrection or animate dead
  1574. const CStack *deadStack = getStackIf([dest](const CStack *s) { return !s->alive() && s->coversPos(dest); });
  1575. const CStack *aliveStack = getStackIf([dest](const CStack *s) { return s->alive() && s->coversPos(dest);});
  1576. if(spell->isRisingSpell())
  1577. {
  1578. if(!deadStack && !aliveStack)
  1579. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  1580. if(spell->id == SpellID::ANIMATE_DEAD && deadStack && !deadStack->hasBonusOfType(Bonus::UNDEAD))
  1581. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  1582. if(deadStack && deadStack->owner != player) //you can resurrect only your own stacks //FIXME: it includes alive stacks as well
  1583. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  1584. }
  1585. else if(spell->getTargetType() == CSpell::CREATURE || spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
  1586. {
  1587. if(!aliveStack)
  1588. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  1589. if(spell->isNegative() && aliveStack->owner == player)
  1590. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  1591. if(spell->isPositive() && aliveStack->owner != player)
  1592. return ESpellCastProblem::NO_APPROPRIATE_TARGET;
  1593. }
  1594. if (mode == ECastingMode::HERO_CASTING)
  1595. return battleIsImmune(battleGetFightingHero(playerToSide(player)), spell, mode, dest);
  1596. else
  1597. return battleIsImmune(nullptr, spell, mode, dest);
  1598. }
  1599. ui32 CBattleInfoCallback::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
  1600. {
  1601. ui32 ret = baseDamage;
  1602. //applying sorcery secondary skill
  1603. if(caster)
  1604. {
  1605. ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
  1606. ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id.toEnum())) / 100.0;
  1607. if(sp->air)
  1608. ret *= (100.0 + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0;
  1609. else if(sp->fire) //only one type of bonus for Magic Arrow
  1610. ret *= (100.0 + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0;
  1611. else if(sp->water)
  1612. ret *= (100.0 + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0;
  1613. else if(sp->earth)
  1614. ret *= (100.0 + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0;
  1615. if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
  1616. ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id.toEnum()) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
  1617. }
  1618. return ret;
  1619. }
  1620. ui32 CBattleInfoCallback::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
  1621. {
  1622. ui32 ret = 0; //value to return
  1623. //check if spell really does damage - if not, return 0
  1624. if(!sp->isDamageSpell())
  1625. return 0;
  1626. ret = usedSpellPower * sp->power;
  1627. ret += sp->powers[spellSchoolLevel];
  1628. //affected creature-specific part
  1629. if(affectedCreature)
  1630. {
  1631. //applying protections - when spell has more then one elements, only one protection should be applied (I think)
  1632. if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
  1633. {
  1634. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
  1635. ret /= 100;
  1636. }
  1637. else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
  1638. {
  1639. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
  1640. ret /= 100;
  1641. }
  1642. else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
  1643. {
  1644. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
  1645. ret /= 100;
  1646. }
  1647. else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
  1648. {
  1649. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
  1650. ret /= 100;
  1651. }
  1652. //general spell dmg reduction
  1653. //FIXME?
  1654. if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1))
  1655. {
  1656. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
  1657. ret /= 100;
  1658. }
  1659. //dmg increasing
  1660. if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
  1661. {
  1662. ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id.toEnum());
  1663. ret /= 100;
  1664. }
  1665. }
  1666. ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
  1667. return ret;
  1668. }
  1669. std::set<const CStack*> CBattleInfoCallback::getAffectedCreatures(const CSpell * spell, int skillLevel, PlayerColor attackerOwner, BattleHex destinationTile)
  1670. {
  1671. std::set<const CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
  1672. const ui8 attackerSide = playerToSide(attackerOwner) == 1;
  1673. const auto attackedHexes = spell->rangeInHexes(destinationTile, skillLevel, attackerSide);
  1674. const bool onlyAlive = !spell->isRisingSpell(); //when casting resurrection or animate dead we should be allow to select dead stack
  1675. //TODO: more generic solution for mass spells
  1676. if(spell->id == SpellID::DEATH_RIPPLE || spell->id == SpellID::DESTROY_UNDEAD || spell->id == SpellID::ARMAGEDDON)
  1677. {
  1678. for(const CStack *stack : battleGetAllStacks())
  1679. {
  1680. if((spell->id == SpellID::DEATH_RIPPLE && !stack->getCreature()->isUndead()) //death ripple
  1681. || (spell->id == SpellID::DESTROY_UNDEAD && stack->getCreature()->isUndead()) //destroy undead
  1682. || (spell->id == SpellID::ARMAGEDDON) //Armageddon
  1683. )
  1684. {
  1685. if(stack->isValidTarget())
  1686. attackedCres.insert(stack);
  1687. }
  1688. }
  1689. }
  1690. else if (spell->id == SpellID::CHAIN_LIGHTNING)
  1691. {
  1692. std::set<BattleHex> possibleHexes;
  1693. for (auto stack : battleGetAllStacks())
  1694. {
  1695. if (stack->isValidTarget())
  1696. {
  1697. for (auto hex : stack->getHexes())
  1698. {
  1699. possibleHexes.insert (hex);
  1700. }
  1701. }
  1702. }
  1703. int targetsOnLevel[4] = {4, 4, 5, 5};
  1704. BattleHex lightningHex = destinationTile;
  1705. for (int i = 0; i < targetsOnLevel[skillLevel]; ++i)
  1706. {
  1707. auto stack = battleGetStackByPos (lightningHex, true);
  1708. if (!stack)
  1709. break;
  1710. attackedCres.insert (stack);
  1711. for (auto hex : stack->getHexes())
  1712. {
  1713. possibleHexes.erase (hex); //can't hit same place twice
  1714. }
  1715. if (!possibleHexes.size()) //not enough targets
  1716. break;
  1717. lightningHex = BattleHex::getClosestTile (stack->attackerOwned, destinationTile, possibleHexes);
  1718. }
  1719. }
  1720. else if (spell->range[skillLevel].size() > 1) //custom many-hex range
  1721. {
  1722. for(BattleHex hex : attackedHexes)
  1723. {
  1724. if(const CStack * st = battleGetStackByPos(hex, onlyAlive))
  1725. {
  1726. if (spell->id == 76) //Death Cloud //TODO: fireball and fire immunity
  1727. {
  1728. if (st->isLiving() || st->coversPos(destinationTile)) //directly hit or alive
  1729. {
  1730. attackedCres.insert(st);
  1731. }
  1732. }
  1733. else
  1734. attackedCres.insert(st);
  1735. }
  1736. }
  1737. }
  1738. else if(spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
  1739. {
  1740. if(skillLevel < 3) /*not expert */
  1741. {
  1742. const CStack * st = battleGetStackByPos(destinationTile, onlyAlive);
  1743. if(st)
  1744. attackedCres.insert(st);
  1745. }
  1746. else
  1747. {
  1748. for (auto stack : battleGetAllStacks())
  1749. {
  1750. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  1751. if((!spell->isNegative() && stack->owner == attackerOwner)
  1752. ||(!spell->isPositive() && stack->owner != attackerOwner )
  1753. )
  1754. {
  1755. if(stack->isValidTarget(!onlyAlive))
  1756. attackedCres.insert(stack);
  1757. }
  1758. }
  1759. } //if(caster->getSpellSchoolLevel(s) < 3)
  1760. }
  1761. else if(spell->getTargetType() == CSpell::CREATURE)
  1762. {
  1763. if(const CStack * st = battleGetStackByPos(destinationTile, onlyAlive))
  1764. attackedCres.insert(st);
  1765. }
  1766. else //custom range from attackedHexes
  1767. {
  1768. for(BattleHex hex : attackedHexes)
  1769. {
  1770. if(const CStack * st = battleGetStackByPos(hex, onlyAlive))
  1771. attackedCres.insert(st);
  1772. }
  1773. }
  1774. return attackedCres;
  1775. }
  1776. const CStack * CBattleInfoCallback::getStackIf(std::function<bool(const CStack*)> pred) const
  1777. {
  1778. RETURN_IF_NOT_BATTLE(nullptr);
  1779. auto stacks = battleGetAllStacks();
  1780. auto stackItr = range::find_if(stacks, pred);
  1781. return stackItr == stacks.end()
  1782. ? nullptr
  1783. : *stackItr;
  1784. }
  1785. bool CBattleInfoCallback::battleIsStackBlocked(const CStack * stack) const
  1786. {
  1787. RETURN_IF_NOT_BATTLE(false);
  1788. if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
  1789. return false;
  1790. for(const CStack * s : batteAdjacentCreatures(stack))
  1791. {
  1792. if (s->owner != stack->owner) //blocked by enemy stack
  1793. return true;
  1794. }
  1795. return false;
  1796. }
  1797. std::set<const CStack*> CBattleInfoCallback:: batteAdjacentCreatures(const CStack * stack) const
  1798. {
  1799. std::set<const CStack*> stacks;
  1800. RETURN_IF_NOT_BATTLE(stacks);
  1801. for (BattleHex hex : stack->getSurroundingHexes())
  1802. if(const CStack *neighbour = battleGetStackByPos(hex, true))
  1803. stacks.insert(neighbour);
  1804. return stacks;
  1805. }
  1806. SpellID CBattleInfoCallback::getRandomBeneficialSpell(const CStack * subject) const
  1807. {
  1808. RETURN_IF_NOT_BATTLE(SpellID::NONE);
  1809. std::vector<SpellID> possibleSpells;
  1810. for(const CSpell *spell : VLC->spellh->spells)
  1811. {
  1812. if (spell->isPositive()) //only positive
  1813. {
  1814. if (subject->hasBonusFrom(Bonus::SPELL_EFFECT, spell->id)
  1815. || battleCanCastThisSpellHere(subject->owner, spell, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
  1816. continue;
  1817. switch (spell->id)
  1818. {
  1819. case SpellID::SHIELD:
  1820. case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
  1821. {
  1822. auto walker = getStackIf([&](const CStack *stack) //look for enemy, non-shooting stack
  1823. {
  1824. return stack->owner != subject->owner && !stack->shots;
  1825. });
  1826. if (!walker)
  1827. continue;
  1828. }
  1829. break;
  1830. case SpellID::AIR_SHIELD: //only against active shooters
  1831. {
  1832. auto shooter = getStackIf([&](const CStack *stack) //look for enemy, non-shooting stack
  1833. {
  1834. return stack->owner != subject->owner && stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots;
  1835. });
  1836. if (!shooter)
  1837. continue;
  1838. }
  1839. break;
  1840. case SpellID::ANTI_MAGIC:
  1841. case SpellID::MAGIC_MIRROR:
  1842. {
  1843. if (!battleHasHero(subject->attackerOwned)) //only if there is enemy hero
  1844. continue;
  1845. }
  1846. break;
  1847. case SpellID::CURE: //only damaged units - what about affected by curse?
  1848. {
  1849. if (subject->firstHPleft >= subject->MaxHealth())
  1850. continue;
  1851. }
  1852. break;
  1853. case SpellID::BLOODLUST:
  1854. {
  1855. if (subject->shots) //if can shoot - only if enemy uits are adjacent
  1856. continue;
  1857. }
  1858. break;
  1859. case SpellID::PRECISION:
  1860. {
  1861. if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))
  1862. continue;
  1863. }
  1864. break;
  1865. case SpellID::SLAYER://only if monsters are present
  1866. {
  1867. auto kingMonster = getStackIf([&](const CStack *stack) -> bool //look for enemy, non-shooting stack
  1868. {
  1869. const auto isKing = Selector::type(Bonus::KING1)
  1870. .Or(Selector::type(Bonus::KING2))
  1871. .Or(Selector::type(Bonus::KING3));
  1872. return stack->owner != subject->owner && stack->hasBonus(isKing);
  1873. });
  1874. if (!kingMonster)
  1875. continue;
  1876. }
  1877. break;
  1878. case SpellID::CLONE: //not allowed
  1879. continue;
  1880. break;
  1881. }
  1882. possibleSpells.push_back(spell->id);
  1883. }
  1884. }
  1885. if (possibleSpells.size())
  1886. return possibleSpells[rand() % possibleSpells.size()];
  1887. else
  1888. return SpellID::NONE;
  1889. }
  1890. SpellID CBattleInfoCallback::getRandomCastedSpell(const CStack * caster) const
  1891. {
  1892. RETURN_IF_NOT_BATTLE(SpellID::NONE);
  1893. TBonusListPtr bl = caster->getBonuses(Selector::type(Bonus::SPELLCASTER));
  1894. if (!bl->size())
  1895. return SpellID::NONE;
  1896. int totalWeight = 0;
  1897. for(Bonus * b : *bl)
  1898. {
  1899. totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1
  1900. }
  1901. int randomPos = rand() % totalWeight;
  1902. for(Bonus * b : *bl)
  1903. {
  1904. randomPos -= std::max(b->additionalInfo, 1);
  1905. if(randomPos < 0)
  1906. {
  1907. return SpellID(b->subtype);
  1908. }
  1909. }
  1910. return SpellID::NONE;
  1911. }
  1912. int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
  1913. {
  1914. RETURN_IF_NOT_BATTLE(-3);
  1915. if(!battleCanSurrender(Player))
  1916. return -1;
  1917. int ret = 0;
  1918. double discount = 0;
  1919. for(const CStack *s : battleAliveStacks(playerToSide(Player)))
  1920. if(s->base) //we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
  1921. ret += s->getCreature()->cost[Res::GOLD] * s->count;
  1922. if(const CGHeroInstance *h = battleGetFightingHero(playerToSide(Player)))
  1923. discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
  1924. ret *= (100.0 - discount) / 100.0;
  1925. vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
  1926. return ret;
  1927. }
  1928. si8 CBattleInfoCallback::battleMaxSpellLevel() const
  1929. {
  1930. const CBonusSystemNode *node = nullptr;
  1931. if(const CGHeroInstance *h = battleGetFightingHero(battleGetMySide()))
  1932. node = h;
  1933. //TODO else use battle node
  1934. if(!node)
  1935. return GameConstants::SPELL_LEVELS;
  1936. //We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
  1937. auto b = node->getBonuses(Selector::type(Bonus::BLOCK_MAGIC_ABOVE));
  1938. if(b->size())
  1939. return b->totalValue();
  1940. return GameConstants::SPELL_LEVELS;
  1941. }
  1942. bool AccessibilityInfo::accessible(BattleHex tile, const CStack *stack) const
  1943. {
  1944. return accessible(tile, stack->doubleWide(), stack->attackerOwned);
  1945. }
  1946. bool AccessibilityInfo::accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const
  1947. {
  1948. // All hexes that stack would cover if standing on tile have to be accessible.
  1949. for(auto hex : CStack::getHexes(tile, doubleWide, attackerOwned))
  1950. {
  1951. // If the hex is out of range then the tile isn't accessible
  1952. if(!hex.isValid())
  1953. return false;
  1954. // If we're no defender which step on gate and the hex isn't accessible, then the tile
  1955. // isn't accessible
  1956. else if(at(hex) != EAccessibility::ACCESSIBLE &&
  1957. !(at(hex) == EAccessibility::GATE && !attackerOwned))
  1958. return false;
  1959. }
  1960. return true;
  1961. }
  1962. bool AccessibilityInfo::occupiable(const CStack *stack, BattleHex tile) const
  1963. {
  1964. //obviously, we can occupy tile by standing on it
  1965. if(accessible(tile, stack))
  1966. return true;
  1967. if(stack->doubleWide())
  1968. {
  1969. //Check the tile next to -> if stack stands there, it'll also occupy considered hex
  1970. const BattleHex anotherTile = tile + (stack->attackerOwned ? BattleHex::RIGHT : BattleHex::LEFT);
  1971. if(accessible(anotherTile, stack))
  1972. return true;
  1973. }
  1974. return false;
  1975. }
  1976. ReachabilityInfo::Parameters::Parameters()
  1977. {
  1978. stack = nullptr;
  1979. perspective = BattlePerspective::ALL_KNOWING;
  1980. attackerOwned = doubleWide = flying = false;
  1981. }
  1982. ReachabilityInfo::Parameters::Parameters(const CStack *Stack)
  1983. {
  1984. stack = Stack;
  1985. perspective = (BattlePerspective::BattlePerspective)(!Stack->attackerOwned);
  1986. startPosition = Stack->position;
  1987. doubleWide = stack->doubleWide();
  1988. attackerOwned = stack->attackerOwned;
  1989. flying = stack->hasBonusOfType(Bonus::FLYING);
  1990. knownAccessible = stack->getHexes();
  1991. }
  1992. ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCastThisSpell(const CSpell * spell) const
  1993. {
  1994. RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
  1995. ASSERT_IF_CALLED_WITH_PLAYER
  1996. return CBattleInfoCallback::battleCanCastThisSpell(*player, spell, ECastingMode::HERO_CASTING);
  1997. }
  1998. ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCastThisSpell(const CSpell * spell, BattleHex destination) const
  1999. {
  2000. RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
  2001. ASSERT_IF_CALLED_WITH_PLAYER
  2002. return battleCanCastThisSpellHere(*player, spell, ECastingMode::HERO_CASTING, destination);
  2003. }
  2004. ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const
  2005. {
  2006. RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
  2007. ASSERT_IF_CALLED_WITH_PLAYER
  2008. return battleCanCastThisSpellHere(*player, spell, ECastingMode::CREATURE_ACTIVE_CASTING, destination);
  2009. }
  2010. bool CPlayerBattleCallback::battleCanFlee() const
  2011. {
  2012. RETURN_IF_NOT_BATTLE(false);
  2013. ASSERT_IF_CALLED_WITH_PLAYER
  2014. return CBattleInfoEssentials::battleCanFlee(*player);
  2015. }
  2016. TStacks CPlayerBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/) const
  2017. {
  2018. TStacks ret;
  2019. RETURN_IF_NOT_BATTLE(ret);
  2020. if(whose != MINE_AND_ENEMY)
  2021. {
  2022. ASSERT_IF_CALLED_WITH_PLAYER
  2023. }
  2024. vstd::copy_if(battleGetAllStacks(), std::back_inserter(ret), [=](const CStack *s) -> bool
  2025. {
  2026. const bool ownerMatches = (whose == MINE_AND_ENEMY)
  2027. || (whose == ONLY_MINE && s->owner == player)
  2028. || (whose == ONLY_ENEMY && s->owner != player);
  2029. const bool alivenessMatches = s->alive() || !onlyAlive;
  2030. return ownerMatches && alivenessMatches;
  2031. });
  2032. return ret;
  2033. }
  2034. int CPlayerBattleCallback::battleGetSurrenderCost() const
  2035. {
  2036. RETURN_IF_NOT_BATTLE(-3)
  2037. ASSERT_IF_CALLED_WITH_PLAYER
  2038. return CBattleInfoCallback::battleGetSurrenderCost(*player);
  2039. }
  2040. bool CPlayerBattleCallback::battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem /*= nullptr*/) const
  2041. {
  2042. RETURN_IF_NOT_BATTLE(false);
  2043. ASSERT_IF_CALLED_WITH_PLAYER
  2044. auto problem = CBattleInfoCallback::battleCanCastSpell(*player, ECastingMode::HERO_CASTING);
  2045. if(outProblem)
  2046. *outProblem = problem;
  2047. return problem == ESpellCastProblem::OK;
  2048. }
  2049. const CGHeroInstance * CPlayerBattleCallback::battleGetMyHero() const
  2050. {
  2051. return CBattleInfoEssentials::battleGetFightingHero(battleGetMySide());
  2052. }
  2053. InfoAboutHero CPlayerBattleCallback::battleGetEnemyHero() const
  2054. {
  2055. return battleGetHeroInfo(!battleGetMySide());
  2056. }
  2057. BattleAttackInfo::BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting)
  2058. {
  2059. attacker = Attacker;
  2060. defender = Defender;
  2061. attackerBonuses = Attacker;
  2062. defenderBonuses = Defender;
  2063. attackerPosition = Attacker->position;
  2064. defenderPosition = Defender->position;
  2065. attackerCount = Attacker->count;
  2066. defenderCount = Defender->count;
  2067. shooting = Shooting;
  2068. chargedFields = 0;
  2069. luckyHit = false;
  2070. deathBlow = false;
  2071. ballistaDoubleDamage = false;
  2072. }
  2073. BattleAttackInfo BattleAttackInfo::reverse() const
  2074. {
  2075. BattleAttackInfo ret = *this;
  2076. std::swap(ret.attacker, ret.defender);
  2077. std::swap(ret.attackerBonuses, ret.defenderBonuses);
  2078. std::swap(ret.attackerPosition, ret.defenderPosition);
  2079. std::swap(ret.attackerCount, ret.defenderCount);
  2080. ret.shooting = false;
  2081. ret.chargedFields = 0;
  2082. ret.luckyHit = ret.ballistaDoubleDamage = ret.deathBlow = false;
  2083. return ret;
  2084. }