BattleState.h 14 KB

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  1. #pragma once
  2. #include "BattleHex.h"
  3. #include "HeroBonus.h"
  4. #include "CCreatureSet.h"
  5. #include "mapObjects/CObjectHandler.h"
  6. #include "CCreatureHandler.h"
  7. #include "CObstacleInstance.h"
  8. #include "ConstTransitivePtr.h"
  9. #include "GameConstants.h"
  10. #include "CBattleCallback.h"
  11. /*
  12. * BattleState.h, part of VCMI engine
  13. *
  14. * Authors: listed in file AUTHORS in main folder
  15. *
  16. * License: GNU General Public License v2.0 or later
  17. * Full text of license available in license.txt file, in main folder
  18. *
  19. */
  20. class CGHeroInstance;
  21. class CStack;
  22. class CArmedInstance;
  23. class CGTownInstance;
  24. class CStackInstance;
  25. struct BattleStackAttacked;
  26. class CRandomGenerator;
  27. //only for use in BattleInfo
  28. struct DLL_LINKAGE SiegeInfo
  29. {
  30. std::array<si8, EWallPart::PARTS_COUNT> wallState;
  31. // return EWallState decreased by value of damage points
  32. static EWallState::EWallState applyDamage(EWallState::EWallState state, unsigned int value)
  33. {
  34. if (value == 0)
  35. return state;
  36. switch (applyDamage(state, value - 1))
  37. {
  38. case EWallState::INTACT : return EWallState::DAMAGED;
  39. case EWallState::DAMAGED : return EWallState::DESTROYED;
  40. case EWallState::DESTROYED : return EWallState::DESTROYED;
  41. default: return EWallState::NONE;
  42. }
  43. }
  44. template <typename Handler> void serialize(Handler &h, const int version)
  45. {
  46. h & wallState;
  47. }
  48. };
  49. struct DLL_LINKAGE SideInBattle
  50. {
  51. PlayerColor color;
  52. const CGHeroInstance *hero; //may be NULL if army is not commanded by hero
  53. const CArmedInstance *armyObject; //adv. map object with army that participates in battle; may be same as hero
  54. ui8 castSpellsCount; //how many spells each side has cast this turn
  55. std::vector<const CSpell *> usedSpellsHistory; //every time hero casts spell, it's inserted here -> eagle eye skill
  56. si16 enchanterCounter; //tends to pass through 0, so sign is needed
  57. SideInBattle();
  58. void init(const CGHeroInstance *Hero, const CArmedInstance *Army);
  59. template <typename Handler> void serialize(Handler &h, const int version)
  60. {
  61. h & color & hero & armyObject;
  62. h & castSpellsCount & usedSpellsHistory & enchanterCounter;
  63. }
  64. };
  65. struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback
  66. {
  67. std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
  68. si32 round, activeStack, selectedStack;
  69. CGTownInstance::EFortLevel siege;
  70. const CGTownInstance * town; //used during town siege - id of attacked town; -1 if not town defence
  71. int3 tile; //for background and bonuses
  72. std::vector<CStack*> stacks;
  73. std::vector<shared_ptr<CObstacleInstance> > obstacles;
  74. SiegeInfo si;
  75. BFieldType battlefieldType; //like !!BA:B
  76. ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
  77. ui8 tacticsSide; //which side is requested to play tactics phase
  78. ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
  79. template <typename Handler> void serialize(Handler &h, const int version)
  80. {
  81. h & sides;
  82. h & round & activeStack & selectedStack & siege & town & tile & stacks & obstacles
  83. & si & battlefieldType & terrainType;
  84. h & tacticsSide & tacticDistance;
  85. h & static_cast<CBonusSystemNode&>(*this);
  86. }
  87. //////////////////////////////////////////////////////////////////////////
  88. BattleInfo();
  89. ~BattleInfo(){};
  90. //////////////////////////////////////////////////////////////////////////
  91. CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
  92. CStack * getStack(int stackID, bool onlyAlive = true);
  93. using CBattleInfoEssentials::battleGetArmyObject;
  94. CArmedInstance * battleGetArmyObject(ui8 side) const;
  95. using CBattleInfoEssentials::battleGetFightingHero;
  96. CGHeroInstance * battleGetFightingHero(ui8 side) const;
  97. const CStack * getNextStack() const; //which stack will have turn after current one
  98. //void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
  99. //void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack* stackToOmmit = nullptr) const; //send pointer to at least 187 allocated bytes
  100. //static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
  101. int getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
  102. //void makeBFS(BattleHex start, bool*accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
  103. std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack *stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
  104. //std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr, bool forPassingBy = false) const; //returns vector of accessible tiles (taking into account the creature range)
  105. //bool isObstacleVisibleForSide(const CObstacleInstance &obstacle, ui8 side) const;
  106. shared_ptr<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
  107. std::set<BattleHex> getStoppers(bool whichSidePerspective) const;
  108. ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand); //charge - number of hexes travelled before attack (for champion's jousting)
  109. void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
  110. //void getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos); //hexes around target that could be attacked in melee
  111. //std::set<CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
  112. //std::set<BattleHex> getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
  113. static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
  114. CStack * generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
  115. CStack * generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
  116. int getIdForNewStack() const; //suggest a currently unused ID that'd suitable for generating a new stack
  117. //std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
  118. bool resurrects(SpellID spellid) const; //TODO: move it to spellHandler?
  119. const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
  120. const CStack * battleGetStack(BattleHex pos, bool onlyAlive); //returns stack at given tile
  121. const CGHeroInstance * battleGetOwner(const CStack * stack) const; //returns hero that owns given stack; nullptr if none
  122. void localInit();
  123. void localInitStack(CStack * s);
  124. static BattleInfo * setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
  125. //bool hasNativeStack(ui8 side) const;
  126. PlayerColor theOtherPlayer(PlayerColor player) const;
  127. ui8 whatSide(PlayerColor player) const;
  128. static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
  129. static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
  130. };
  131. class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor
  132. {
  133. public:
  134. const CStackInstance *base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
  135. ui32 ID; //unique ID of stack
  136. ui32 baseAmount;
  137. ui32 firstHPleft; //HP of first creature in stack
  138. PlayerColor owner; //owner - player colour (255 for neutrals)
  139. SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
  140. bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
  141. BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
  142. ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
  143. si16 shots; //how many shots left
  144. ui8 casts; //how many casts left
  145. TQuantity resurrected; // these units will be taken back after battle is over
  146. std::set<EBattleStackState::EBattleStackState> state;
  147. //overrides
  148. const CCreature* getCreature() const {return type;}
  149. CStack(const CStackInstance *base, PlayerColor O, int I, bool AO, SlotID S); //c-tor
  150. CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S = SlotID(255)); //c-tor
  151. CStack(); //c-tor
  152. ~CStack();
  153. std::string nodeName() const override;
  154. void init(); //set initial (invalid) values
  155. void postInit(); //used to finish initialization when inheriting creature parameters is working
  156. std::string getName() const; //plural or singular
  157. bool willMove(int turn = 0) const; //if stack has remaining move this turn
  158. bool ableToRetaliate() const; //if stack can retaliate after attacked
  159. bool moved(int turn = 0) const; //if stack was already moved this turn
  160. bool waited(int turn = 0) const;
  161. bool canMove(int turn = 0) const; //if stack can move
  162. bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
  163. ui32 level() const;
  164. si32 magicResistance() const override; //include aura of resistance
  165. static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
  166. std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
  167. const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
  168. static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, Bonus::LimitEffect limit = Bonus::NO_LIMIT)
  169. {
  170. Bonus hb = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
  171. hb.effectRange = limit;
  172. return hb;
  173. }
  174. static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
  175. bool doubleWide() const;
  176. BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
  177. BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1
  178. std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
  179. std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
  180. static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned); //up to two occupied hexes, starting from front
  181. bool coversPos(BattleHex position) const; //checks also if unit is double-wide
  182. std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
  183. std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
  184. void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
  185. template <typename Handler> void serialize(Handler &h, const int version)
  186. {
  187. assert(isIndependentNode());
  188. h & static_cast<CBonusSystemNode&>(*this);
  189. h & static_cast<CStackBasicDescriptor&>(*this);
  190. h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
  191. & shots & casts & count & resurrected;
  192. const CArmedInstance *army = (base ? base->armyObj : nullptr);
  193. SlotID slot = (base ? base->armyObj->findStack(base) : SlotID());
  194. if(h.saving)
  195. {
  196. h & army & slot;
  197. }
  198. else
  199. {
  200. h & army & slot;
  201. if (slot == SlotID::COMMANDER_SLOT_PLACEHOLDER) //TODO
  202. {
  203. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  204. assert (hero);
  205. base = hero->commander;
  206. }
  207. else if(!army || slot == SlotID() || !army->hasStackAtSlot(slot))
  208. {
  209. base = nullptr;
  210. logGlobal->warnStream() << type->nameSing << " doesn't have a base stack!";
  211. }
  212. else
  213. {
  214. base = &army->getStack(slot);
  215. }
  216. }
  217. }
  218. bool alive() const //determines if stack is alive
  219. {
  220. return vstd::contains(state,EBattleStackState::ALIVE);
  221. }
  222. bool idDeadClone() const //determines if stack is alive
  223. {
  224. return vstd::contains(state,EBattleStackState::DEAD_CLONE);
  225. }
  226. bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
  227. };
  228. class DLL_LINKAGE CMP_stack
  229. {
  230. int phase; //rules of which phase will be used
  231. int turn;
  232. public:
  233. bool operator ()(const CStack* a, const CStack* b);
  234. CMP_stack(int Phase = 1, int Turn = 0);
  235. };