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							- /*
 
-  * BattleActionsController.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "BattleActionsController.h"
 
- #include "BattleWindow.h"
 
- #include "BattleStacksController.h"
 
- #include "BattleInterface.h"
 
- #include "BattleFieldController.h"
 
- #include "BattleSiegeController.h"
 
- #include "BattleInterfaceClasses.h"
 
- #include "../CGameInfo.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../gui/CursorHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/CIntObject.h"
 
- #include "../gui/WindowHandler.h"
 
- #include "../windows/CCreatureWindow.h"
 
- #include "../windows/InfoWindows.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CGeneralTextHandler.h"
 
- #include "../../lib/CRandomGenerator.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/battle/BattleAction.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/spells/ISpellMechanics.h"
 
- #include "../../lib/spells/Problem.h"
 
- struct TextReplacement
 
- {
 
- 	std::string placeholder;
 
- 	std::string replacement;
 
- };
 
- using TextReplacementList = std::vector<TextReplacement>;
 
- static std::string replacePlaceholders(std::string input, const TextReplacementList & format )
 
- {
 
- 	for(const auto & entry : format)
 
- 		boost::replace_all(input, entry.placeholder, entry.replacement);
 
- 	return input;
 
- }
 
- static std::string translatePlural(int amount, const std::string& baseTextID)
 
- {
 
- 	if(amount == 1)
 
- 		return CGI->generaltexth->translate(baseTextID + ".1");
 
- 	return CGI->generaltexth->translate(baseTextID);
 
- }
 
- static std::string formatPluralImpl(int amount, const std::string & amountString, const std::string & baseTextID)
 
- {
 
- 	std::string baseString = translatePlural(amount, baseTextID);
 
- 	TextReplacementList replacements {
 
- 		{ "%d", amountString }
 
- 	};
 
- 	return replacePlaceholders(baseString, replacements);
 
- }
 
- static std::string formatPlural(int amount, const std::string & baseTextID)
 
- {
 
- 	return formatPluralImpl(amount, std::to_string(amount), baseTextID);
 
- }
 
- static std::string formatPlural(DamageRange range, const std::string & baseTextID)
 
- {
 
- 	if (range.min == range.max)
 
- 		return formatPlural(range.min, baseTextID);
 
- 	std::string rangeString = std::to_string(range.min) + " - " + std::to_string(range.max);
 
- 	return formatPluralImpl(range.max, rangeString, baseTextID);
 
- }
 
- static std::string formatAttack(const DamageEstimation & estimation, const std::string & creatureName, const std::string & baseTextID, int shotsLeft)
 
- {
 
- 	TextReplacementList replacements = {
 
- 		{ "%CREATURE", creatureName },
 
- 		{ "%DAMAGE", formatPlural(estimation.damage, "vcmi.battleWindow.damageEstimation.damage") },
 
- 		{ "%SHOTS", formatPlural(shotsLeft, "vcmi.battleWindow.damageEstimation.shots") },
 
- 		{ "%KILLS", formatPlural(estimation.kills, "vcmi.battleWindow.damageEstimation.kills") },
 
- 	};
 
- 	return replacePlaceholders(CGI->generaltexth->translate(baseTextID), replacements);
 
- }
 
- static std::string formatMeleeAttack(const DamageEstimation & estimation, const std::string & creatureName)
 
- {
 
- 	std::string baseTextID = estimation.kills.max == 0 ?
 
- 		"vcmi.battleWindow.damageEstimation.melee" :
 
- 		"vcmi.battleWindow.damageEstimation.meleeKills";
 
- 	return formatAttack(estimation, creatureName, baseTextID, 0);
 
- }
 
- static std::string formatRangedAttack(const DamageEstimation & estimation, const std::string & creatureName, int shotsLeft)
 
- {
 
- 	std::string baseTextID = estimation.kills.max == 0 ?
 
- 		"vcmi.battleWindow.damageEstimation.ranged" :
 
- 		"vcmi.battleWindow.damageEstimation.rangedKills";
 
- 	return formatAttack(estimation, creatureName, baseTextID, shotsLeft);
 
- }
 
- BattleActionsController::BattleActionsController(BattleInterface & owner):
 
- 	owner(owner),
 
- 	selectedStack(nullptr),
 
- 	heroSpellToCast(nullptr)
 
- {
 
- }
 
- void BattleActionsController::endCastingSpell()
 
- {
 
- 	if(heroSpellToCast)
 
- 	{
 
- 		heroSpellToCast.reset();
 
- 		owner.windowObject->blockUI(false);
 
- 	}
 
- 	if(owner.stacksController->getActiveStack())
 
- 		possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack()); //restore actions after they were cleared
 
- 	selectedStack = nullptr;
 
- 	GH.fakeMouseMove();
 
- }
 
- bool BattleActionsController::isActiveStackSpellcaster() const
 
- {
 
- 	const CStack * casterStack = owner.stacksController->getActiveStack();
 
- 	if (!casterStack)
 
- 		return false;
 
- 	bool spellcaster = casterStack->hasBonusOfType(BonusType::SPELLCASTER);
 
- 	return (spellcaster && casterStack->canCast());
 
- }
 
- void BattleActionsController::enterCreatureCastingMode()
 
- {
 
- 	//silently check for possible errors
 
- 	if (owner.tacticsMode)
 
- 		return;
 
- 	//hero is casting a spell
 
- 	if (heroSpellToCast)
 
- 		return;
 
- 	if (!owner.stacksController->getActiveStack())
 
- 		return;
 
- 	if (!isActiveStackSpellcaster())
 
- 		return;
 
- 	for(const auto & action : possibleActions)
 
- 	{
 
- 		if (action.get() != PossiblePlayerBattleAction::NO_LOCATION)
 
- 			continue;
 
- 		const spells::Caster * caster = owner.stacksController->getActiveStack();
 
- 		const CSpell * spell = action.spell().toSpell();
 
- 		spells::Target target;
 
- 		target.emplace_back();
 
- 		spells::BattleCast cast(owner.getBattle().get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
 
- 		auto m = spell->battleMechanics(&cast);
 
- 		spells::detail::ProblemImpl ignored;
 
- 		const bool isCastingPossible = m->canBeCastAt(target, ignored);
 
- 		if (isCastingPossible)
 
- 		{
 
- 			owner.giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, spell->getId());
 
- 			selectedStack = nullptr;
 
- 			CCS->curh->set(Cursor::Combat::POINTER);
 
- 		}
 
- 		return;
 
- 	}
 
- 	possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
 
- 	auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
 
- 	{
 
- 		return !x.spellcast();
 
- 	};
 
- 	vstd::erase_if(possibleActions, actionFilterPredicate);
 
- 	GH.fakeMouseMove();
 
- }
 
- std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActionsForStack(const CStack *stack) const
 
- {
 
- 	BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
 
- 	for(const auto & spell : creatureSpells)
 
- 		data.creatureSpellsToCast.push_back(spell->id);
 
- 	data.tacticsMode = owner.tacticsMode;
 
- 	auto allActions = owner.getBattle()->getClientActionsForStack(stack, data);
 
- 	allActions.push_back(PossiblePlayerBattleAction::HERO_INFO);
 
- 	allActions.push_back(PossiblePlayerBattleAction::CREATURE_INFO);
 
- 	return std::vector<PossiblePlayerBattleAction>(allActions);
 
- }
 
- void BattleActionsController::reorderPossibleActionsPriority(const CStack * stack, const CStack * targetStack)
 
- {
 
- 	if(owner.tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
 
- 	auto assignPriority = [&](const PossiblePlayerBattleAction & item
 
- 						  ) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
 
- 	{
 
- 		switch(item.get())
 
- 		{
 
- 			case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 			case PossiblePlayerBattleAction::ANY_LOCATION:
 
- 			case PossiblePlayerBattleAction::NO_LOCATION:
 
- 			case PossiblePlayerBattleAction::FREE_LOCATION:
 
- 			case PossiblePlayerBattleAction::OBSTACLE:
 
- 				if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && targetStack != nullptr)
 
- 				{
 
- 					PlayerColor stackOwner = owner.getBattle()->battleGetOwner(targetStack);
 
- 					bool enemyTargetingPositiveSpellcast = item.spell().toSpell()->isPositive() && stackOwner != LOCPLINT->playerID;
 
- 					bool friendTargetingNegativeSpellcast = item.spell().toSpell()->isNegative() && stackOwner == LOCPLINT->playerID;
 
- 					if(!enemyTargetingPositiveSpellcast && !friendTargetingNegativeSpellcast)
 
- 						return 1;
 
- 				}
 
- 				return 100; //bottom priority
 
- 				break;
 
- 			case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
 
- 				return 2;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::SHOOT:
 
- 				return 4;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
 
- 				return 5;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::ATTACK:
 
- 				return 6;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::WALK_AND_ATTACK:
 
- 				return 7;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::MOVE_STACK:
 
- 				return 8;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::CATAPULT:
 
- 				return 9;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::HEAL:
 
- 				return 10;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::CREATURE_INFO:
 
- 				return 11;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::HERO_INFO:
 
- 				return 12;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::TELEPORT:
 
- 				return 13;
 
- 				break;
 
- 			default:
 
- 				assert(0);
 
- 				return 200;
 
- 				break;
 
- 		}
 
- 	};
 
- 	auto comparer = [&](const PossiblePlayerBattleAction & lhs, const PossiblePlayerBattleAction & rhs)
 
- 	{
 
- 		return assignPriority(lhs) < assignPriority(rhs);
 
- 	};
 
- 	std::sort(possibleActions.begin(), possibleActions.end(), comparer);
 
- }
 
- void BattleActionsController::castThisSpell(SpellID spellID)
 
- {
 
- 	heroSpellToCast = std::make_shared<BattleAction>();
 
- 	heroSpellToCast->actionType = EActionType::HERO_SPELL;
 
- 	heroSpellToCast->spell = spellID;
 
- 	heroSpellToCast->stackNumber = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? -1 : -2;
 
- 	heroSpellToCast->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
 
- 	//choosing possible targets
 
- 	const CGHeroInstance *castingHero = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? owner.attackingHeroInstance : owner.defendingHeroInstance;
 
- 	assert(castingHero); // code below assumes non-null hero
 
- 	PossiblePlayerBattleAction spellSelMode = owner.getBattle()->getCasterAction(spellID.toSpell(), castingHero, spells::Mode::HERO);
 
- 	if (spellSelMode.get() == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
 
- 	{
 
- 		heroSpellToCast->aimToHex(BattleHex::INVALID);
 
- 		owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
 
- 		endCastingSpell();
 
- 	}
 
- 	else
 
- 	{
 
- 		possibleActions.clear();
 
- 		possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
 
- 		GH.fakeMouseMove();//update cursor
 
- 	}
 
- 	owner.windowObject->blockUI(true);
 
- }
 
- const CSpell * BattleActionsController::getHeroSpellToCast( ) const
 
- {
 
- 	if (heroSpellToCast)
 
- 		return heroSpellToCast->spell.toSpell();
 
- 	return nullptr;
 
- }
 
- const CSpell * BattleActionsController::getStackSpellToCast(BattleHex hoveredHex)
 
- {
 
- 	if (heroSpellToCast)
 
- 		return nullptr;
 
- 	if (!owner.stacksController->getActiveStack())
 
- 		return nullptr;
 
- 	if (!hoveredHex.isValid())
 
- 		return nullptr;
 
- 	auto action = selectAction(hoveredHex);
 
- 	if (action.spell() == SpellID::NONE)
 
- 		return nullptr;
 
- 	return action.spell().toSpell();
 
- }
 
- const CSpell * BattleActionsController::getCurrentSpell(BattleHex hoveredHex)
 
- {
 
- 	if (getHeroSpellToCast())
 
- 		return getHeroSpellToCast();
 
- 	return getStackSpellToCast(hoveredHex);
 
- }
 
- const CStack * BattleActionsController::getStackForHex(BattleHex hoveredHex)
 
- {
 
- 	const CStack * shere = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
 
- 	if(shere)
 
- 		return shere;
 
- 	return owner.getBattle()->battleGetStackByPos(hoveredHex, false);
 
- }
 
- void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action, BattleHex targetHex)
 
- {
 
- 	switch (action.get())
 
- 	{
 
- 		case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
 
- 			CCS->curh->set(Cursor::Combat::POINTER);
 
- 			return;
 
- 		case PossiblePlayerBattleAction::MOVE_TACTICS:
 
- 		case PossiblePlayerBattleAction::MOVE_STACK:
 
- 			if (owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::FLYING))
 
- 				CCS->curh->set(Cursor::Combat::FLY);
 
- 			else
 
- 				CCS->curh->set(Cursor::Combat::MOVE);
 
- 			return;
 
- 		case PossiblePlayerBattleAction::ATTACK:
 
- 		case PossiblePlayerBattleAction::WALK_AND_ATTACK:
 
- 		case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
 
- 		{
 
- 			static const std::map<BattleHex::EDir, Cursor::Combat> sectorCursor = {
 
- 				{BattleHex::TOP_LEFT,     Cursor::Combat::HIT_SOUTHEAST},
 
- 				{BattleHex::TOP_RIGHT,    Cursor::Combat::HIT_SOUTHWEST},
 
- 				{BattleHex::RIGHT,        Cursor::Combat::HIT_WEST     },
 
- 				{BattleHex::BOTTOM_RIGHT, Cursor::Combat::HIT_NORTHWEST},
 
- 				{BattleHex::BOTTOM_LEFT,  Cursor::Combat::HIT_NORTHEAST},
 
- 				{BattleHex::LEFT,         Cursor::Combat::HIT_EAST     },
 
- 				{BattleHex::TOP,          Cursor::Combat::HIT_SOUTH    },
 
- 				{BattleHex::BOTTOM,       Cursor::Combat::HIT_NORTH    }
 
- 			};
 
- 			auto direction = owner.fieldController->selectAttackDirection(targetHex);
 
- 			assert(sectorCursor.count(direction) > 0);
 
- 			if (sectorCursor.count(direction))
 
- 				CCS->curh->set(sectorCursor.at(direction));
 
- 			return;
 
- 		}
 
- 		case PossiblePlayerBattleAction::SHOOT:
 
- 			if (owner.getBattle()->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
 
- 				CCS->curh->set(Cursor::Combat::SHOOT_PENALTY);
 
- 			else
 
- 				CCS->curh->set(Cursor::Combat::SHOOT);
 
- 			return;
 
- 		case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 		case PossiblePlayerBattleAction::ANY_LOCATION:
 
- 		case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
 
- 		case PossiblePlayerBattleAction::FREE_LOCATION:
 
- 		case PossiblePlayerBattleAction::OBSTACLE:
 
- 			CCS->curh->set(Cursor::Spellcast::SPELL);
 
- 			return;
 
- 		case PossiblePlayerBattleAction::TELEPORT:
 
- 			CCS->curh->set(Cursor::Combat::TELEPORT);
 
- 			return;
 
- 		case PossiblePlayerBattleAction::SACRIFICE:
 
- 			CCS->curh->set(Cursor::Combat::SACRIFICE);
 
- 			return;
 
- 		case PossiblePlayerBattleAction::HEAL:
 
- 			CCS->curh->set(Cursor::Combat::HEAL);
 
- 			return;
 
- 		case PossiblePlayerBattleAction::CATAPULT:
 
- 			CCS->curh->set(Cursor::Combat::SHOOT_CATAPULT);
 
- 			return;
 
- 		case PossiblePlayerBattleAction::CREATURE_INFO:
 
- 			CCS->curh->set(Cursor::Combat::QUERY);
 
- 			return;
 
- 		case PossiblePlayerBattleAction::HERO_INFO:
 
- 			CCS->curh->set(Cursor::Combat::HERO);
 
- 			return;
 
- 	}
 
- 	assert(0);
 
- }
 
- void BattleActionsController::actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex targetHex)
 
- {
 
- 	switch (action.get())
 
- 	{
 
- 		case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 		case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
 
- 		case PossiblePlayerBattleAction::TELEPORT:
 
- 		case PossiblePlayerBattleAction::SACRIFICE:
 
- 		case PossiblePlayerBattleAction::FREE_LOCATION:
 
- 			CCS->curh->set(Cursor::Combat::BLOCKED);
 
- 			return;
 
- 		default:
 
- 			if (targetHex == -1)
 
- 				CCS->curh->set(Cursor::Combat::POINTER);
 
- 			else
 
- 				CCS->curh->set(Cursor::Combat::BLOCKED);
 
- 			return;
 
- 	}
 
- 	assert(0);
 
- }
 
- std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattleAction action, BattleHex targetHex)
 
- {
 
- 	const CStack * targetStack = getStackForHex(targetHex);
 
- 	switch (action.get()) //display console message, realize selected action
 
- 	{
 
- 		case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
 
- 			return (boost::format(CGI->generaltexth->allTexts[481]) % targetStack->getName()).str(); //Select %s
 
- 		case PossiblePlayerBattleAction::MOVE_TACTICS:
 
- 		case PossiblePlayerBattleAction::MOVE_STACK:
 
- 			if (owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::FLYING))
 
- 				return (boost::format(CGI->generaltexth->allTexts[295]) % owner.stacksController->getActiveStack()->getName()).str(); //Fly %s here
 
- 			else
 
- 				return (boost::format(CGI->generaltexth->allTexts[294]) % owner.stacksController->getActiveStack()->getName()).str(); //Move %s here
 
- 		case PossiblePlayerBattleAction::ATTACK:
 
- 		case PossiblePlayerBattleAction::WALK_AND_ATTACK:
 
- 		case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
 
- 			{
 
- 				BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
 
- 				DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex);
 
- 				estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
 
- 				estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
 
- 				return formatMeleeAttack(estimation, targetStack->getName());
 
- 			}
 
- 		case PossiblePlayerBattleAction::SHOOT:
 
- 		{
 
- 			const auto * shooter = owner.stacksController->getActiveStack();
 
- 			DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(shooter, targetStack, shooter->getPosition());
 
- 			estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
 
- 			estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
 
- 			return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
 
- 		}
 
- 		case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 			return boost::str(boost::format(CGI->generaltexth->allTexts[27]) % action.spell().toSpell()->getNameTranslated() % targetStack->getName()); //Cast %s on %s
 
- 		case PossiblePlayerBattleAction::ANY_LOCATION:
 
- 			return boost::str(boost::format(CGI->generaltexth->allTexts[26]) % action.spell().toSpell()->getNameTranslated()); //Cast %s
 
- 		case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
 
- 			return boost::str(boost::format(CGI->generaltexth->allTexts[301]) % targetStack->getName()); //Cast a spell on %
 
- 		case PossiblePlayerBattleAction::TELEPORT:
 
- 			return CGI->generaltexth->allTexts[25]; //Teleport Here
 
- 		case PossiblePlayerBattleAction::OBSTACLE:
 
- 			return CGI->generaltexth->allTexts[550];
 
- 		case PossiblePlayerBattleAction::SACRIFICE:
 
- 			return (boost::format(CGI->generaltexth->allTexts[549]) % targetStack->getName()).str(); //sacrifice the %s
 
- 		case PossiblePlayerBattleAction::FREE_LOCATION:
 
- 			return boost::str(boost::format(CGI->generaltexth->allTexts[26]) % action.spell().toSpell()->getNameTranslated()); //Cast %s
 
- 		case PossiblePlayerBattleAction::HEAL:
 
- 			return (boost::format(CGI->generaltexth->allTexts[419]) % targetStack->getName()).str(); //Apply first aid to the %s
 
- 		case PossiblePlayerBattleAction::CATAPULT:
 
- 			return ""; // TODO
 
- 		case PossiblePlayerBattleAction::CREATURE_INFO:
 
- 			return (boost::format(CGI->generaltexth->allTexts[297]) % targetStack->getName()).str();
 
- 		case PossiblePlayerBattleAction::HERO_INFO:
 
- 			return  CGI->generaltexth->translate("core.genrltxt.417"); // "View Hero Stats"
 
- 	}
 
- 	assert(0);
 
- 	return "";
 
- }
 
- std::string BattleActionsController::actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, BattleHex targetHex)
 
- {
 
- 	switch (action.get())
 
- 	{
 
- 		case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 		case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
 
- 			return CGI->generaltexth->allTexts[23];
 
- 			break;
 
- 		case PossiblePlayerBattleAction::TELEPORT:
 
- 			return CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
 
- 			break;
 
- 		case PossiblePlayerBattleAction::SACRIFICE:
 
- 			return CGI->generaltexth->allTexts[543]; //choose army to sacrifice
 
- 			break;
 
- 		case PossiblePlayerBattleAction::FREE_LOCATION:
 
- 			return boost::str(boost::format(CGI->generaltexth->allTexts[181]) % action.spell().toSpell()->getNameTranslated()); //No room to place %s here
 
- 			break;
 
- 		default:
 
- 			return "";
 
- 	}
 
- }
 
- bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, BattleHex targetHex)
 
- {
 
- 	const CStack * targetStack = getStackForHex(targetHex);
 
- 	bool targetStackOwned = targetStack && targetStack->unitOwner() == owner.curInt->playerID;
 
- 	switch (action.get())
 
- 	{
 
- 		case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
 
- 			return (targetStack && targetStackOwned && targetStack->getMovementRange() > 0);
 
- 		case PossiblePlayerBattleAction::CREATURE_INFO:
 
- 			return (targetStack && targetStackOwned && targetStack->alive());
 
- 		case PossiblePlayerBattleAction::HERO_INFO:
 
- 			if (targetHex == BattleHex::HERO_ATTACKER)
 
- 				return owner.attackingHero != nullptr;
 
- 			if (targetHex == BattleHex::HERO_DEFENDER)
 
- 				return owner.defendingHero != nullptr;
 
- 			return false;
 
- 		case PossiblePlayerBattleAction::MOVE_TACTICS:
 
- 		case PossiblePlayerBattleAction::MOVE_STACK:
 
- 			if (!(targetStack && targetStack->alive())) //we can walk on dead stacks
 
- 			{
 
- 				if(canStackMoveHere(owner.stacksController->getActiveStack(), targetHex))
 
- 					return true;
 
- 			}
 
- 			return false;
 
- 		case PossiblePlayerBattleAction::ATTACK:
 
- 		case PossiblePlayerBattleAction::WALK_AND_ATTACK:
 
- 		case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
 
- 			if(owner.getBattle()->battleCanAttack(owner.stacksController->getActiveStack(), targetStack, targetHex))
 
- 			{
 
- 				if (owner.fieldController->isTileAttackable(targetHex)) // move isTileAttackable to be part of battleCanAttack?
 
- 					return true;
 
- 			}
 
- 			return false;
 
- 		case PossiblePlayerBattleAction::SHOOT:
 
- 			return owner.getBattle()->battleCanShoot(owner.stacksController->getActiveStack(), targetHex);
 
- 		case PossiblePlayerBattleAction::NO_LOCATION:
 
- 			return false;
 
- 		case PossiblePlayerBattleAction::ANY_LOCATION:
 
- 			return isCastingPossibleHere(action.spell().toSpell(), nullptr, targetHex);
 
- 		case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 			return !selectedStack && targetStack && isCastingPossibleHere(action.spell().toSpell(), nullptr, targetHex);
 
- 		case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
 
- 			if(targetStack && targetStackOwned && targetStack != owner.stacksController->getActiveStack() && targetStack->alive()) //only positive spells for other allied creatures
 
- 			{
 
- 				SpellID spellID = owner.getBattle()->getRandomBeneficialSpell(CRandomGenerator::getDefault(), owner.stacksController->getActiveStack(), targetStack);
 
- 				return spellID != SpellID::NONE;
 
- 			}
 
- 			return false;
 
- 		case PossiblePlayerBattleAction::TELEPORT:
 
- 			return selectedStack && isCastingPossibleHere(action.spell().toSpell(), selectedStack, targetHex);
 
- 		case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
 
- 			return targetStack && targetStack != selectedStack && targetStackOwned && targetStack->alive();
 
- 		case PossiblePlayerBattleAction::OBSTACLE:
 
- 		case PossiblePlayerBattleAction::FREE_LOCATION:
 
- 			return isCastingPossibleHere(action.spell().toSpell(), nullptr, targetHex);
 
- 		case PossiblePlayerBattleAction::CATAPULT:
 
- 			return owner.siegeController && owner.siegeController->isAttackableByCatapult(targetHex);
 
- 		case PossiblePlayerBattleAction::HEAL:
 
- 			return targetStack && targetStackOwned && targetStack->canBeHealed();
 
- 	}
 
- 	assert(0);
 
- 	return false;
 
- }
 
- void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, BattleHex targetHex)
 
- {
 
- 	const CStack * targetStack = getStackForHex(targetHex);
 
- 	switch (action.get()) //display console message, realize selected action
 
- 	{
 
- 		case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
 
- 		{
 
- 			owner.stackActivated(targetStack);
 
- 			return;
 
- 		}
 
- 		case PossiblePlayerBattleAction::MOVE_TACTICS:
 
- 		case PossiblePlayerBattleAction::MOVE_STACK:
 
- 		{
 
- 			if(owner.stacksController->getActiveStack()->doubleWide())
 
- 			{
 
- 				std::vector<BattleHex> acc = owner.getBattle()->battleGetAvailableHexes(owner.stacksController->getActiveStack(), false);
 
- 				BattleHex shiftedDest = targetHex.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
 
- 				if(vstd::contains(acc, targetHex))
 
- 					owner.giveCommand(EActionType::WALK, targetHex);
 
- 				else if(vstd::contains(acc, shiftedDest))
 
- 					owner.giveCommand(EActionType::WALK, shiftedDest);
 
- 			}
 
- 			else
 
- 			{
 
- 				owner.giveCommand(EActionType::WALK, targetHex);
 
- 			}
 
- 			return;
 
- 		}
 
- 		case PossiblePlayerBattleAction::ATTACK:
 
- 		case PossiblePlayerBattleAction::WALK_AND_ATTACK:
 
- 		case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
 
- 		{
 
- 			bool returnAfterAttack = action.get() == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
 
- 			BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
 
- 			if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
 
- 			{
 
- 				BattleAction command = BattleAction::makeMeleeAttack(owner.stacksController->getActiveStack(), targetHex, attackFromHex, returnAfterAttack);
 
- 				owner.sendCommand(command, owner.stacksController->getActiveStack());
 
- 			}
 
- 			return;
 
- 		}
 
- 		case PossiblePlayerBattleAction::SHOOT:
 
- 		{
 
- 			owner.giveCommand(EActionType::SHOOT, targetHex);
 
- 			return;
 
- 		}
 
- 		case PossiblePlayerBattleAction::HEAL:
 
- 		{
 
- 			owner.giveCommand(EActionType::STACK_HEAL, targetHex);
 
- 			return;
 
- 		};
 
- 		case PossiblePlayerBattleAction::CATAPULT:
 
- 		{
 
- 			owner.giveCommand(EActionType::CATAPULT, targetHex);
 
- 			return;
 
- 		}
 
- 		case PossiblePlayerBattleAction::CREATURE_INFO:
 
- 		{
 
- 			GH.windows().createAndPushWindow<CStackWindow>(targetStack, false);
 
- 			return;
 
- 		}
 
- 		case PossiblePlayerBattleAction::HERO_INFO:
 
- 		{
 
- 			if (targetHex == BattleHex::HERO_ATTACKER)
 
- 				owner.attackingHero->heroLeftClicked();
 
- 			if (targetHex == BattleHex::HERO_DEFENDER)
 
- 				owner.defendingHero->heroLeftClicked();
 
- 			return;
 
- 		}
 
- 		case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 		case PossiblePlayerBattleAction::ANY_LOCATION:
 
- 		case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
 
- 		case PossiblePlayerBattleAction::TELEPORT:
 
- 		case PossiblePlayerBattleAction::OBSTACLE:
 
- 		case PossiblePlayerBattleAction::SACRIFICE:
 
- 		case PossiblePlayerBattleAction::FREE_LOCATION:
 
- 		{
 
- 			if (action.get() == PossiblePlayerBattleAction::AIMED_SPELL_CREATURE )
 
- 			{
 
- 				if (action.spell() == SpellID::SACRIFICE)
 
- 				{
 
- 					heroSpellToCast->aimToHex(targetHex);
 
- 					possibleActions.push_back({PossiblePlayerBattleAction::SACRIFICE, action.spell()});
 
- 					selectedStack = targetStack;
 
- 					return;
 
- 				}
 
- 				if (action.spell() == SpellID::TELEPORT)
 
- 				{
 
- 					heroSpellToCast->aimToUnit(targetStack);
 
- 					possibleActions.push_back({PossiblePlayerBattleAction::TELEPORT, action.spell()});
 
- 					selectedStack = targetStack;
 
- 					return;
 
- 				}
 
- 			}
 
- 			if (!spellcastingModeActive())
 
- 			{
 
- 				if (action.spell().hasValue())
 
- 				{
 
- 					owner.giveCommand(EActionType::MONSTER_SPELL, targetHex, action.spell());
 
- 				}
 
- 				else //unknown random spell
 
- 				{
 
- 					owner.giveCommand(EActionType::MONSTER_SPELL, targetHex);
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				assert(getHeroSpellToCast());
 
- 				switch (getHeroSpellToCast()->id.toEnum())
 
- 				{
 
- 					case SpellID::SACRIFICE:
 
- 						heroSpellToCast->aimToUnit(targetStack);//victim
 
- 						break;
 
- 					default:
 
- 						heroSpellToCast->aimToHex(targetHex);
 
- 						break;
 
- 				}
 
- 				owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
 
- 				endCastingSpell();
 
- 			}
 
- 			selectedStack = nullptr;
 
- 			return;
 
- 		}
 
- 	}
 
- 	assert(0);
 
- 	return;
 
- }
 
- PossiblePlayerBattleAction BattleActionsController::selectAction(BattleHex targetHex)
 
- {
 
- 	assert(owner.stacksController->getActiveStack() != nullptr);
 
- 	assert(!possibleActions.empty());
 
- 	assert(targetHex.isValid());
 
- 	if (owner.stacksController->getActiveStack() == nullptr)
 
- 		return PossiblePlayerBattleAction::INVALID;
 
- 	if (possibleActions.empty())
 
- 		return PossiblePlayerBattleAction::INVALID;
 
- 	const CStack * targetStack = getStackForHex(targetHex);
 
- 	reorderPossibleActionsPriority(owner.stacksController->getActiveStack(), targetStack);
 
- 	for (PossiblePlayerBattleAction action : possibleActions)
 
- 	{
 
- 		if (actionIsLegal(action, targetHex))
 
- 			return action;
 
- 	}
 
- 	return possibleActions.front();
 
- }
 
- void BattleActionsController::onHexHovered(BattleHex hoveredHex)
 
- {
 
- 	if (owner.openingPlaying())
 
- 	{
 
- 		currentConsoleMsg = VLC->generaltexth->translate("vcmi.battleWindow.pressKeyToSkipIntro");
 
- 		GH.statusbar()->write(currentConsoleMsg);
 
- 		return;
 
- 	}
 
- 	if (owner.stacksController->getActiveStack() == nullptr)
 
- 		return;
 
- 	if (hoveredHex == BattleHex::INVALID)
 
- 	{
 
- 		if (!currentConsoleMsg.empty())
 
- 			GH.statusbar()->clearIfMatching(currentConsoleMsg);
 
- 		currentConsoleMsg.clear();
 
- 		CCS->curh->set(Cursor::Combat::BLOCKED);
 
- 		return;
 
- 	}
 
- 	auto action = selectAction(hoveredHex);
 
- 	std::string newConsoleMsg;
 
- 	if (actionIsLegal(action, hoveredHex))
 
- 	{
 
- 		actionSetCursor(action, hoveredHex);
 
- 		newConsoleMsg = actionGetStatusMessage(action, hoveredHex);
 
- 	}
 
- 	else
 
- 	{
 
- 		actionSetCursorBlocked(action, hoveredHex);
 
- 		newConsoleMsg = actionGetStatusMessageBlocked(action, hoveredHex);
 
- 	}
 
- 	if (!currentConsoleMsg.empty())
 
- 		GH.statusbar()->clearIfMatching(currentConsoleMsg);
 
- 	if (!newConsoleMsg.empty())
 
- 		GH.statusbar()->write(newConsoleMsg);
 
- 	currentConsoleMsg = newConsoleMsg;
 
- }
 
- void BattleActionsController::onHoverEnded()
 
- {
 
- 	CCS->curh->set(Cursor::Combat::POINTER);
 
- 	if (!currentConsoleMsg.empty())
 
- 		GH.statusbar()->clearIfMatching(currentConsoleMsg);
 
- 	currentConsoleMsg.clear();
 
- }
 
- void BattleActionsController::onHexLeftClicked(BattleHex clickedHex)
 
- {
 
- 	if (owner.stacksController->getActiveStack() == nullptr)
 
- 		return;
 
- 	auto action = selectAction(clickedHex);
 
- 	std::string newConsoleMsg;
 
- 	if (!actionIsLegal(action, clickedHex))
 
- 		return;
 
- 	
 
- 	actionRealize(action, clickedHex);
 
- 	GH.statusbar()->clear();
 
- }
 
- void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterStack)
 
- {
 
- 	creatureSpells.clear();
 
- 	bool spellcaster = casterStack->hasBonusOfType(BonusType::SPELLCASTER);
 
- 	if(casterStack->canCast() && spellcaster)
 
- 	{
 
- 		// faerie dragon can cast only one, randomly selected spell until their next move
 
- 		//TODO: faerie dragon type spell should be selected by server
 
- 		const auto spellToCast = owner.getBattle()->getRandomCastedSpell(CRandomGenerator::getDefault(), casterStack);
 
- 		if (spellToCast.hasValue())
 
- 			creatureSpells.push_back(spellToCast.toSpell());
 
- 	}
 
- 	TConstBonusListPtr bl = casterStack->getBonuses(Selector::type()(BonusType::SPELLCASTER));
 
- 	for(const auto & bonus : *bl)
 
- 	{
 
- 		if (bonus->additionalInfo[0] <= 0 && bonus->subtype.as<SpellID>().hasValue())
 
- 			creatureSpells.push_back(bonus->subtype.as<SpellID>().toSpell());
 
- 	}
 
- }
 
- const spells::Caster * BattleActionsController::getCurrentSpellcaster() const
 
- {
 
- 	if (heroSpellToCast)
 
- 		return owner.currentHero();
 
- 	else
 
- 		return owner.stacksController->getActiveStack();
 
- }
 
- spells::Mode BattleActionsController::getCurrentCastMode() const
 
- {
 
- 	if (heroSpellToCast)
 
- 		return spells::Mode::HERO;
 
- 	else
 
- 		return spells::Mode::CREATURE_ACTIVE;
 
- }
 
- bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell, const CStack *targetStack, BattleHex targetHex)
 
- {
 
- 	assert(currentSpell);
 
- 	if (!currentSpell)
 
- 		return false;
 
- 	auto caster = getCurrentSpellcaster();
 
- 	const spells::Mode mode = heroSpellToCast ? spells::Mode::HERO : spells::Mode::CREATURE_ACTIVE;
 
- 	spells::Target target;
 
- 	if(targetStack)
 
- 		target.emplace_back(targetStack);
 
- 	target.emplace_back(targetHex);
 
- 	spells::BattleCast cast(owner.getBattle().get(), caster, mode, currentSpell);
 
- 	auto m = currentSpell->battleMechanics(&cast);
 
- 	spells::detail::ProblemImpl problem; //todo: display problem in status bar
 
- 	return m->canBeCastAt(target, problem);
 
- }
 
- bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber) const
 
- {
 
- 	std::vector<BattleHex> acc = owner.getBattle()->battleGetAvailableHexes(stackToMove, false);
 
- 	BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
 
- 	if (vstd::contains(acc, myNumber))
 
- 		return true;
 
- 	else if (stackToMove->doubleWide() && vstd::contains(acc, shiftedDest))
 
- 		return true;
 
- 	else
 
- 		return false;
 
- }
 
- void BattleActionsController::activateStack()
 
- {
 
- 	const CStack * s = owner.stacksController->getActiveStack();
 
- 	if(s)
 
- 	{
 
- 		tryActivateStackSpellcasting(s);
 
- 		possibleActions = getPossibleActionsForStack(s);
 
- 		std::list<PossiblePlayerBattleAction> actionsToSelect;
 
- 		if(!possibleActions.empty())
 
- 		{
 
- 			switch(possibleActions.front().get())
 
- 			{
 
- 				case PossiblePlayerBattleAction::SHOOT:
 
- 					actionsToSelect.push_back(possibleActions.front());
 
- 					actionsToSelect.push_back(PossiblePlayerBattleAction::ATTACK);
 
- 					break;
 
- 					
 
- 				case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
 
- 					actionsToSelect.push_back(possibleActions.front());
 
- 					actionsToSelect.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK);
 
- 					break;
 
- 					
 
- 				case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 					actionsToSelect.push_back(possibleActions.front());
 
- 					actionsToSelect.push_back(PossiblePlayerBattleAction::ATTACK);
 
- 					break;
 
- 				case PossiblePlayerBattleAction::ANY_LOCATION:
 
- 					actionsToSelect.push_back(possibleActions.front());
 
- 					actionsToSelect.push_back(PossiblePlayerBattleAction::ATTACK);
 
- 					break;
 
- 			}
 
- 		}
 
- 		owner.windowObject->setAlternativeActions(actionsToSelect);
 
- 	}
 
- }
 
- void BattleActionsController::onHexRightClicked(BattleHex clickedHex)
 
- {
 
- 	auto spellcastActionPredicate = [](PossiblePlayerBattleAction & action)
 
- 	{
 
- 		return action.spellcast();
 
- 	};
 
- 	bool isCurrentStackInSpellcastMode = !possibleActions.empty() && std::all_of(possibleActions.begin(), possibleActions.end(), spellcastActionPredicate);
 
- 	if (spellcastingModeActive() || isCurrentStackInSpellcastMode)
 
- 	{
 
- 		endCastingSpell();
 
- 		CRClickPopup::createAndPush(CGI->generaltexth->translate("core.genrltxt.731")); // spell cancelled
 
- 		return;
 
- 	}
 
- 	auto selectedStack = owner.getBattle()->battleGetStackByPos(clickedHex, true);
 
- 	if (selectedStack != nullptr)
 
- 		GH.windows().createAndPushWindow<CStackWindow>(selectedStack, true);
 
- 	if (clickedHex == BattleHex::HERO_ATTACKER && owner.attackingHero)
 
- 		owner.attackingHero->heroRightClicked();
 
- 	if (clickedHex == BattleHex::HERO_DEFENDER && owner.defendingHero)
 
- 		owner.defendingHero->heroRightClicked();
 
- }
 
- bool BattleActionsController::spellcastingModeActive() const
 
- {
 
- 	return heroSpellToCast != nullptr;
 
- }
 
- bool BattleActionsController::currentActionSpellcasting(BattleHex hoveredHex)
 
- {
 
- 	if (heroSpellToCast)
 
- 		return true;
 
- 	if (!owner.stacksController->getActiveStack())
 
- 		return false;
 
- 	auto action = selectAction(hoveredHex);
 
- 	return action.spellcast();
 
- }
 
- const std::vector<PossiblePlayerBattleAction> & BattleActionsController::getPossibleActions() const
 
- {
 
- 	return possibleActions;
 
- }
 
- void BattleActionsController::removePossibleAction(PossiblePlayerBattleAction action)
 
- {
 
- 	vstd::erase(possibleActions, action);
 
- }
 
- void BattleActionsController::pushFrontPossibleAction(PossiblePlayerBattleAction action)
 
- {
 
- 	possibleActions.insert(possibleActions.begin(), action);
 
- }
 
 
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