BattleFlowProcessor.cpp 27 KB

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  1. /*
  2. * BattleFlowProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleFlowProcessor.h"
  12. #include "BattleProcessor.h"
  13. #include "../CGameHandler.h"
  14. #include "../TurnTimerHandler.h"
  15. #include "../../lib/CStack.h"
  16. #include "../../lib/IGameSettings.h"
  17. #include "../../lib/battle/CBattleInfoCallback.h"
  18. #include "../../lib/battle/IBattleState.h"
  19. #include "../../lib/callback/GameRandomizer.h"
  20. #include "../../lib/entities/building/TownFortifications.h"
  21. #include "../../lib/gameState/CGameState.h"
  22. #include "../../lib/mapObjects/CGTownInstance.h"
  23. #include "../../lib/networkPacks/PacksForClientBattle.h"
  24. #include "../../lib/spells/BonusCaster.h"
  25. #include "../../lib/spells/CSpellHandler.h"
  26. #include "../../lib/spells/ISpellMechanics.h"
  27. #include "../../lib/spells/ObstacleCasterProxy.h"
  28. #include <vstd/RNG.h>
  29. BattleFlowProcessor::BattleFlowProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
  30. : owner(owner)
  31. , gameHandler(newGameHandler)
  32. {
  33. }
  34. void BattleFlowProcessor::summonGuardiansHelper(const CBattleInfoCallback & battle, BattleHexArray & output, const BattleHex & targetPosition, BattleSide side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  35. {
  36. int x = targetPosition.getX();
  37. int y = targetPosition.getY();
  38. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  39. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  40. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false));
  41. else
  42. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false));
  43. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  44. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  45. {
  46. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  47. {
  48. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false));
  49. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false));
  50. }
  51. else
  52. { //add back-side guardians for two-hex target, side guardians for one-hex
  53. output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false));
  54. output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false));
  55. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  56. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false));
  57. else if (targetIsTwoHex)//front-side guardians for two-hex target
  58. {
  59. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false));
  60. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false));
  61. if (x > 3) //back guard for two-hex
  62. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false));
  63. }
  64. }
  65. }
  66. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  67. {
  68. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  69. {
  70. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
  71. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
  72. }
  73. else
  74. {
  75. output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false));
  76. output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false));
  77. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  78. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false));
  79. else if (targetIsTwoHex)
  80. {
  81. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
  82. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
  83. if (x < GameConstants::BFIELD_WIDTH - 4)
  84. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false));
  85. }
  86. }
  87. }
  88. else if (!targetIsAttacker && y % 2 == 0)
  89. {
  90. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
  91. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
  92. }
  93. else if (targetIsAttacker && y % 2 == 1)
  94. {
  95. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false));
  96. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false));
  97. }
  98. }
  99. void BattleFlowProcessor::tryPlaceMoats(const CBattleInfoCallback & battle)
  100. {
  101. const auto * town = battle.battleGetDefendedTown();
  102. if (!town)
  103. return;
  104. const auto & fortifications = town->fortificationsLevel();
  105. //Moat should be initialized here, because only here we can use spellcasting
  106. if (fortifications.hasMoat)
  107. {
  108. const auto * h = battle.battleGetFightingHero(BattleSide::DEFENDER);
  109. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  110. auto moatCaster = spells::SilentCaster(battle.sideToPlayer(BattleSide::DEFENDER), actualCaster);
  111. auto cast = spells::BattleCast(&battle, &moatCaster, spells::Mode::PASSIVE, fortifications.moatSpell.toSpell());
  112. auto target = spells::Target();
  113. cast.cast(gameHandler->spellEnv, target);
  114. }
  115. }
  116. void BattleFlowProcessor::onBattleStarted(const CBattleInfoCallback & battle)
  117. {
  118. tryPlaceMoats(battle);
  119. gameHandler->turnTimerHandler->onBattleStart(battle.getBattle()->getBattleID());
  120. if (battle.battleGetTacticDist() == 0)
  121. onTacticsEnded(battle);
  122. }
  123. void BattleFlowProcessor::trySummonGuardians(const CBattleInfoCallback & battle, const CStack * stack)
  124. {
  125. if (!stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
  126. return;
  127. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
  128. auto accessibility = battle.getAccessibility();
  129. CreatureID creatureData = summonInfo->subtype.as<CreatureID>();
  130. BattleHexArray targetHexes;
  131. const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
  132. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  133. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  134. For one-hex targets there are four guardians - front, back and one per side (up + down).
  135. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  136. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  137. if (!guardianIsBig)
  138. targetHexes = stack->getSurroundingHexes();
  139. else
  140. summonGuardiansHelper(battle, targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
  141. for(const auto & hex : targetHexes)
  142. {
  143. if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
  144. {
  145. battle::UnitInfo info;
  146. info.id = battle.battleNextUnitId();
  147. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  148. info.type = creatureData;
  149. info.side = stack->unitSide();
  150. info.position = hex;
  151. info.summoned = true;
  152. BattleUnitsChanged pack;
  153. pack.battleID = battle.getBattle()->getBattleID();
  154. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  155. info.save(pack.changedStacks.back().data);
  156. gameHandler->sendAndApply(pack);
  157. }
  158. }
  159. // send empty event to client
  160. // temporary(?) workaround to force animations to trigger
  161. StacksInjured fakeEvent;
  162. fakeEvent.battleID = battle.getBattle()->getBattleID();
  163. gameHandler->sendAndApply(fakeEvent);
  164. }
  165. void BattleFlowProcessor::castOpeningSpells(const CBattleInfoCallback & battle)
  166. {
  167. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  168. {
  169. auto h = battle.battleGetFightingHero(i);
  170. if (!h)
  171. continue;
  172. TConstBonusListPtr bl = h->getBonusesOfType(BonusType::OPENING_BATTLE_SPELL);
  173. for (auto b : *bl)
  174. {
  175. spells::BonusCaster caster(h, b);
  176. const CSpell * spell = b->subtype.as<SpellID>().toSpell();
  177. spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
  178. parameters.setSpellLevel(3);
  179. parameters.setEffectDuration(b->val);
  180. parameters.massive = true;
  181. parameters.castIfPossible(gameHandler->spellEnv, spells::Target());
  182. }
  183. }
  184. }
  185. void BattleFlowProcessor::onTacticsEnded(const CBattleInfoCallback & battle)
  186. {
  187. //initial stacks appearance triggers, e.g. built-in bonus spells
  188. auto initialStacks = battle.battleGetAllStacks(true);
  189. for (const CStack * stack : initialStacks)
  190. {
  191. trySummonGuardians(battle, stack);
  192. stackEnchantedTrigger(battle, stack);
  193. }
  194. castOpeningSpells(battle);
  195. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  196. if (owner->checkBattleStateChanges(battle))
  197. return;
  198. startNextRound(battle, true);
  199. activateNextStack(battle);
  200. }
  201. void BattleFlowProcessor::startNextRound(const CBattleInfoCallback & battle, bool isFirstRound)
  202. {
  203. BattleNextRound bnr;
  204. bnr.battleID = battle.getBattle()->getBattleID();
  205. logGlobal->debug("Next round starts");
  206. gameHandler->sendAndApply(bnr);
  207. // operate on copy - removing obstacles will invalidate iterator on 'battle' container
  208. auto obstacles = battle.battleGetAllObstacles();
  209. for (auto &obstPtr : obstacles)
  210. {
  211. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  212. if (sco->turnsRemaining == 0)
  213. removeObstacle(battle, *obstPtr);
  214. }
  215. for(auto stack : battle.battleGetAllStacks(true))
  216. {
  217. if(stack->alive() && !isFirstRound)
  218. stackEnchantedTrigger(battle, stack);
  219. }
  220. }
  221. const CStack * BattleFlowProcessor::getNextStack(const CBattleInfoCallback & battle)
  222. {
  223. std::vector<battle::Units> q;
  224. battle.battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  225. if(q.empty())
  226. return nullptr;
  227. if(q.front().empty())
  228. return nullptr;
  229. auto next = q.front().front();
  230. const auto stack = dynamic_cast<const CStack *>(next);
  231. // regeneration takes place before everything else but only during first turn attempt in each round
  232. // also works under blind and similar effects
  233. if(stack && stack->alive() && !stack->waiting)
  234. {
  235. BattleTriggerEffect bte;
  236. bte.battleID = battle.getBattle()->getBattleID();
  237. bte.stackID = stack->unitId();
  238. bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
  239. const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
  240. if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
  241. bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
  242. if(bte.val) // anything to heal
  243. gameHandler->sendAndApply(bte);
  244. }
  245. if(!next || !next->willMove())
  246. return nullptr;
  247. return stack;
  248. }
  249. void BattleFlowProcessor::activateNextStack(const CBattleInfoCallback & battle)
  250. {
  251. // Find next stack that requires manual control
  252. for (;;)
  253. {
  254. // battle has ended
  255. if (owner->checkBattleStateChanges(battle))
  256. return;
  257. const CStack * next = getNextStack(battle);
  258. if (!next)
  259. {
  260. // No stacks to move - start next round
  261. startNextRound(battle, false);
  262. next = getNextStack(battle);
  263. if (!next)
  264. throw std::runtime_error("Failed to find valid stack to act!");
  265. }
  266. BattleUnitsChanged removeGhosts;
  267. removeGhosts.battleID = battle.getBattle()->getBattleID();
  268. auto pendingGhosts = battle.battleGetStacksIf([](const CStack * stack){
  269. return stack->ghostPending;
  270. });
  271. for(auto stack : pendingGhosts)
  272. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  273. if(!removeGhosts.changedStacks.empty())
  274. gameHandler->sendAndApply(removeGhosts);
  275. gameHandler->turnTimerHandler->onBattleNextStack(battle.getBattle()->getBattleID(), *next);
  276. if (!tryMakeAutomaticAction(battle, next))
  277. {
  278. if(next->alive()) {
  279. setActiveStack(battle, next, BattleUnitTurnReason::TURN_QUEUE);
  280. break;
  281. }
  282. }
  283. }
  284. }
  285. bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * next)
  286. {
  287. // check for bad morale => freeze
  288. int nextStackMorale = next->moraleVal();
  289. if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
  290. {
  291. ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(next->unitSide())->id;
  292. if (gameHandler->randomizer->rollBadMorale(ownerArmy, -nextStackMorale))
  293. {
  294. //unit loses its turn - empty freeze action
  295. BattleAction ba;
  296. ba.actionType = EActionType::BAD_MORALE;
  297. ba.side = next->unitSide();
  298. ba.stackNumber = next->unitId();
  299. makeAutomaticAction(battle, next, ba);
  300. return true;
  301. }
  302. }
  303. if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
  304. {
  305. logGlobal->trace("Handle Berserk effect");
  306. std::pair<const battle::Unit *, BattleHex> attackInfo = battle.getNearestStack(next);
  307. if (attackInfo.first != nullptr)
  308. {
  309. BattleAction attack;
  310. attack.actionType = EActionType::WALK_AND_ATTACK;
  311. attack.side = next->unitSide();
  312. attack.stackNumber = next->unitId();
  313. attack.aimToHex(attackInfo.second);
  314. attack.aimToUnit(attackInfo.first);
  315. makeAutomaticAction(battle, next, attack);
  316. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  317. }
  318. else
  319. {
  320. makeStackDoNothing(battle, next);
  321. logGlobal->trace("No target found");
  322. }
  323. return true;
  324. }
  325. const CGHeroInstance * curOwner = battle.battleGetOwnerHero(next);
  326. const CreatureID stackCreatureId = next->unitType()->getId();
  327. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  328. && (!curOwner || !gameHandler->randomizer->rollCombatAbility(curOwner->id, curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(stackCreatureId)))))
  329. {
  330. BattleAction attack;
  331. attack.actionType = EActionType::SHOOT;
  332. attack.side = next->unitSide();
  333. attack.stackNumber = next->unitId();
  334. // TODO: unify logic with AI?
  335. // Find best target using logic similar to H3 AI
  336. const auto & isBetterTarget = [&battle](const battle::Unit * candidate, const battle::Unit * current)
  337. {
  338. bool candidateInsideWalls = battle.battleIsInsideWalls(candidate->getPosition());
  339. bool currentInsideWalls = battle.battleIsInsideWalls(current->getPosition());
  340. if (candidateInsideWalls != currentInsideWalls)
  341. return candidateInsideWalls > currentInsideWalls;
  342. // also check for war machines - shooters are more dangerous than war machines, ballista or catapult
  343. bool candidateCanShoot = candidate->canShoot() && candidate->unitType()->warMachine == ArtifactID::NONE;
  344. bool currentCanShoot = current->canShoot() && current->unitType()->warMachine == ArtifactID::NONE;
  345. if (candidateCanShoot != currentCanShoot)
  346. return candidateCanShoot > currentCanShoot;
  347. int64_t candidateTargetValue = static_cast<int64_t>(candidate->unitType()->getAIValue() * candidate->getCount());
  348. int64_t currentTargetValue = static_cast<int64_t>(current->unitType()->getAIValue() * current->getCount());
  349. return candidateTargetValue > currentTargetValue;
  350. };
  351. const battle::Unit * target = nullptr;
  352. for(auto & elem : battle.battleGetAllStacks(true))
  353. {
  354. if (elem->unitOwner() == next->unitOwner())
  355. continue;
  356. if (!elem->isValidTarget())
  357. continue;
  358. if (!battle.battleCanShoot(next, elem->getPosition()))
  359. continue;
  360. if (target && !isBetterTarget(elem, target))
  361. continue;
  362. target = elem;
  363. }
  364. if(target == nullptr)
  365. {
  366. makeStackDoNothing(battle, next);
  367. }
  368. else
  369. {
  370. attack.aimToUnit(target);
  371. makeAutomaticAction(battle, next, attack);
  372. }
  373. return true;
  374. }
  375. if (next->unitType()->getId() == CreatureID::CATAPULT)
  376. {
  377. const auto & attackableBattleHexes = battle.getAttackableBattleHexes();
  378. if (attackableBattleHexes.empty())
  379. {
  380. makeStackDoNothing(battle, next);
  381. return true;
  382. }
  383. if (!curOwner || !gameHandler->randomizer->rollCombatAbility(curOwner->id, curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(CreatureID(CreatureID::CATAPULT)))))
  384. {
  385. BattleAction attack;
  386. attack.actionType = EActionType::CATAPULT;
  387. attack.side = next->unitSide();
  388. attack.stackNumber = next->unitId();
  389. makeAutomaticAction(battle, next, attack);
  390. return true;
  391. }
  392. }
  393. if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
  394. {
  395. TStacks possibleStacks = battle.battleGetStacksIf([=](const CStack * s)
  396. {
  397. return s->unitOwner() == next->unitOwner() && s->canBeHealed();
  398. });
  399. if (possibleStacks.empty())
  400. {
  401. makeStackDoNothing(battle, next);
  402. return true;
  403. }
  404. if (!curOwner || !gameHandler->randomizer->rollCombatAbility(curOwner->id, curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(CreatureID(CreatureID::FIRST_AID_TENT)))))
  405. {
  406. RandomGeneratorUtil::randomShuffle(possibleStacks, gameHandler->getRandomGenerator());
  407. const CStack * toBeHealed = possibleStacks.front();
  408. BattleAction heal;
  409. heal.actionType = EActionType::STACK_HEAL;
  410. heal.aimToUnit(toBeHealed);
  411. heal.side = next->unitSide();
  412. heal.stackNumber = next->unitId();
  413. makeAutomaticAction(battle, next, heal);
  414. return true;
  415. }
  416. }
  417. stackTurnTrigger(battle, next); //various effects
  418. if(next->fear)
  419. {
  420. makeStackDoNothing(battle, next); //end immediately if stack was affected by fear
  421. return true;
  422. }
  423. return false;
  424. }
  425. bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, const CStack * next)
  426. {
  427. //check for good morale
  428. auto nextStackMorale = next->moraleVal();
  429. if( !next->hadMorale
  430. && !next->defending
  431. && !next->waited()
  432. && !next->fear
  433. && next->alive()
  434. && next->canMove()
  435. && nextStackMorale > 0)
  436. {
  437. ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(next->unitSide())->id;
  438. if (gameHandler->randomizer->rollGoodMorale(ownerArmy, nextStackMorale))
  439. {
  440. BattleTriggerEffect bte;
  441. bte.battleID = battle.getBattle()->getBattleID();
  442. bte.stackID = next->unitId();
  443. bte.effect = vstd::to_underlying(BonusType::MORALE);
  444. bte.val = 1;
  445. bte.additionalInfo = 0;
  446. gameHandler->sendAndApply(bte); //play animation
  447. return true;
  448. }
  449. }
  450. return false;
  451. }
  452. void BattleFlowProcessor::onActionMade(const CBattleInfoCallback & battle, const BattleAction &ba)
  453. {
  454. const auto * actedStack = battle.battleGetStackByID(ba.stackNumber, false);
  455. const auto * activeStack = battle.battleActiveUnit();
  456. if (ba.actionType == EActionType::END_TACTIC_PHASE)
  457. {
  458. onTacticsEnded(battle);
  459. return;
  460. }
  461. //we're after action, all results applied
  462. // check whether action has ended the battle
  463. if(owner->checkBattleStateChanges(battle))
  464. return;
  465. // tactics - next stack will be selected by player
  466. if(battle.battleGetTacticDist() != 0)
  467. return;
  468. // creature will not skip the turn after casting a spell if spell uses canCastWithoutSkip
  469. if(ba.actionType == EActionType::MONSTER_SPELL)
  470. {
  471. assert(activeStack != nullptr);
  472. assert(actedStack != nullptr);
  473. // NOTE: in case of random spellcaster, (e.g. Master Genie) spell has been selected by server and was not present in action received from player
  474. if(actedStack->castSpellThisTurn && ba.spell.hasValue() && ba.spell.toSpell()->canCastWithoutSkip())
  475. {
  476. setActiveStack(battle, actedStack, BattleUnitTurnReason::UNIT_SPELLCAST);
  477. return;
  478. }
  479. }
  480. if (ba.isUnitAction())
  481. {
  482. assert(activeStack != nullptr);
  483. assert(actedStack != nullptr);
  484. if (rollGoodMorale(battle, actedStack))
  485. {
  486. // Good morale - same stack makes 2nd turn
  487. setActiveStack(battle, actedStack, BattleUnitTurnReason::MORALE);
  488. return;
  489. }
  490. }
  491. else
  492. {
  493. if (activeStack && activeStack->alive())
  494. {
  495. // this is action made by hero AND unit is alive (e.g. not killed by casted spell)
  496. // keep current active stack for next action
  497. setActiveStack(battle, activeStack, BattleUnitTurnReason::HERO_SPELLCAST);
  498. return;
  499. }
  500. }
  501. activateNextStack(battle);
  502. }
  503. void BattleFlowProcessor::makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next)
  504. {
  505. BattleAction doNothing;
  506. doNothing.actionType = EActionType::NO_ACTION;
  507. doNothing.side = next->unitSide();
  508. doNothing.stackNumber = next->unitId();
  509. makeAutomaticAction(battle, next, doNothing);
  510. }
  511. bool BattleFlowProcessor::makeAutomaticAction(const CBattleInfoCallback & battle, const CStack *stack, BattleAction &ba)
  512. {
  513. BattleSetActiveStack bsa;
  514. bsa.battleID = battle.getBattle()->getBattleID();
  515. bsa.stack = stack->unitId();
  516. bsa.reason = BattleUnitTurnReason::AUTOMATIC_ACTION;
  517. gameHandler->sendAndApply(bsa);
  518. bool ret = owner->makeAutomaticBattleAction(battle, ba);
  519. return ret;
  520. }
  521. void BattleFlowProcessor::stackEnchantedTrigger(const CBattleInfoCallback & battle, const CStack * st)
  522. {
  523. auto bl = *(st->getBonusesOfType(BonusType::ENCHANTED));
  524. for(auto b : bl)
  525. {
  526. if (!b->subtype.as<SpellID>().hasValue())
  527. continue;
  528. const CSpell * sp = b->subtype.as<SpellID>().toSpell();
  529. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  530. const int32_t level = ((val > 3) ? (val - 3) : val);
  531. spells::BattleCast battleCast(&battle, st, spells::Mode::PASSIVE, sp);
  532. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  533. battleCast.setEffectDuration(50);
  534. battleCast.setSpellLevel(level);
  535. spells::Target target;
  536. if(val > 3)
  537. {
  538. for(auto s : battle.battleGetAllStacks())
  539. if(battle.battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  540. target.emplace_back(s);
  541. }
  542. else
  543. {
  544. target.emplace_back(st);
  545. }
  546. battleCast.applyEffects(gameHandler->spellEnv, target, false, true);
  547. }
  548. }
  549. void BattleFlowProcessor::removeObstacle(const CBattleInfoCallback & battle, const CObstacleInstance & obstacle)
  550. {
  551. BattleObstaclesChanged obsRem;
  552. obsRem.battleID = battle.getBattle()->getBattleID();
  553. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  554. gameHandler->sendAndApply(obsRem);
  555. }
  556. void BattleFlowProcessor::stackTurnTrigger(const CBattleInfoCallback & battle, const CStack *st)
  557. {
  558. BattleTriggerEffect bte;
  559. bte.battleID = battle.getBattle()->getBattleID();
  560. bte.stackID = st->unitId();
  561. bte.effect = -1;
  562. bte.val = 0;
  563. bte.additionalInfo = 0;
  564. if (st->alive())
  565. {
  566. //unbind
  567. if (st->hasBonusOfType(BonusType::BIND_EFFECT))
  568. {
  569. bool unbind = true;
  570. BonusList bl = *(st->getBonusesOfType(BonusType::BIND_EFFECT));
  571. auto adjacent = battle.battleAdjacentUnits(st);
  572. for (auto b : bl)
  573. {
  574. if(b->additionalInfo != CAddInfo::NONE)
  575. {
  576. const CStack * stack = battle.battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  577. if(stack)
  578. {
  579. if(vstd::contains(adjacent, stack)) //binding stack is still present
  580. unbind = false;
  581. }
  582. }
  583. else
  584. {
  585. unbind = false;
  586. }
  587. }
  588. if (unbind)
  589. {
  590. BattleSetStackProperty ssp;
  591. ssp.battleID = battle.getBattle()->getBattleID();
  592. ssp.which = BattleSetStackProperty::UNBIND;
  593. ssp.stackID = st->unitId();
  594. gameHandler->sendAndApply(ssp);
  595. }
  596. }
  597. if (st->hasBonusOfType(BonusType::POISON))
  598. {
  599. std::shared_ptr<const Bonus> b = st->getFirstBonus(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(SpellID(SpellID::POISON))).And(Selector::type()(BonusType::STACK_HEALTH)));
  600. if (b) //TODO: what if not?...
  601. {
  602. bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
  603. if (bte.val < b->val) //(negative) poison effect increases - update it
  604. {
  605. bte.effect = vstd::to_underlying(BonusType::POISON);
  606. gameHandler->sendAndApply(bte);
  607. }
  608. }
  609. }
  610. if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
  611. {
  612. const CGHeroInstance * opponentHero = battle.battleGetFightingHero(battle.otherSide(st->unitSide()));
  613. if(opponentHero)
  614. {
  615. ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
  616. vstd::amin(manaDrained, opponentHero->mana);
  617. if(manaDrained)
  618. {
  619. bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
  620. bte.val = manaDrained;
  621. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  622. gameHandler->sendAndApply(bte);
  623. }
  624. }
  625. }
  626. if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
  627. {
  628. ObjectInstanceID opponentArmyID = battle.battleGetArmyObject(battle.otherSide(st->unitSide()))->id;
  629. bool fearsomeCreature = false;
  630. for (const CStack * stack : battle.battleGetAllStacks(true))
  631. {
  632. if (battle.battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
  633. {
  634. fearsomeCreature = true;
  635. break;
  636. }
  637. }
  638. if (fearsomeCreature)
  639. {
  640. if (gameHandler->randomizer->rollCombatAbility(opponentArmyID, 10)) //fixed 10%
  641. {
  642. bte.effect = vstd::to_underlying(BonusType::FEAR);
  643. gameHandler->sendAndApply(bte);
  644. }
  645. }
  646. }
  647. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
  648. bl.remove_if([](const Bonus * b)
  649. {
  650. return b->subtype.as<SpellID>() == SpellID::NONE;
  651. });
  652. BattleSide side = battle.playerToSide(st->unitOwner());
  653. if(st->canCast() && battle.battleGetEnchanterCounter(side) == 0)
  654. {
  655. bool cast = false;
  656. while(!bl.empty() && !cast)
  657. {
  658. auto bonus = *RandomGeneratorUtil::nextItem(bl, gameHandler->getRandomGenerator());
  659. auto spellID = bonus->subtype.as<SpellID>();
  660. const CSpell * spell = SpellID(spellID).toSpell();
  661. bl.remove_if([&bonus](const Bonus * b)
  662. {
  663. return b == bonus.get();
  664. });
  665. spells::BattleCast parameters(&battle, st, spells::Mode::ENCHANTER, spell);
  666. parameters.setSpellLevel(bonus->val);
  667. auto &levelInfo = spell->getLevelInfo(bonus->val);
  668. bool isDamageSpell = spell->isDamage() || spell->isOffensive();
  669. if (!isDamageSpell || levelInfo.smartTarget || !levelInfo.range.empty())
  670. {
  671. parameters.massive = true;
  672. parameters.smart = true;
  673. }
  674. //todo: recheck effect level
  675. if(parameters.castIfPossible(gameHandler->spellEnv, spells::Target(1, spells::Destination())))
  676. {
  677. cast = true;
  678. int cooldown = bonus->additionalInfo[0];
  679. BattleSetStackProperty ssp;
  680. ssp.battleID = battle.getBattle()->getBattleID();
  681. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  682. ssp.absolute = false;
  683. ssp.val = cooldown;
  684. ssp.stackID = st->unitId();
  685. gameHandler->sendAndApply(ssp);
  686. }
  687. }
  688. }
  689. }
  690. }
  691. void BattleFlowProcessor::setActiveStack(const CBattleInfoCallback & battle, const battle::Unit * stack, BattleUnitTurnReason reason)
  692. {
  693. assert(stack);
  694. BattleSetActiveStack sas;
  695. sas.battleID = battle.getBattle()->getBattleID();
  696. sas.stack = stack->unitId();
  697. sas.reason = reason;
  698. gameHandler->sendAndApply(sas);
  699. }