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| #include "StdInc.h"#include "BattleState.h"#include <numeric>#include <boost/random/linear_congruential.hpp>#include "VCMI_Lib.h"#include "CObjectHandler.h"#include "CHeroHandler.h"#include "CCreatureHandler.h"#include "CSpellHandler.h"#include "CTownHandler.h"#include "NetPacks.h"#include "../lib/JsonNode.h"/* * BattleState.h, 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 * */extern boost::rand48 ran;const CStack * BattleInfo::getNextStack() const{	std::vector<const CStack *> hlp;	getStackQueue(hlp, 1, -1);	if(hlp.size())		return hlp[0];	else		return NULL;}static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn){	const CStack *ret = NULL;	unsigned i, //fastest stack		j; //fastest stack of the other side	for(i = 0; i < st.size(); i++)		if(st[i])			break;	//no stacks left	if(i == st.size())		return NULL;	const CStack *fastest = st[i], *other = NULL;	int bestSpeed = fastest->Speed(turn);	if(fastest->attackerOwned != curside)	{		ret = fastest;	}	else	{		for(j = i + 1; j < st.size(); j++)		{			if(!st[j]) continue;			if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)				break;		}		if(j >= st.size())		{			ret = fastest;		}		else		{			other = st[j];			if(other->Speed(turn) != bestSpeed)				ret = fastest;			else				ret = other;		}	}	assert(ret);	if(ret == fastest)		st[i] = NULL;	else		st[j] = NULL;	curside = ret->attackerOwned;	return ret;}CStack * BattleInfo::getStack(int stackID, bool onlyAlive){	for(ui32 g=0; g<stacks.size(); ++g)	{		if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))			return stacks[g];	}	return NULL;}const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const{	return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);}CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive){	for(ui32 g=0; g<stacks.size(); ++g)	{		if(stacks[g]->position == tileID 			|| (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)			|| (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))		{			if(!onlyAlive || stacks[g]->alive())			{				return stacks[g];			}		}	}	return NULL;}const CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive) const{	return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);}void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack * stackToOmmit) const{	memset(accessibility, 1, GameConstants::BFIELD_SIZE); //initialize array with trues	//removing accessibility for side columns of hexes	for(int v = 0; v < GameConstants::BFIELD_SIZE; ++v)	{		if( v % GameConstants::BFIELD_WIDTH == 0 || v % GameConstants::BFIELD_WIDTH == (GameConstants::BFIELD_WIDTH - 1) )			accessibility[v] = false;	}	for(ui32 g=0; g<stacks.size(); ++g)	{		if(!stacks[g]->alive() || (stackToOmmit && stacks[g]->ID==stackToOmmit->ID) || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)			continue;		accessibility[stacks[g]->position] = false;		if(stacks[g]->doubleWide()) //if it's a double hex creature		{			if(stacks[g]->attackerOwned)				accessibility[stacks[g]->position-1] = false;			else				accessibility[stacks[g]->position+1] = false;		}	}	//obstacles	for(ui32 b=0; b<obstacles.size(); ++b)	{		std::vector<BattleHex> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);		for(ui32 c=0; c<blocked.size(); ++c)		{			if(blocked[c] >=0 && blocked[c] < GameConstants::BFIELD_SIZE)				accessibility[blocked[c]] = false;		}	}	//walls	if(siege > 0)	{		static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};		for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)		{			accessibility[permanentlyLocked[b]] = false;		}		static const std::pair<int, BattleHex> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed			{std::make_pair(2, BattleHex(182)), std::make_pair(3, BattleHex(130)),			std::make_pair(4, BattleHex(62)), std::make_pair(5, BattleHex(29))};		for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)		{			if(si.wallState[lockedIfNotDestroyed[b].first] < 3)			{				accessibility[lockedIfNotDestroyed[b].second] = false;			}		}		//gate		if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed		{			accessibility[95] = accessibility[96] = false; //block gate's hexes		}	}	//occupyability	if(addOccupiable && twoHex)	{		std::set<BattleHex> rem; //tiles to unlock		for(int h=0; h<GameConstants::BFIELD_HEIGHT; ++h)		{			for(int w=1; w<GameConstants::BFIELD_WIDTH-1; ++w)			{				BattleHex hex(w, h);				if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)					&& (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )					)					rem.insert(hex);			}		}		occupyable = rem;		/*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)		{			accessibility[*it] = true;		}*/	}}bool BattleInfo::isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos){	if(flying && !lastPos)		return true;	if(twoHex)	{		//if given hex is accessible and appropriate adjacent one is free too		return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];	}	else	{		return accessibility[hex];	}}void BattleInfo::makeBFS(BattleHex start, bool *accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays{	//inits	for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)		predecessor[b] = -1;	for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)		dists[g] = 100000000;			std::queue< std::pair<BattleHex, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)	hexq.push(std::make_pair(start, true));	dists[hexq.front().first] = 0;	int curNext = -1; //for bfs loop only (helper var)	while(!hexq.empty()) //bfs loop	{		std::pair<BattleHex, bool> curHex = hexq.front();		std::vector<BattleHex> neighbours = curHex.first.neighbouringTiles();		hexq.pop();		for(ui32 nr=0; nr<neighbours.size(); nr++)		{			curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])			bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);			if( dists[curHex.first]+1 >= dists[curNext] )				continue;			if(accessible && curHex.second)			{				hexq.push(std::make_pair(curNext, true));				dists[curNext] = dists[curHex.first] + 1;			}			else if(fillPredecessors && !(accessible && !curHex.second))			{				hexq.push(std::make_pair(curNext, false));				dists[curNext] = dists[curHex.first] + 1;			}			predecessor[curNext] = curHex.first;		}	}};std::vector<BattleHex> BattleInfo::getAccessibility( const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable ) const{	std::vector<BattleHex> ret;	bool ac[GameConstants::BFIELD_SIZE];	if(stack->position < 0) //turrets		return std::vector<BattleHex>();	std::set<BattleHex> occupyable;	getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, addOccupiable, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);	BattleHex pr[GameConstants::BFIELD_SIZE];	int dist[GameConstants::BFIELD_SIZE];	makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);	if(stack->doubleWide())	{		if(!addOccupiable)		{			std::vector<BattleHex> rem;			for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)			{				//don't take into account most left and most right columns of hexes				if( b % GameConstants::BFIELD_WIDTH == 0 || b % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1 )					continue;				if( ac[b] && !(stack->attackerOwned ? ac[b-1] : ac[b+1]) )				{					rem.push_back(b);				}			}			for(ui32 g=0; g<rem.size(); ++g)			{				ac[rem[g]] = false;			}			//removing accessibility for side hexes			for(int v=0; v<GameConstants::BFIELD_SIZE; ++v)				if(stack->attackerOwned ? (v%GameConstants::BFIELD_WIDTH)==1 : (v%GameConstants::BFIELD_WIDTH)==(GameConstants::BFIELD_WIDTH - 2))					ac[v] = false;		}	}		for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)	{		bool rangeFits;		if (tacticDistance)			rangeFits = isInTacticRange(i);		else			rangeFits = dist[i] <= stack->Speed(0, true); //we can reach the stack		if(	( !addOccupiable && rangeFits && ac[i] ) 			|| ( addOccupiable && rangeFits && isAccessible(i, ac, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), true) )//we can reach it			|| (vstd::contains(occupyable, i) && (!tacticDistance && dist[ i + (stack->attackerOwned ? 1 : -1 ) ] <= stack->Speed(0, true) ) && ac[i + (stack->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex			)		{			ret.push_back(i);		}	}	if(attackable)	{		struct HLP		{			static bool meleeAttackable(BattleHex hex, const std::vector<BattleHex> & baseRng)			{				BOOST_FOREACH(BattleHex h, baseRng)				{					if(BattleHex::mutualPosition(h, hex) > 0)						return true;				}				return false;			}		};		BOOST_FOREACH(const CStack * otherSt, stacks)		{			if(otherSt->owner == stack->owner || !otherSt->isValidTarget(false))				continue;			std::vector<BattleHex> occupiedBySecond;			occupiedBySecond.push_back(otherSt->position);			if(otherSt->doubleWide())				occupiedBySecond.push_back(otherSt->occupiedHex());			if(battleCanShoot(stack, otherSt->position))			{				attackable->insert(attackable->end(), occupiedBySecond.begin(), occupiedBySecond.end());				continue;			}						BOOST_FOREACH(BattleHex he, occupiedBySecond)			{				if(HLP::meleeAttackable(he, ret))					attackable->push_back(he);			}						}	}	return ret;}int BattleInfo::getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos) const{	int pos;	if (initialPos > -1)		pos = initialPos;	else	{		if (attackerOwned)			pos = 0; //top left		else			pos = GameConstants::BFIELD_WIDTH; //top right	}	bool ac[GameConstants::BFIELD_SIZE];	std::set<BattleHex> occupyable;	bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();	bool flying = VLC->creh->creatures[creID]->isFlying();// vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);	getAccessibilityMap(ac, twoHex, attackerOwned, true, occupyable, flying);	for (int g = pos; (-1 < g) && (g < GameConstants::BFIELD_SIZE); )	{		if ((g % GameConstants::BFIELD_WIDTH != 0) && (g % GameConstants::BFIELD_WIDTH != GameConstants::BFIELD_WIDTH-1) && BattleInfo::isAccessible (g, ac, twoHex, attackerOwned, flying, true))		{			pos = g;			break;		}		if (attackerOwned)			++g; //probably some more sophisticated range-based iteration is needed		else			--g;	}	return pos;}bool BattleInfo::isStackBlocked(const CStack * stack) const{	if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked		return false;	BOOST_FOREACH(CStack * s, getAdjacentCreatures(stack))	{		if (s->owner != stack->owner) //blocked by enemy stack			return true;	}	return false;}std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned){	BattleHex predecessor[GameConstants::BFIELD_SIZE]; //for getting the Path	int dist[GameConstants::BFIELD_SIZE]; //calculated distances	makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);		if(predecessor[dest] == -1) //cannot reach destination	{		return std::make_pair(std::vector<BattleHex>(), 0);	}	//making the Path	std::vector<BattleHex> path;	BattleHex curElem = dest;	while(curElem != start)	{		path.push_back(curElem);		curElem = predecessor[curElem];	}	return std::make_pair(path, dist[dest]);}TDmgRange BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,	bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg ) const{	double additiveBonus = 1.0, multBonus = 1.0,		minDmg = attacker->getMinDamage() * attackerCount, 		maxDmg = attacker->getMaxDamage() * attackerCount;	if(attacker->getCreature()->idNumber == 149) //arrow turret	{		switch(attacker->position)		{		case -2: //keep			minDmg = 15;			maxDmg = 15;			break;		case -3: case -4: //turrets			minDmg = 7.5;			maxDmg = 7.5;			break;		}	}	if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->getCreature()->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)	{ //minDmg and maxDmg are multiplied by hero attack + 1		minDmg *= attackerHero->getPrimSkillLevel(0) + 1; 		maxDmg *= attackerHero->getPrimSkillLevel(0) + 1; 	}	int attackDefenceDifference = 0;	if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))	{		double multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0;		attackDefenceDifference = attacker->Attack() * multAttackReduction;	}	else	{		attackDefenceDifference = attacker->Attack();	}	if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))	{		double multDefenceReduction = (100 - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0;		attackDefenceDifference -= defender->Defense() * multDefenceReduction;	}	else	{		attackDefenceDifference -= defender->Defense();	}	//calculating total attack/defense skills modifier	if(shooting) //precision handling (etc.)		attackDefenceDifference += attacker->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))->totalValue();	else //bloodlust handling (etc.)		attackDefenceDifference += attacker->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))->totalValue();	if(attacker->getEffect(55)) //slayer handling	{		std::vector<int> affectedIds;		int spLevel = attacker->getEffect(55)->val;		for(int g = 0; g < VLC->creh->creatures.size(); ++g)		{			BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->getBonusList())			{				if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert					(b->type == Bonus::KING2 && spLevel >= 2) || //adv +					(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +				{					affectedIds.push_back(g);					break;				}			}		}		for(ui32 g=0; g<affectedIds.size(); ++g)		{			if(defender->getCreature()->idNumber == affectedIds[g])			{				attackDefenceDifference += VLC->spellh->spells[55]->powers[attacker->getEffect(55)->val];				break;			}		}	}	//bonus from attack/defense skills	if(attackDefenceDifference < 0) //decreasing dmg	{		double dec = 0.025 * (-attackDefenceDifference);		if(dec > 0.7)		{			multBonus *= 0.3; //1.0 - 0.7		}		else		{			multBonus *= 1.0 - dec;		}	}	else //increasing dmg	{		double inc = 0.05 * attackDefenceDifference;		if(inc > 4.0)		{			additiveBonus += 4.0;		}		else		{			additiveBonus += inc;		}	}	//applying jousting bonus	if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )		additiveBonus += charge * 0.05;	//handling secondary abilities and artifacts giving premies to them	if(attackerHero)	{		if(shooting)		{			additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARCHERY) / 100.0;		}		else		{			additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::OFFENCE) / 100.0;		}	}	if(defendingHero)	{		multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARMORER))) / 100.0;	}	//handling hate effect	additiveBonus += attacker->valOfBonuses(Bonus::HATE, defender->getCreature()->idNumber) / 100.;	//luck bonus	if (lucky)	{		additiveBonus += 1.0;	}	//ballista double dmg	if(ballistaDoubleDmg)	{		additiveBonus += 1.0;	}	if (deathBlow) //Dread Knight and many WoGified creatures	{		additiveBonus += 1.0;	}	//handling spell effects	if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield	{		multBonus *= defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0) / 100.0;	}	else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield	{		multBonus *= defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1) / 100.0;	}	TBonusListPtr curseEffects = attacker->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE)); //attacker->getEffect(42);	TBonusListPtr blessEffects = attacker->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE)); //attacker->getEffect(43);	int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();	double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo))->additionalInfo : 0;	if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)	{		multBonus *= 1.0 - curseMultiplicativePenalty/100;	}	class HLP	{	public:		static bool hasAdvancedAirShield(const CStack * stack)		{			BOOST_FOREACH(const Bonus *it, stack->getBonusList())			{				if (it->source == Bonus::SPELL_EFFECT && it->sid == 28 && it->val >= 2)				{					return true;				}			}			return false;		}	};	//wall / distance penalty + advanced air shield	bool distPenalty = !NBonus::hasOfType(attackerHero, Bonus::NO_DISTANCE_PENALTY) &&		hasDistancePenalty(attacker, defender->position);	bool obstaclePenalty = hasWallPenalty(attacker, defender->position);	if (shooting)	{		if (distPenalty || HLP::hasAdvancedAirShield(defender))		{			multBonus *= 0.5;		}		if (obstaclePenalty)		{			multBonus *= 0.5; //cumulative		}	}	if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))	{		multBonus *= 0.5;	}	minDmg *= additiveBonus * multBonus;	maxDmg *= additiveBonus * multBonus;	TDmgRange returnedVal;	if(curseEffects->size()) //curse handling (rest)	{		minDmg += curseBlessAdditiveModifier;		returnedVal = std::make_pair(int(minDmg), int(minDmg));	}	else if(blessEffects->size()) //bless handling	{		maxDmg += curseBlessAdditiveModifier;		returnedVal =  std::make_pair(int(maxDmg), int(maxDmg));	}	else	{		returnedVal =  std::make_pair(int(minDmg), int(maxDmg));	}	//damage cannot be less than 1	vstd::amax(returnedVal.first, 1);	vstd::amax(returnedVal.second, 1);	return returnedVal;}TDmgRange BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,	bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const{	return calculateDmgRange(attacker, defender, attacker->count, defender->count, attackerHero, defendingHero, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);}ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,	bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg ){	TDmgRange range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);	if(range.first != range.second)	{		int valuesToAverage[10];		int howManyToAv = std::min<ui32>(10, attacker->count);		for (int g=0; g<howManyToAv; ++g)		{			valuesToAverage[g] = range.first  +  rand() % (range.second - range.first + 1);		}		return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;	}	else		return range.first;}void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const{	for(ui32 i=0; i<stacks.size();i++)//setting casualties	{		const CStack * const st = stacks[i];		si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);		vstd::amax(killed, 0);		if(killed)			casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;	}}std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile ){	std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);	std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/	bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack	if(s->id == Spells::DEATH_RIPPLE || s->id == Spells::DESTROY_UNDEAD || s->id == Spells::ARMAGEDDON)	{		for(int it=0; it<stacks.size(); ++it)		{			if((s->id == Spells::DEATH_RIPPLE && !stacks[it]->getCreature()->isUndead()) //death ripple				|| (s->id == Spells::DESTROY_UNDEAD && stacks[it]->getCreature()->isUndead()) //destroy undead				|| (s->id == Spells::ARMAGEDDON) //Armageddon				)			{				if(stacks[it]->isValidTarget())					attackedCres.insert(stacks[it]);			}		}	}	else if (s->range[skillLevel].size() > 1) //custom many-hex range	{		for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)		{			CStack * st = getStackT(*it, onlyAlive);			if(st)			{				if (s->id == 76) //Death Cloud //TODO: fireball and fire immunity				{					if (st->isLiving() || st->coversPos(destinationTile)) //directly hit or alive					{						attackedCres.insert(st);					}				}				else					attackedCres.insert(st);			}		}	}	else if(s->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)	{		if(skillLevel < 3)  /*not expert */		{			CStack * st = getStackT(destinationTile, onlyAlive);			if(st)				attackedCres.insert(st);		}		else		{			for(int it=0; it<stacks.size(); ++it)			{				/*if it's non negative spell and our unit or non positive spell and hostile unit */				if((!s->isNegative() && stacks[it]->owner == attackerOwner)					||(!s->isPositive() && stacks[it]->owner != attackerOwner )					)				{					if(stacks[it]->isValidTarget(!onlyAlive))						attackedCres.insert(stacks[it]);				}			}		} //if(caster->getSpellSchoolLevel(s) < 3)	}	else if(s->getTargetType() == CSpell::CREATURE)	{		CStack * st = getStackT(destinationTile, onlyAlive);		if(st)			attackedCres.insert(st);	}	else //custom range from attackedHexes	{		for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)		{			CStack * st = getStackT(*it, onlyAlive);			if(st)				attackedCres.insert(st);		}	}	return attackedCres;}void BattleInfo::getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos){	const int WN = GameConstants::BFIELD_WIDTH;	ui16 hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position	if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))	{		std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);		BOOST_FOREACH (BattleHex tile, hexes)		{			at.hostileCreaturePositions.insert(tile);		}	}	if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))	{		std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);		BOOST_FOREACH (BattleHex tile, hexes)		{			if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1) //adjacent both to attacker's head and attacked tile				|| tile == destinationTile) //or simply attacked directly			{				CStack * st = getStackT(tile, true);				if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?				{					at.hostileCreaturePositions.insert(tile);				}			}		}	}	if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))	{		std::vector<BattleHex> hexes; //only one, in fact		int pseudoVector = destinationTile.hex - hex;		switch (pseudoVector)		{			case 1:			case -1:				BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);				break;			case WN: //17			case WN + 1: //18			case -WN: //-17			case -WN + 1: //-16				BattleHex::checkAndPush(destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : -1 ), hexes);				break;			case WN-1: //16			case -WN-1: //-18				BattleHex::checkAndPush(destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : 0), hexes);				break;		}		BOOST_FOREACH (BattleHex tile, hexes)		{			CStack * st = getStackT(tile, true);			if(st) //friendly stacks can also be damaged by Dragon Breath			{				at.friendlyCreaturePositions.insert(tile);			}		}	}}std::set<CStack*> BattleInfo::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos){ //TODO: caching?	AttackableTiles at;	getPotentiallyAttackableHexes(at, attacker, destinationTile, attackerPos);	std::set<CStack*> attackedCres;	BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions) //all around & three-headed attack	{		CStack * st = getStackT(tile, true);		if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?		{			attackedCres.insert(st);		}	}	BOOST_FOREACH (BattleHex tile, at.friendlyCreaturePositions)	{		CStack * st = getStackT(tile, true);		if(st) //friendly stacks can also be damaged by Dragon Breath		{			attackedCres.insert(st);		}	}	return attackedCres;}std::set<BattleHex> BattleInfo::getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos){	AttackableTiles at;	getPotentiallyAttackableHexes(at, attacker, destinationTile, attackerPos);	std::set<BattleHex> attackedHexes;	BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions)	{		CStack * st = getStackT(tile, true);		if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?		{			attackedHexes.insert(tile);		}	}	BOOST_FOREACH (BattleHex tile, at.friendlyCreaturePositions)	{		CStack * st = getStackT(tile, true);		if(st) //friendly stacks can also be damaged by Dragon Breath		{			attackedHexes.insert(tile);		}	}	return attackedHexes;}std::set<CStack*> BattleInfo::getAdjacentCreatures (const CStack * stack) const{	std::set<CStack*> stacks;	CStack * localStack;	BOOST_FOREACH (BattleHex hex, stack->getSurroundingHexes())	{		localStack = const_cast<CStack*>(getStackT(hex, true)); //only alive?		if (localStack)			stacks.insert(localStack);	}	return stacks;}int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower){	if(!caster)	{		if (!usedSpellPower)			return 3; //default duration of all creature spells		else			return usedSpellPower; //use creature spell power	}	switch(spell->id)	{	case Spells::FRENZY:		return 1;	default: //other spells		return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);	}}CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, int slot, BattleHex position) const{	int stackID = getIdForNewStack();	int owner = attackerOwned ? sides[0] : sides[1];	assert((owner >= GameConstants::PLAYER_LIMIT)  ||		   (base.armyObj && base.armyObj->tempOwner == owner));	CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);	ret->position = position;	return ret;}CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, int slot, BattleHex position) const{	int stackID = getIdForNewStack();	int owner = attackerOwned ? sides[0] : sides[1];	CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);	ret->position = position;	return ret;}ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const{	ui32 ret = caster->getSpellCost(sp);	//checking for friendly stacks reducing cost of the spell and	//enemy stacks increasing it	si32 manaReduction = 0;	si32 manaIncrease = 0;	for(int g=0; g<stacks.size(); ++g)	{		if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )		{			vstd::amax(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));		}		if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )		{			vstd::amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));		}	}	return ret - manaReduction + manaIncrease;}int BattleInfo::hexToWallPart(BattleHex hex) const{	if(siege == 0) //there is no battle!		return -1;	static const std::pair<int, int> attackable[] = //potentially attackable parts of wall	{std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),	std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7),	std::make_pair(45, -2), std::make_pair(78, -2), std::make_pair(112, -2), std::make_pair(147, -2)}; // -2 - indestructible walls	for(int g = 0; g < ARRAY_COUNT(attackable); ++g)	{		if(attackable[g].first == hex)			return attackable[g].second;	}	return -1; //not found!}int BattleInfo::lineToWallHex( int line ) const{	static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};	return lineToHex[line];}std::pair<const CStack *, BattleHex> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const{		bool ac[GameConstants::BFIELD_SIZE];	std::set<BattleHex> occupyable;	getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest);	BattleHex predecessor[GameConstants::BFIELD_SIZE];	int dist[GameConstants::BFIELD_SIZE];	makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);	std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>	for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)	{		const CStack * atG = getStackT(g);		if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one			continue;		if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)		{			if(predecessor[g] == -1) //TODO: is it really the best solution?				continue;			stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );		}	}	if(stackPairs.size() > 0)	{		std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;		minimalPairs.push_back(stackPairs[0]);		for(int b=1; b<stackPairs.size(); ++b)		{			if(stackPairs[b].first.first < minimalPairs[0].first.first)			{				minimalPairs.clear();				minimalPairs.push_back(stackPairs[b]);			}			else if(stackPairs[b].first.first == minimalPairs[0].first.first)			{				minimalPairs.push_back(stackPairs[b]);			}		}		std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];		return std::make_pair(minPair.second, predecessor[minPair.first.second]);	}	return std::make_pair<const CStack * , BattleHex>(NULL, BattleHex::INVALID);}ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const{	ui32 ret = baseDamage;	//applying sorcery secondary skill	if(caster)	{		ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::SORCERY)) / 100.0;		ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0;		if(sp->air)			ret *= (100.0 + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0;		else if(sp->fire) //only one type of bonus for Magic Arrow			ret *= (100.0 + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0;		else if(sp->water)			ret *= (100.0 + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0;		else if(sp->earth)			ret *= (100.0 + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0;		if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer			ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;	}	return ret;}ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const{	ui32 ret = 0; //value to return	//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,	//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt	//check if spell really does damage - if not, return 0	if(VLC->spellh->damageSpells.find(sp->id) == VLC->spellh->damageSpells.end())		return 0;	ret = usedSpellPower * sp->power;	ret += sp->powers[spellSchoolLevel];	//affected creature-specific part	if(affectedCreature)	{		//applying protections - when spell has more then one elements, only one protection should be applied (I think)		if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air		{			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);			ret /= 100;		}		else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire		{			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);			ret /= 100;		}		else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water		{			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);			ret /= 100;		}		else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth		{			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);			ret /= 100;		}		//general spell dmg reduction		if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air		{			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);			ret /= 100;		}		//dmg increasing		if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )		{			ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);			ret /= 100;		}	}	ret = calculateSpellBonus(ret, sp, caster, affectedCreature);	return ret;}ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const{	bool resurrect = resurrects(spell->id);	int healedHealth = caster->getPrimSkillLevel(2) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];	healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));}ui32 BattleInfo::calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const{	bool resurrect = resurrects(spell->id);	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));}ui32 BattleInfo::calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const{	bool resurrect = resurrects(spell->id);	int healedHealth = usedSpellPower * spell->power + spell->powers[spellSchoolLevel];	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));}bool BattleInfo::resurrects(TSpell spellid) const{	return vstd::contains(VLC->spellh->risingSpells, spellid);}void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const{	//we'll split creatures with remaining movement to 4 parts	std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres	int toMove = 0; //how many stacks still has move	const CStack *active = getStack(activeStack);	//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what	if(!turn && active && active->willMove() && !vstd::contains(active->state, EBattleStackState::WAITING))	{		out.push_back(active);		if(out.size() == howMany)			return;	}	for(ui32 i=0; i<stacks.size(); ++i)	{		const CStack * const s = stacks[i];		if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move		   || (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds		   || (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue		{			continue;		}		int p = -1; //in which phase this tack will move?		if(turn <= 0 && vstd::contains(s->state, EBattleStackState::WAITING)) //consider waiting state only for ongoing round		{			if(vstd::contains(s->state, EBattleStackState::HAD_MORALE))				p = 2;			else				p = 3;		}		else if(s->getCreature()->idNumber == 145  ||  s->getCreature()->idNumber == 149) //catapult and turrets are first		{			p = 0;		}		else		{			p = 1;		}		phase[p].push_back(s);		toMove++;	}	for(int i = 0; i < 4; i++)		std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));	for(size_t i = 0; i < phase[0].size() && i < howMany; i++)		out.push_back(phase[0][i]);	if(out.size() == howMany)		return;	if(lastMoved == -1)	{		if(active)		{			if(out.size() && out.front() == active)				lastMoved = active->attackerOwned;			else				lastMoved = active->attackerOwned;		}		else		{			lastMoved = 0;		}	}	int pi = 1;	while(out.size() < howMany)	{		const CStack *hlp = takeStack(phase[pi], lastMoved, turn);		if(!hlp)		{			pi++;			if(pi > 3)			{				//if(turn != 2)				getStackQueue(out, howMany, turn + 1, lastMoved);				return;			}		}		else		{			out.push_back(hlp);		}	}}si8 BattleInfo::hasDistancePenalty( const CStack * stack, BattleHex destHex ) const{	struct HLP	{		static bool lowerAnalyze(const CStack * stack, BattleHex hex)		{			int distance = BattleHex::getDistance(hex, stack->position);			//I hope it's approximately correct			return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);		}	};	const CStack * dstStack = getStackT(destHex, false);	if (dstStack->doubleWide())		return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());	else		return HLP::lowerAnalyze(stack, destHex);}si8 BattleInfo::sameSideOfWall(int pos1, int pos2) const{	int wallInStackLine = lineToWallHex(pos1/GameConstants::BFIELD_WIDTH);	int wallInDestLine = lineToWallHex(pos2/GameConstants::BFIELD_WIDTH);	bool stackLeft = pos1 < wallInStackLine;	bool destLeft = pos2 < wallInDestLine;	return stackLeft != destLeft;}si8 BattleInfo::hasWallPenalty( const CStack* stack, BattleHex destHex ) const{	if (!siege || stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))	{		return false;	}	int wallInStackLine = lineToWallHex(stack->position/GameConstants::BFIELD_WIDTH);	int wallInDestLine = lineToWallHex(destHex/GameConstants::BFIELD_WIDTH);	bool stackLeft = stack->position < wallInStackLine;	bool destRight = destHex > wallInDestLine;	if (stackLeft && destRight) //shooting from outside to inside	{		int row = (stack->position + destHex) / (2 * GameConstants::BFIELD_WIDTH);		if (stack->position > destHex && ((destHex % GameConstants::BFIELD_WIDTH - stack->position % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high			row -= 2;		int wallPos = lineToWallHex(row);		if (hexToWallPart(wallPos) != -1) //wall still exists or is indestructible			return true;	}	return false;}si8 BattleInfo::canTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const{	bool ac[GameConstants::BFIELD_SIZE];	std::set<BattleHex> occupyable;	getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, false, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);	if (siege && telportLevel < 2) //check for wall	{		return ac[destHex] && sameSideOfWall(stack->position, destHex);	}	else	{		return ac[destHex];	}}bool BattleInfo::battleCanShoot(const CStack * stack, BattleHex dest) const{	const CStack *dst = getStackT(dest);	if(!stack || !dst) return false;	const CGHeroInstance * stackHero = battleGetOwner(stack);	if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness		return false;	if(stack->getCreature()->idNumber == 145 && dst) //catapult cannot attack creatures		return false;	if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter		&& stack->owner != dst->owner		&& dst->alive()		&& (!isStackBlocked(stack)  ||  NBonus::hasOfType(stackHero, Bonus::FREE_SHOOTING))		&& stack->shots		)		return true;	return false;}bool BattleInfo::battleCanFlee(int player) const{	if (player == sides[0])	{		if (!heroes[0])			return false;//current player have no hero	}	else	{		if (!heroes[1])			return false;	}	if( ( heroes[0] && heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) ) //eg. one of heroes is wearing shakles of war		|| ( heroes[1] && heroes[1]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE)))		return false;	if (player == sides[1] && siege //defender in siege		&& !(town->subID == 6 && vstd::contains(town->builtBuildings, 17)))//without escape tunnel		return false;	return true;}const CStack * BattleInfo::battleGetStack(BattleHex pos, bool onlyAlive){	CStack * stack = NULL;	for(ui32 g=0; g<stacks.size(); ++g)	{		if(stacks[g]->position == pos 			|| (stacks[g]->doubleWide() 			&&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos) 			||	(!stacks[g]->attackerOwned && stacks[g]->position+1 == pos)	)			) )		{			if (stacks[g]->alive())				return stacks[g]; //we prefer living stacks - there cna be only one stack on te tile, so return it imediately			else if (!onlyAlive)				stack = stacks[g]; //dead stacks are only accessible when there's no alive stack on this tile		}	}	return stack;}const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const{	return heroes[!stack->attackerOwned];}si8 BattleInfo::battleMinSpellLevel() const{	si8 levelLimit = 0;	if(const CGHeroInstance *h1 =  heroes[0])	{		vstd::amax(levelLimit, h1->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));	}	if(const CGHeroInstance *h2 = heroes[1])	{		vstd::amax(levelLimit, h2->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));	}	return levelLimit;}void BattleInfo::localInit(){	belligerents[0]->battle = belligerents[1]->battle = this;		BOOST_FOREACH(CArmedInstance *b, belligerents)		b->attachTo(this);	BOOST_FOREACH(CStack *s, stacks)		localInitStack(s);	exportBonuses();}void BattleInfo::localInitStack(CStack * s){	s->exportBonuses();	if(s->base) //stack originating from "real" stack in garrison -> attach to it	{		s->attachTo(const_cast<CStackInstance*>(s->base));	}	else //attach directly to obj to which stack belongs and creature type	{		CArmedInstance *army = belligerents[!s->attackerOwned];		s->attachTo(army);		assert(s->type);		s->attachTo(const_cast<CCreature*>(s->type));	}	s->postInit();}namespace CGH{	using namespace std;	static void readBattlePositions(const JsonNode &node, vector< vector<int> > & dest)	{		BOOST_FOREACH(const JsonNode &level, node.Vector())		{			std::vector<int> pom;			BOOST_FOREACH(const JsonNode &value, level.Vector())			{				pom.push_back(value.Float());			}			dest.push_back(pom);		}	}}BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town ){	CMP_stack cmpst;	BattleInfo *curB = new BattleInfo;	curB->sides[0] = armies[0]->tempOwner;	curB->sides[1] = armies[1]->tempOwner;	if(curB->sides[1] == 254) 		curB->sides[1] = 255;	std::vector<CStack*> & stacks = (curB->stacks);	curB->tile = tile;	curB->battlefieldType = terType;	curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);	curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);	curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);	curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);	curB->round = -2;	curB->activeStack = -1;	curB->enchanterCounter[0] = curB->enchanterCounter[1] = 0; //ready to cast	if(town)	{		curB->town = town;		curB->siege = town->fortLevel();	}	else	{		curB->town = NULL;		curB->siege = 0;	}	//reading battleStartpos	std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;	const JsonNode config(GameConstants::DATA_DIR + "/config/battleStartpos.json");	const JsonVector &positions = config["battle_positions"].Vector();	CGH::readBattlePositions(positions[0]["levels"], attackerLoose);	CGH::readBattlePositions(positions[1]["levels"], defenderLoose);	CGH::readBattlePositions(positions[2]["levels"], attackerTight);	CGH::readBattlePositions(positions[3]["levels"], defenderTight);	CGH::readBattlePositions(positions[4]["levels"], attackerCreBank);	CGH::readBattlePositions(positions[5]["levels"], defenderCreBank);	//battleStartpos read	int k = 0; //stack serial 	for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)	{		int pos;		if(creatureBank)			pos = attackerCreBank[armies[0]->stacksCount()-1][k];		else if(armies[0]->formation)			pos = attackerTight[armies[0]->stacksCount()-1][k];		else			pos = attackerLoose[armies[0]->stacksCount()-1][k];		CStack * stack = curB->generateNewStack(*i->second, true, i->first, pos);		stacks.push_back(stack);	}	k = 0;	for(TSlots::const_iterator i = armies[1]->Slots().begin(); i!=armies[1]->Slots().end(); i++, k++)	{		int pos;		if(creatureBank)			pos = defenderCreBank[armies[1]->stacksCount()-1][k];		else if(armies[1]->formation)			pos = defenderTight[armies[1]->stacksCount()-1][k];		else			pos = defenderLoose[armies[1]->stacksCount()-1][k];		CStack * stack = curB->generateNewStack(*i->second, false, i->first, pos);		stacks.push_back(stack);	}	for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures	{		//we should do that for creature bank too		if(stacks[g]->doubleWide() && stacks[g]->attackerOwned)		{			stacks[g]->position += BattleHex::RIGHT;		}		else if(stacks[g]->doubleWide() && !stacks[g]->attackerOwned)		{			if (stacks[g]->position.getX() > 1)				stacks[g]->position += BattleHex::LEFT;		}	}	//adding war machines	if(!creatureBank)	{		if(heroes[0])		{			if(heroes[0]->getArt(13)) //ballista			{				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), true, 255, 52);				stacks.push_back(stack);			}			if(heroes[0]->getArt(14)) //ammo cart			{				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), true, 255, 18);				stacks.push_back(stack);			}			if(heroes[0]->getArt(15)) //first aid tent			{				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), true, 255, 154);				stacks.push_back(stack);			}		}		if(heroes[1])		{			//defending hero shouldn't receive ballista (bug #551)			if(heroes[1]->getArt(13) && !town) //ballista			{				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1),  false, 255, 66);				stacks.push_back(stack);			}			if(heroes[1]->getArt(14)) //ammo cart			{				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), false, 255, 32);				stacks.push_back(stack);			}			if(heroes[1]->getArt(15)) //first aid tent			{				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), false, 255, 168);				stacks.push_back(stack);			}		}		if(town && heroes[0] && town->hasFort()) //catapult		{			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), true, 255, 120);			stacks.push_back(stack);		}	}	//war machines added	if (curB->siege == 2 || curB->siege == 3)	{		// keep tower		CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -2);		stacks.push_back(stack);		if (curB->siege == 3)		{			// lower tower + upper tower			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -4);			stacks.push_back(stack);			stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -3);			stacks.push_back(stack);		}	}	std::stable_sort(stacks.begin(),stacks.end(),cmpst);	//setting up siege	if(town && town->hasFort())	{		for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)		{			curB->si.wallState[b] = 1;		}	}	//randomize obstacles	if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank	{		bool obAv[GameConstants::BFIELD_SIZE]; //availability of hexes for obstacles;		std::vector<int> possibleObstacles;		for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)		{			if(i%17 < 4 || i%17 > 12)			{				obAv[i] = false;			}			else			{				obAv[i] = true;			}		}		for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)		{			if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0			{				possibleObstacles.push_back(g->first);			}		}		srand(time(NULL));		if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them		{			int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles			while(toBlock>0)			{				CObstacleInstance coi;				coi.uniqueID = curB->obstacles.size();				coi.ID = possibleObstacles[rand()%possibleObstacles.size()];				coi.pos = rand()%GameConstants::BFIELD_SIZE;				std::vector<BattleHex> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);				bool badObstacle = false;				for(int b=0; b<block.size(); ++b)				{					if(block[b] < 0 || block[b] >= GameConstants::BFIELD_SIZE || !obAv[block[b]])					{						badObstacle = true;						break;					}				}				if(badObstacle) continue;				//obstacle can be placed				curB->obstacles.push_back(coi);				for(int b=0; b<block.size(); ++b)				{					if(block[b] >= 0 && block[b] < GameConstants::BFIELD_SIZE)						obAv[block[b]] = false;				}				toBlock -= block.size();			}		}	}	//spell level limiting bonus	curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,		0, -1, -1, Bonus::INDEPENDENT_MAX));	//giving terrain overalay premies	int bonusSubtype = -1;	switch(terType)	{	case 9: //magic plains		{			bonusSubtype = 0;		}	case 14: //fiery fields		{			if(bonusSubtype == -1) bonusSubtype = 1;		}	case 15: //rock lands		{			if(bonusSubtype == -1) bonusSubtype = 8;		}	case 16: //magic clouds		{			if(bonusSubtype == -1) bonusSubtype = 2;		}	case 17: //lucid pools		{			if(bonusSubtype == -1) bonusSubtype = 4;		}		{ //common part for cases 9, 14, 15, 16, 17			curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));			break;		}	case 18: //holy ground		{			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EAlignment::GOOD)));			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EAlignment::EVIL)));			break;		}	case 19: //clover field		{ //+2 luck bonus for neutral creatures			curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureFactionLimiter(-1)));			break;		}	case 20: //evil fog		{			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EAlignment::GOOD)));			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EAlignment::EVIL)));			break;		}	case 22: //cursed ground		{			curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));			curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));			Bonus * b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, GameConstants::SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY);			b->valType = Bonus::INDEPENDENT_MAX;			curB->addNewBonus(b);			break;		}	}	//overlay premies given	//native terrain bonuses	if(town) //during siege always take premies for native terrain of faction		terrain = VLC->heroh->nativeTerrains[town->town->typeID];	boost::shared_ptr<ILimiter> nativeTerrain(new CreatureNativeTerrainLimiter(terrain));	curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));	curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));	curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));	//////////////////////////////////////////////////////////////////////////	//tactics	int tacticLvls[2] = {0};	for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)	{		if(heroes[i])			tacticLvls[i] += heroes[i]->getSecSkillLevel(CGHeroInstance::TACTICS);	}	if(int diff = tacticLvls[0] - tacticLvls[1])	{		curB->tacticsSide = diff < 0;		curB->tacticDistance = std::abs(diff)*2 + 1;	}	else		curB->tacticDistance = 0;	// workaround  bonuses affecting only enemy	for(int i = 0; i < 2; i++)	{		TNodes nodes;		curB->belligerents[i]->getRedAncestors(nodes);		BOOST_FOREACH(CBonusSystemNode *n, nodes)		{			BOOST_FOREACH(Bonus *b, n->getExportedBonusList())			{				if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)				{					Bonus *bCopy = new Bonus(*b);					bCopy->effectRange = Bonus::NO_LIMIT;					bCopy->propagator.reset();					bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i]));					curB->addNewBonus(bCopy);				}			}		}	}	return curB;}bool BattleInfo::isInTacticRange( BattleHex dest ) const{	return ((!tacticsSide && dest.getX() > 0 && dest.getX() <= tacticDistance)		|| (tacticsSide && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - tacticDistance - 1));}ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const{	int side = sides[0] == player ? 0 : 1;	switch (mode)	{		case ECastingMode::HERO_CASTING:		{			if(castSpells[side] > 0)				return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;			if(!heroes[side])				return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;			if(!heroes[side]->getArt(17))				return ESpellCastProblem::NO_SPELLBOOK;		}		break;	}	return ESpellCastProblem::OK;}ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpell( int player, const CSpell * spell, ECastingMode::ECastingMode mode ) const{	ESpellCastProblem::ESpellCastProblem genProblem = battleCanCastSpell(player, mode);	if(genProblem != ESpellCastProblem::OK)		return genProblem;	int cside = sides[0] == player ? 0 : 1; //caster's side	switch(mode)	{		case ECastingMode::HERO_CASTING:		{			const CGHeroInstance * caster = heroes[cside];			if(!caster->canCastThisSpell(spell))				return ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;			if(caster->mana < getSpellCost(spell, caster)) //not enough mana				return ESpellCastProblem::NOT_ENOUGH_MANA;		}		break;	}		if(spell->id < 10) //it's adventure spell (not combat))		return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;	if(NBonus::hasOfType(heroes[1-cside], Bonus::SPELL_IMMUNITY, spell->id)) //non - casting hero provides immunity for this spell 		return ESpellCastProblem::SECOND_HEROS_SPELL_IMMUNITY;	if(battleMinSpellLevel() > spell->level) //non - casting hero stops caster from casting this spell		return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;		int spellIDs[] = {66, 67, 68, 69}; //IDs of summon elemental spells (fire, earth, water, air)	int creIDs[] = {114, 113, 115, 112}; //(fire, earth, water, air)	int * idp = std::find(spellIDs, spellIDs + ARRAY_COUNT(spellIDs), spell->id);	int arpos = idp - spellIDs;	if(arpos < ARRAY_COUNT(spellIDs))	{		//check if there are summoned elementals of other type		BOOST_FOREACH ( const CStack * st, stacks)		{			if (vstd::contains(st->state, EBattleStackState::SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])			{				return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;			}		}	}	//checking if there exists an appropriate target	switch(spell->getTargetType())	{	case CSpell::CREATURE:	case CSpell::CREATURE_EXPERT_MASSIVE:		if(mode == ECastingMode::HERO_CASTING)		{			const CGHeroInstance * caster = getHero(player);			bool targetExists = false;			BOOST_FOREACH(const CStack * stack, stacks)			{				switch (spell->positiveness)				{				case CSpell::POSITIVE:					if(stack->owner == caster->getOwner())					{						if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)						{							targetExists = true;							break;						}					}					break;				case CSpell::NEUTRAL:					if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)					{						targetExists = true;						break;					}					break;				case CSpell::NEGATIVE:					if(stack->owner != caster->getOwner())					{						if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)						{							targetExists = true;							break;						}					}					break;				}			}			if(!targetExists)			{				return ESpellCastProblem::NO_APPROPRIATE_TARGET;			}		}		break;	case CSpell::OBSTACLE:		break;	}	return ESpellCastProblem::OK;}ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest ) const{	ESpellCastProblem::ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell(player, spell, mode);	if(moreGeneralProblem != ESpellCastProblem::OK)		return moreGeneralProblem;	if (mode != ECastingMode::CREATURE_ACTIVE_CASTING && mode != ECastingMode::ENCHANTER_CASTING)		return battleIsImmune(getHero(player), spell, mode, dest);	else		return battleIsImmune(NULL, spell, mode, dest);}TSpell BattleInfo::getRandomBeneficialSpell(const CStack * subject) const{	std::vector<TSpell> possibleSpells;	CSpell * spell;	for (int i = 0; i < GameConstants::SPELLS_QUANTITY; ++i) //should not use future spells added by mods	{		spell = VLC->spellh->spells[i];		if (spell->isPositive()) //only positive		{			if (subject->hasBonusFrom(Bonus::SPELL_EFFECT, i) ||				battleCanCastThisSpellHere(subject->owner, spell, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)				continue;			switch (i)			{				case Spells::SHIELD:				case Spells::FIRE_SHIELD: // not if all enemy units are shooters				{					bool walkerPresent = false;					BOOST_FOREACH (CStack * stack, stacks)					{						 if ((stack->owner != subject->owner) && !stack->shots)						 {							 walkerPresent = true;							 break;						 }					}					if (!walkerPresent)						continue;				}					break;				case Spells::AIR_SHIELD: //only against active shooters				{					bool shooterPresent = false;					BOOST_FOREACH (CStack * stack, stacks)					{						 if ((stack->owner != subject->owner) && stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots)						 {							 shooterPresent = true;							 break;						 }					}					if (!shooterPresent)						continue;					break;				}				case Spells::ANTI_MAGIC:				case Spells::MAGIC_MIRROR:				{					if (!heroes[whatSide(theOtherPlayer(subject->owner))]) //only if there is enemy hero						continue;				}					break;				case Spells::CURE: //only damaged units - what about affected by curse?				{					if (subject->firstHPleft >= subject->MaxHealth())						continue;				}					break;				case Spells::BLOODLUST:				{					if (subject->shots) //if can shoot - only if enemy uits are adjacent						continue;				}					break;				case Spells::PRECISION:				{					if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))						continue;				}					break;				case Spells::SLAYER://only if monsters are present				{					bool monsterPresent = false;					BOOST_FOREACH (CStack * stack, stacks)					{						 if ((stack->owner != subject->owner) &&							 (stack->hasBonus(Selector::type(Bonus::KING1) || Selector::type(Bonus::KING2) || Selector::type(Bonus::KING3))))						 {							 monsterPresent = true;							 break;						 }					}					if (!monsterPresent)						continue;				}					break;				case Spells::CLONE: //not allowed					continue;					break;			}			possibleSpells.push_back(i);		}	}	if (possibleSpells.size())		return possibleSpells[ran() % possibleSpells.size()];	else		return -1;}TSpell BattleInfo::getRandomCastedSpell(const CStack * caster) const{	TBonusListPtr bl = caster->getBonuses(Selector::type(Bonus::SPELLCASTER));	if (!bl->size())		return -1;	int totalWeight = 0;	BOOST_FOREACH(Bonus * b, *bl)	{		totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1	}	int randomPos = ran() % totalWeight;	BOOST_FOREACH(Bonus * b, *bl)	{		randomPos -= std::max(b->additionalInfo, 1);		if(randomPos < 0)		{			return b->subtype;		}	}	return -1;}const CGHeroInstance * BattleInfo::getHero( int player ) const{	assert(sides[0] == player || sides[1] == player);	if(heroes[0] && heroes[0]->getOwner() == player)		return heroes[0];	return heroes[1];}bool NegateRemover(const Bonus* b){	return b->source == Bonus::CREATURE_ABILITY;}bool BattleInfo::battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const //helper for battleisImmune{	if (!spell->isPositive()) //negative or indifferent	{		if ((damageSpell && subject->hasBonusOfType(element, 2)) || subject->hasBonusOfType(element, 1))			return true;	}	else if (spell->isPositive()) //positive	{		if (subject->hasBonusOfType(element, 0)) //must be immune to all spells			return true;	}	return false;}ESpellCastProblem::ESpellCastProblem BattleInfo::battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const{	const CStack * subject;	bool risingSpell = vstd::contains(VLC->spellh->risingSpells, spell->id);	if (risingSpell)		subject = getStackT(dest, false); //including dead stacks	else		subject = getStackT(dest, true); //only alive	if(subject)	{		if (spell->isPositive() && subject->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells			return ESpellCastProblem::OK;		switch (spell->id) //TODO: more general logic for new spells?		{			case Spells::DESTROY_UNDEAD:				if (!subject->hasBonusOfType(Bonus::UNDEAD))					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;				break;			case Spells::DEATH_RIPPLE:				if (subject->hasBonusOfType(Bonus::SIEGE_WEAPON))					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //don't break here - undeads and war machines are immune, non-living are not			case Spells::BLESS:			case Spells::CURSE: //undeads are immune to bless & curse				if (subject->hasBonusOfType(Bonus::UNDEAD))					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; 				break;			case Spells::HASTE:			case Spells::SLOW:			case Spells::TELEPORT:			case Spells::CLONE:				if (subject->hasBonusOfType(Bonus::SIEGE_WEAPON))					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //war machines are immune to some spells than involve movement				if (spell->id == Spells::CLONE && caster) //TODO: how about stacks casting Clone?				{					if (vstd::contains(subject->state, EBattleStackState::CLONED))						return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //can't clone already cloned creature					int maxLevel = (std::max(caster->getSpellSchoolLevel(spell), (ui8)1) + 4);					int creLevel = subject->getCreature()->level;					if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, 1-7 for expert						return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;				}				break;			case Spells::FORGETFULNESS:				if (!subject->hasBonusOfType(Bonus::SHOOTER))					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;				break;			case Spells::DISPEL_HELPFUL_SPELLS:			{				TBonusListPtr spellBon = subject->getSpellBonuses();				bool hasPositiveSpell = false;				BOOST_FOREACH(const Bonus * b, *spellBon)				{					if(VLC->spellh->spells[b->sid]->isPositive())					{						hasPositiveSpell = true;						break;					}				}				if(!hasPositiveSpell)				{					return ESpellCastProblem::NO_SPELLS_TO_DISPEL;				}			}				break;		}				bool damageSpell = (vstd::contains(VLC->spellh->damageSpells, spell->id));		if (damageSpell && subject->hasBonusOfType(Bonus::DIRECT_DAMAGE_IMMUNITY))			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		if (spell->fire)		{			if (battleTestElementalImmunity(subject, spell, Bonus::FIRE_IMMUNITY, damageSpell))				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		}		if (spell->water)		{			if (battleTestElementalImmunity(subject, spell, Bonus::WATER_IMMUNITY, damageSpell))				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		}		if (spell->earth)		{			if (battleTestElementalImmunity(subject, spell, Bonus::EARTH_IMMUNITY, damageSpell))				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		}		if (spell->air)		{			if (battleTestElementalImmunity(subject, spell, Bonus::AIR_IMMUNITY, damageSpell))				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		}		if (vstd::contains(VLC->spellh->mindSpells, spell->id))		{			if (subject->hasBonusOfType(Bonus::MIND_IMMUNITY))				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		}		if (risingSpell)		{			if (subject->count >= subject->baseAmount) //TODO: calculate potential hp raised				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		}		TBonusListPtr immunities = subject->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));		if(subject->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES))		{			//std::remove_if(immunities->begin(), immunities->end(), NegateRemover);			immunities->remove_if(NegateRemover);		}		if(subject->hasBonusOfType(Bonus::SPELL_IMMUNITY, spell->id) ||			( immunities->size() > 0 && immunities->totalValue() >= spell->level && spell->level))		{ 			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;		}	}	else //no target stack on this tile	{		if(spell->getTargetType() == CSpell::CREATURE ||			(spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE && mode == ECastingMode::HERO_CASTING && caster && caster->getSpellSchoolLevel(spell) < 3))		{			return ESpellCastProblem::WRONG_SPELL_TARGET;		}	}	return ESpellCastProblem::OK;}std::vector<ui32> BattleInfo::calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const{	std::vector<ui32> ret;	for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)	{		if(battleIsImmune(caster, sp, mode, (*it)->position) != ESpellCastProblem::OK)		{			ret.push_back((*it)->ID);			continue;		}		//non-negative spells on friendly stacks should always succeed, unless immune		if(!sp->isNegative() && (*it)->owner == casterSideOwner)			continue;		/*		const CGHeroInstance * bonusHero; //hero we should take bonuses from		if((*it)->owner == casterSideOwner)			bonusHero = caster;		else			bonusHero = hero2;*/		int prob = (*it)->magicResistance(); //probability of resistance in %		if(prob > 100) prob = 100;		if(rand()%100 < prob) //immunity from resistance			ret.push_back((*it)->ID);	}	if(sp->id == 60) //hypnotize	{		for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)		{			if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity				|| ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft 		> 		usedSpellPower * 25 + sp->powers[spellLevel]			)			{				ret.push_back((*it)->ID);			}		}	}	return ret;}int BattleInfo::getSurrenderingCost(int player) const{	if(!battleCanFlee(player)) //to surrender, conditions of fleeing must be fulfilled		return -1;	if(!getHero(theOtherPlayer(player))) //additionally, there must be an enemy hero		return -2;	int ret = 0;	double discount = 0;	BOOST_FOREACH(const CStack *s, stacks)		if(s->owner == player  &&  s->base) //we pay for our stack that comes from our army (the last condition eliminates summoned cres and war machines)			ret += s->getCreature()->cost[Res::GOLD] * s->count;	if(const CGHeroInstance *h = getHero(player))		discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);	ret *= (100.0 - discount) / 100.0;	vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)	return ret;}int BattleInfo::theOtherPlayer(int player) const{	return sides[!whatSide(player)];}ui8 BattleInfo::whatSide(int player) const{	for(int i = 0; i < ARRAY_COUNT(sides); i++)		if(sides[i] == player)			return i;	tlog1 << "BattleInfo::whatSide: Player " << player << " is not in battle!\n";	return -1;}int BattleInfo::getIdForNewStack() const{	if(stacks.size())	{		//stacks vector may be sorted not by ID and they may be not contiguous -> find stack with max ID		auto highestIDStack = *std::max_element(stacks.begin(), stacks.end(), 								[](const CStack *a, const CStack *b) { return a->ID < b->ID; });		return highestIDStack->ID + 1;	}	return 0;}CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)	: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),   	counterAttacks(1){	assert(base);	type = base->type;	count = baseAmount = base->count;	setNodeType(STACK_BATTLE);}CStack::CStack(){	init();	setNodeType(STACK_BATTLE);}CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)	: base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1){	type = stack->type;	count = baseAmount = stack->count;	setNodeType(STACK_BATTLE);}void CStack::init(){	base = NULL;	type = NULL;	ID = -1;	count = baseAmount = -1;	firstHPleft = -1;	owner = 255;	slot = 255;	attackerOwned = false;	position = BattleHex();	counterAttacks = -1;}void CStack::postInit(){	assert(type);	assert(getParentNodes().size());	firstHPleft = MaxHealth();	shots = getCreature()->valOfBonuses(Bonus::SHOTS);	counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);	casts = valOfBonuses(Bonus::CASTS); //TODO: set them in cr_abils.txt	state.insert(EBattleStackState::ALIVE);  //alive state indication}ui32 CStack::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const{	if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move		return 0;	int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));	int percentBonus = 0;	BOOST_FOREACH(const Bonus *b, getBonusList())	{		if(b->type == Bonus::STACKS_SPEED)		{			percentBonus += b->additionalInfo;		}	}	speed = ((100 + percentBonus) * speed)/100;	//bind effect check - doesn't influence stack initiative	if (useBind && getEffect(72)) 	{		return 0;	}	return speed;}si32 CStack::magicResistance() const{	si32 magicResistance;	if (base) //TODO: make war machines receive aura of magic resistance	{		magicResistance = base->magicResistance();		int auraBonus = 0;		BOOST_FOREACH (CStack * stack, base->armyObj->battle->getAdjacentCreatures(this))	{		if (stack->owner == owner)		{			vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value		}	}		magicResistance += auraBonus;		vstd::amin (magicResistance, 100);	}	else		magicResistance = type->magicResistance();	return magicResistance;}const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const{	BOOST_FOREACH(Bonus *it, getBonusList())	{		if(it->source == Bonus::SPELL_EFFECT && it->sid == id)		{			if(!turn || it->turnsRemain > turn)				return &(*it);		}	}	return NULL;}void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse){		si32 power = VLC->spellh->spells[sse.sid]->powers[sse.val];	switch(sse.sid)	{	case 27: //shield 	 	sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 28: //air shield	 	sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 29: //fire shield	 	sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 30: //protection from air	 	sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 31: //protection from fire	 	sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 32: //protection from water	 	sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 33: //protection from earth	 	sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 34: //anti-magic	 	sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, GameConstants::SPELL_LEVELS, power - 1, sse.turnsRemain));		sf.back().valType = Bonus::INDEPENDENT_MAX;	 	sf.back().sid = sse.sid;	 	break;	case 36: //magic mirror		sf.push_back(featureGenerator(Bonus::MAGIC_MIRROR, -1, power, sse.turnsRemain));		sf.back().valType = Bonus::INDEPENDENT_MAX;	 	sf.back().sid = sse.sid;	case 41: //bless		sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));		sf.back().valType = Bonus::INDEPENDENT_MAX;	 	sf.back().sid = sse.sid;	 	break;	case 42: //curse	 	sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));		sf.back().valType = Bonus::INDEPENDENT_MAX;	 	sf.back().sid = sse.sid;	 	break;	case 43: //bloodlust	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));	 	sf.back().sid = sse.sid;	 	break;	case 44: //precision	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));	 	sf.back().sid = sse.sid;	 	break;	case 45: //weakness	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 46: //stone skin	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 47: //disrupting ray	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));	 	sf.back().sid = sse.sid;		sf.back().valType = Bonus::ADDITIVE_VALUE;	 	break;	case 48: //prayer	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 49: //mirth	 	sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 50: //sorrow	 	sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 51: //fortune	 	sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 52: //misfortune	 	sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 53: //haste	 	sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 54: //slow	 	sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));	 	sf.back().sid = sse.sid;	 	break;	case 55: //slayer	 	sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 56: //frenzy	 	sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 58: //counterstrike	 	sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 59: //bersek	 	sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 60: //hypnotize	 	sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case 61: //forgetfulness	 	sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));	 	sf.back().sid = sse.sid;	 	break;	case Spells::BLIND: //blind		sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));		sf.back().sid = sse.sid;		sf.push_back(makeFeatureVal(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));		sf.back().sid = sse.sid;		sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack		sf.back().sid = sse.sid;	 	break;	case Spells::STONE_GAZE: //Stone Gaze	case Spells::PARALYZE: //Paralyze		sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));		sf.back().sid = sse.sid;		sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack		sf.back().sid = sse.sid;		break;	case 71: //Poison		sf.push_back(featureGeneratorVT(Bonus::POISON, 0, 30, sse.turnsRemain, Bonus::INDEPENDENT_MAX)); //max hp penalty from this source		sf.back().sid = sse.sid;		sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -10, sse.turnsRemain, Bonus::PERCENT_TO_ALL));		sf.back().sid = sse.sid;		break;	case 72: //Bind		sf.push_back(featureGenerator(Bonus::BIND_EFFECT, 0, 0, 1)); //marker		sf.back().duration = Bonus::PERMANENT;	 	sf.back().sid = sse.sid;		break;	case 73: //Disease		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -2 , sse.turnsRemain));	 	sf.back().sid = sse.sid;		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -2 , sse.turnsRemain));	 	sf.back().sid = sse.sid;		break;	case 75: //Age		sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -50, sse.turnsRemain, Bonus::PERCENT_TO_ALL));		sf.back().sid = sse.sid;		break;	case 80: //Acid Breath		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -sse.turnsRemain, 1));	 	sf.back().sid = sse.sid;		sf.back().duration = Bonus::PERMANENT;		sf.back().valType = Bonus::ADDITIVE_VALUE;		break;	}}ui8 CStack::howManyEffectsSet(ui16 id) const{	ui8 ret = 0;	BOOST_FOREACH(const Bonus *it, getBonusList())		if(it->source == Bonus::SPELL_EFFECT && it->sid == id) //effect found		{			++ret;		}		return ret;}bool CStack::willMove(int turn /*= 0*/) const{	return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )		&& !moved(turn)		&& canMove(turn);}bool CStack::canMove( int turn /*= 0*/ ) const{	return alive()		&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature}bool CStack::moved( int turn /*= 0*/ ) const{	if(!turn)		return vstd::contains(state, EBattleStackState::MOVED);	else		return false;}bool CStack::doubleWide() const{	return getCreature()->doubleWide;}BattleHex CStack::occupiedHex() const{	if (doubleWide())	{		if (attackerOwned)			return position - 1;		else			return position + 1;	} 	else	{		return BattleHex::INVALID;	}}std::vector<BattleHex> CStack::getHexes() const{	std::vector<BattleHex> hexes;	hexes.push_back(BattleHex(position));	BattleHex occupied = occupiedHex();	if(occupied.isValid())		hexes.push_back(occupied);	return hexes;}bool CStack::coversPos(BattleHex pos) const{	return vstd::contains(getHexes(), pos);}std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const{	BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position	std::vector<BattleHex> hexes;	if (doubleWide())	{		const int WN = GameConstants::BFIELD_WIDTH;		if(attackerOwned)		{ //position is equal to front hex			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);			BattleHex::checkAndPush(hex - 2, hexes);			BattleHex::checkAndPush(hex + 1, hexes);			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);		}		else		{			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);			BattleHex::checkAndPush(hex + 2, hexes);			BattleHex::checkAndPush(hex - 1, hexes);			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);		}		return hexes;	}	else	{		return hex.neighbouringTiles();	}}std::vector<si32> CStack::activeSpells() const{	std::vector<si32> ret;	TBonusListPtr spellEffects = getSpellBonuses();	BOOST_FOREACH(const Bonus *it, *spellEffects)	{		if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects			ret.push_back(it->sid);	}	return ret;}CStack::~CStack(){	detachFromAll();}const CGHeroInstance * CStack::getMyHero() const{	if(base)		return dynamic_cast<const CGHeroInstance *>(base->armyObj);	else //we are attached directly?		BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())		if(n->getNodeType() == HERO)			dynamic_cast<const CGHeroInstance *>(n);	return NULL;}std::string CStack::nodeName() const{	std::ostringstream oss;	oss << "Battle stack [" << ID << "]: " << count << " creatures of ";	if(type)		oss << type->namePl;	else		oss << "[UNDEFINED TYPE]";	oss << " from slot " << (int)slot;	if(base && base->armyObj)		oss << " of armyobj=" << base->armyObj->id;	return oss.str();}void CStack::prepareAttacked(BattleStackAttacked &bsa) const{	bsa.killedAmount = bsa.damageAmount / MaxHealth();	unsigned damageFirst = bsa.damageAmount % MaxHealth();	if (bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)	{		bsa.killedAmount = count;		bsa.flags |= BattleStackAttacked::CLONE_KILLED;		return; // no rebirth I believe	}	if( firstHPleft <= damageFirst )	{		bsa.killedAmount++;		bsa.newHP = firstHPleft + MaxHealth() - damageFirst;	}	else	{		bsa.newHP = firstHPleft - damageFirst;	}	if(count <= bsa.killedAmount) //stack killed	{		bsa.newAmount = 0;		bsa.flags |= BattleStackAttacked::KILLED;		bsa.killedAmount = count; //we cannot kill more creatures than we have		int resurrectFactor = valOfBonuses(Bonus::REBIRTH);		if (resurrectFactor > 0 && casts) //there must be casts left		{			int resurrectedCount = base->count * resurrectFactor / 100;			if (resurrectedCount)				resurrectedCount += ((base->count * resurrectFactor / 100.0 - resurrectedCount) > ran()%100 / 100.0) ? 1 : 0; //last stack has proportional chance to rebirth			else //only one unit				resurrectedCount += ((base->count * resurrectFactor / 100.0) > ran()%100 / 100.0) ? 1 : 0;			if (hasBonusOfType(Bonus::REBIRTH, 1))				vstd::amax (resurrectedCount, 1); //resurrect at least one Sacred Phoenix			if (resurrectedCount)			{				bsa.flags |= BattleStackAttacked::REBIRTH;				bsa.newAmount = resurrectedCount; //risky?				bsa.newHP = MaxHealth(); //resore full health			}		}	}	else	{		bsa.newAmount = count - bsa.killedAmount;	}}bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/){	if (!attackerPos.isValid())	{		attackerPos = attacker->position;	}	if (!defenderPos.isValid())	{		defenderPos = defender->position;	}	return		(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0)						//front <=> front		|| (attacker->doubleWide()									//back <=> front		&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)		|| (defender->doubleWide()									//front <=> back		&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)		|| (defender->doubleWide() && attacker->doubleWide()//back <=> back		&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);		}bool CStack::ableToRetaliate() const{	return alive() 		&& (counterAttacks > 0 || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))		&& !hasBonusOfType(Bonus::SIEGE_WEAPON)		&& !hasBonusOfType(Bonus::HYPNOTIZED)		&& !hasBonusOfType(Bonus::NO_RETALIATION);}std::string CStack::getName() const{	return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base}bool CStack::isValidTarget(bool allowDead/* = false*/) const /*alive non-turret stacks (can be attacked or be object of magic effect) */{	return (alive() || allowDead) && position.isValid();}bool CMP_stack::operator()( const CStack* a, const CStack* b ){	switch(phase)	{	case 0: //catapult moves after turrets		return a->getCreature()->idNumber > b->getCreature()->idNumber; //catapult is 145 and turrets are 149	case 1: //fastest first, upper slot first		{			int as = a->Speed(turn), bs = b->Speed(turn);			if(as != bs)				return as > bs;			else				return a->slot < b->slot;		}	case 2: //fastest last, upper slot first		//TODO: should be replaced with order of receiving morale!	case 3: //fastest last, upper slot first		{			int as = a->Speed(turn), bs = b->Speed(turn);			if(as != bs)				return as < bs;			else				return a->slot < b->slot;		}	default:		assert(0);		return false;	}}CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn ){	phase = Phase;	turn = Turn;}
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