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							- /*
 
-  * BattleInfo.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "BattleInfo.h"
 
- #include "BattleLayout.h"
 
- #include "CObstacleInstance.h"
 
- #include "bonuses/Limiters.h"
 
- #include "bonuses/Updaters.h"
 
- #include "../CStack.h"
 
- #include "../entities/building/TownFortifications.h"
 
- #include "../filesystem/Filesystem.h"
 
- #include "../mapObjects/CGTownInstance.h"
 
- #include "../texts/CGeneralTextHandler.h"
 
- #include "../BattleFieldHandler.h"
 
- #include "../ObstacleHandler.h"
 
- #include <vstd/RNG.h>
 
- //TODO: remove
 
- #include "../IGameCallback.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- const SideInBattle & BattleInfo::getSide(BattleSide side) const
 
- {
 
- 	return sides.at(side);
 
- }
 
- SideInBattle & BattleInfo::getSide(BattleSide side)
 
- {
 
- 	return sides.at(side);
 
- }
 
- ///BattleInfo
 
- CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, BattleHex position)
 
- {
 
- 	PlayerColor owner = getSide(side).color;
 
- 	assert(!owner.isValidPlayer() || (base.armyObj && base.armyObj->tempOwner == owner));
 
- 	auto * ret = new CStack(&base, owner, id, side, slot);
 
- 	ret->initialPosition = getAvailableHex(base.getCreatureID(), side, position); //TODO: what if no free tile on battlefield was found?
 
- 	stacks.push_back(ret);
 
- 	return ret;
 
- }
 
- CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, BattleHex position)
 
- {
 
- 	PlayerColor owner = getSide(side).color;
 
- 	auto * ret = new CStack(&base, owner, id, side, slot);
 
- 	ret->initialPosition = position;
 
- 	stacks.push_back(ret);
 
- 	return ret;
 
- }
 
- void BattleInfo::localInit()
 
- {
 
- 	for(BattleSide i : { BattleSide::ATTACKER, BattleSide::DEFENDER})
 
- 	{
 
- 		auto * armyObj = battleGetArmyObject(i);
 
- 		armyObj->battle = this;
 
- 		armyObj->attachTo(*this);
 
- 	}
 
- 	for(CStack * s : stacks)
 
- 		s->localInit(this);
 
- 	exportBonuses();
 
- }
 
- //RNG that works like H3 one
 
- struct RandGen
 
- {
 
- 	ui32 seed;
 
- 	void srand(ui32 s)
 
- 	{
 
- 		seed = s;
 
- 	}
 
- 	void srand(const int3 & pos)
 
- 	{
 
- 		srand(110291 * static_cast<ui32>(pos.x) + 167801 * static_cast<ui32>(pos.y) + 81569);
 
- 	}
 
- 	int rand()
 
- 	{
 
- 		seed = 214013 * seed + 2531011;
 
- 		return (seed >> 16) & 0x7FFF;
 
- 	}
 
- 	int rand(int min, int max)
 
- 	{
 
- 		if(min == max)
 
- 			return min;
 
- 		if(min > max)
 
- 			return min;
 
- 		return min + rand() % (max - min + 1);
 
- 	}
 
- };
 
- struct RangeGenerator
 
- {
 
- 	class ExhaustedPossibilities : public std::exception
 
- 	{
 
- 	};
 
- 	RangeGenerator(int _min, int _max, std::function<int()> _myRand):
 
- 		min(_min),
 
- 		remainingCount(_max - _min + 1),
 
- 		remaining(remainingCount, true),
 
- 		myRand(std::move(_myRand))
 
- 	{
 
- 	}
 
- 	int generateNumber() const
 
- 	{
 
- 		if(!remainingCount)
 
- 			throw ExhaustedPossibilities();
 
- 		if(remainingCount == 1)
 
- 			return 0;
 
- 		return myRand() % remainingCount;
 
- 	}
 
- 	//get number fulfilling predicate. Never gives the same number twice.
 
- 	int getSuchNumber(const std::function<bool(int)> & goodNumberPred = nullptr)
 
- 	{
 
- 		int ret = -1;
 
- 		do
 
- 		{
 
- 			int n = generateNumber();
 
- 			int i = 0;
 
- 			for(;;i++)
 
- 			{
 
- 				assert(i < (int)remaining.size());
 
- 				if(!remaining[i])
 
- 					continue;
 
- 				if(!n)
 
- 					break;
 
- 				n--;
 
- 			}
 
- 			remainingCount--;
 
- 			remaining[i] = false;
 
- 			ret = i + min;
 
- 		} while(goodNumberPred && !goodNumberPred(ret));
 
- 		return ret;
 
- 	}
 
- 	int min;
 
- 	int remainingCount;
 
- 	std::vector<bool> remaining;
 
- 	std::function<int()> myRand;
 
- };
 
- BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town)
 
- {
 
- 	CMP_stack cmpst;
 
- 	auto * currentBattle = new BattleInfo(layout);
 
- 	for(auto i : { BattleSide::LEFT_SIDE, BattleSide::RIGHT_SIDE})
 
- 		currentBattle->sides[i].init(heroes[i], armies[i]);
 
- 	std::vector<CStack*> & stacks = (currentBattle->stacks);
 
- 	currentBattle->tile = tile;
 
- 	currentBattle->terrainType = terrain;
 
- 	currentBattle->battlefieldType = battlefieldType;
 
- 	currentBattle->round = -2;
 
- 	currentBattle->activeStack = -1;
 
- 	currentBattle->replayAllowed = false;
 
- 	currentBattle->town = town;
 
- 	//setting up siege obstacles
 
- 	if (town && town->fortificationsLevel().wallsHealth != 0)
 
- 	{
 
- 		auto fortification = town->fortificationsLevel();
 
- 		currentBattle->si.gateState = EGateState::CLOSED;
 
- 		currentBattle->si.wallState[EWallPart::GATE] = EWallState::INTACT;
 
- 		for(const auto wall : {EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL})
 
- 			currentBattle->si.wallState[wall] = static_cast<EWallState>(fortification.wallsHealth);
 
- 		if (fortification.citadelHealth != 0)
 
- 			currentBattle->si.wallState[EWallPart::KEEP] = static_cast<EWallState>(fortification.citadelHealth);
 
- 		if (fortification.upperTowerHealth != 0)
 
- 			currentBattle->si.wallState[EWallPart::UPPER_TOWER] = static_cast<EWallState>(fortification.upperTowerHealth);
 
- 		if (fortification.lowerTowerHealth != 0)
 
- 			currentBattle->si.wallState[EWallPart::BOTTOM_TOWER] = static_cast<EWallState>(fortification.lowerTowerHealth);
 
- 	}
 
- 	//randomize obstacles
 
- 	if (layout.obstaclesAllowed && (!town || !town->hasFort()))
 
-  	{
 
- 		RandGen r{};
 
- 		auto ourRand = [&](){ return r.rand(); };
 
- 		r.srand(tile);
 
- 		r.rand(1,8); //battle sound ID to play... can't do anything with it here
 
- 		int tilesToBlock = r.rand(5,12);
 
- 		std::vector<BattleHex> blockedTiles;
 
- 		auto appropriateAbsoluteObstacle = [&](int id)
 
- 		{
 
- 			const auto * info = Obstacle(id).getInfo();
 
- 			return info && info->isAbsoluteObstacle && info->isAppropriate(currentBattle->terrainType, battlefieldType);
 
- 		};
 
- 		auto appropriateUsualObstacle = [&](int id)
 
- 		{
 
- 			const auto * info = Obstacle(id).getInfo();
 
- 			return info && !info->isAbsoluteObstacle && info->isAppropriate(currentBattle->terrainType, battlefieldType);
 
- 		};
 
- 		if(r.rand(1,100) <= 40) //put cliff-like obstacle
 
- 		{
 
- 			try
 
- 			{
 
- 				RangeGenerator obidgen(0, VLC->obstacleHandler->size() - 1, ourRand);
 
- 				auto obstPtr = std::make_shared<CObstacleInstance>();
 
- 				obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
 
- 				obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
 
- 				obstPtr->uniqueID = static_cast<si32>(currentBattle->obstacles.size());
 
- 				currentBattle->obstacles.push_back(obstPtr);
 
- 				for(BattleHex blocked : obstPtr->getBlockedTiles())
 
- 					blockedTiles.push_back(blocked);
 
- 				tilesToBlock -= Obstacle(obstPtr->ID).getInfo()->blockedTiles.size() / 2;
 
- 			}
 
- 			catch(RangeGenerator::ExhaustedPossibilities &)
 
- 			{
 
- 				//silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
 
- 				logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occurred - cannot place absolute obstacle");
 
- 			}
 
- 		}
 
- 		try
 
- 		{
 
- 			while(tilesToBlock > 0)
 
- 			{
 
- 				RangeGenerator obidgen(0, VLC->obstacleHandler->size() - 1, ourRand);
 
- 				auto tileAccessibility = currentBattle->getAccessibility();
 
- 				const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
 
- 				const ObstacleInfo &obi = *Obstacle(obid).getInfo();
 
- 				auto validPosition = [&](BattleHex pos) -> bool
 
- 				{
 
- 					if(obi.height >= pos.getY())
 
- 						return false;
 
- 					if(pos.getX() == 0)
 
- 						return false;
 
- 					if(pos.getX() + obi.width > 15)
 
- 						return false;
 
- 					if(vstd::contains(blockedTiles, pos))
 
- 						return false;
 
- 					for(BattleHex blocked : obi.getBlocked(pos))
 
- 					{
 
- 						if(tileAccessibility[blocked] == EAccessibility::UNAVAILABLE) //for ship-to-ship battlefield - exclude hardcoded unavailable tiles
 
- 							return false;
 
- 						if(vstd::contains(blockedTiles, blocked))
 
- 							return false;
 
- 						int x = blocked.getX();
 
- 						if(x <= 2 || x >= 14)
 
- 							return false;
 
- 					}
 
- 					return true;
 
- 				};
 
- 				RangeGenerator posgenerator(18, 168, ourRand);
 
- 				auto obstPtr = std::make_shared<CObstacleInstance>();
 
- 				obstPtr->ID = obid;
 
- 				obstPtr->pos = posgenerator.getSuchNumber(validPosition);
 
- 				obstPtr->uniqueID = static_cast<si32>(currentBattle->obstacles.size());
 
- 				currentBattle->obstacles.push_back(obstPtr);
 
- 				for(BattleHex blocked : obstPtr->getBlockedTiles())
 
- 					blockedTiles.push_back(blocked);
 
- 				tilesToBlock -= static_cast<int>(obi.blockedTiles.size());
 
- 			}
 
- 		}
 
- 		catch(RangeGenerator::ExhaustedPossibilities &)
 
- 		{
 
- 			logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occurred - cannot place usual obstacle");
 
- 		}
 
- 	}
 
- 	//adding war machines
 
- 	//Checks if hero has artifact and create appropriate stack
 
- 	auto handleWarMachine = [&](BattleSide side, const ArtifactPosition & artslot, BattleHex hex)
 
- 	{
 
- 		const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
 
- 		if(nullptr != warMachineArt && hex.isValid())
 
- 		{
 
- 			CreatureID cre = warMachineArt->artType->getWarMachine();
 
- 			if(cre != CreatureID::NONE)
 
- 				currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex);
 
- 		}
 
- 	};
 
- 	if(heroes[BattleSide::ATTACKER])
 
- 	{
 
- 		auto warMachineHexes = layout.warMachines.at(BattleSide::ATTACKER);
 
- 		handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH1, warMachineHexes.at(0));
 
- 		handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH2, warMachineHexes.at(1));
 
- 		handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH3, warMachineHexes.at(2));
 
- 		if(town && town->fortificationsLevel().wallsHealth > 0)
 
- 			handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH4, warMachineHexes.at(3));
 
- 	}
 
- 	if(heroes[BattleSide::DEFENDER])
 
- 	{
 
- 		auto warMachineHexes = layout.warMachines.at(BattleSide::DEFENDER);
 
- 		if(!town) //defending hero shouldn't receive ballista (bug #551)
 
- 			handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH1, warMachineHexes.at(0));
 
- 		handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH2, warMachineHexes.at(1));
 
- 		handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH3, warMachineHexes.at(2));
 
- 	}
 
- 	//war machines added
 
- 	//battleStartpos read
 
- 	for(BattleSide side : {BattleSide::ATTACKER, BattleSide::DEFENDER})
 
- 	{
 
- 		int formationNo = armies[side]->stacksCount() - 1;
 
- 		vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);
 
- 		int k = 0; //stack serial
 
- 		for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
 
- 		{
 
- 			const BattleHex & pos = layout.units.at(side).at(k);
 
- 			if (pos.isValid())
 
- 				currentBattle->generateNewStack(currentBattle->nextUnitId(), *i->second, side, i->first, pos);
 
- 		}
 
- 	}
 
- 	//adding commanders
 
- 	for(BattleSide i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
 
- 	{
 
- 		if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
 
- 		{
 
- 			currentBattle->generateNewStack(currentBattle->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, layout.commanders.at(i));
 
- 		}
 
- 	}
 
- 	if (currentBattle->town)
 
- 	{
 
- 		if (currentBattle->town->fortificationsLevel().citadelHealth != 0)
 
- 			currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_CENTRAL_TOWER);
 
- 		if (currentBattle->town->fortificationsLevel().upperTowerHealth != 0)
 
- 			currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_UPPER_TOWER);
 
- 		if (currentBattle->town->fortificationsLevel().lowerTowerHealth != 0)
 
- 			currentBattle->generateNewStack(currentBattle->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_BOTTOM_TOWER);
 
- 		//Moat generating is done on server
 
- 	}
 
- 	std::stable_sort(stacks.begin(),stacks.end(),cmpst);
 
- 	auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);
 
- 	auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);
 
- 	auto evil = std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL);
 
- 	const auto * bgInfo = VLC->battlefields()->getById(battlefieldType);
 
- 	for(const std::shared_ptr<Bonus> & bonus : bgInfo->bonuses)
 
- 	{
 
- 		currentBattle->addNewBonus(bonus);
 
- 	}
 
- 	//native terrain bonuses
 
- 	auto nativeTerrain = std::make_shared<CreatureTerrainLimiter>();
 
- 	
 
- 	currentBattle->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::STACKS_SPEED, BonusSource::TERRAIN_NATIVE, 1,  BonusSourceID())->addLimiter(nativeTerrain));
 
- 	currentBattle->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, BonusSourceID(), BonusSubtypeID(PrimarySkill::ATTACK))->addLimiter(nativeTerrain));
 
- 	currentBattle->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE))->addLimiter(nativeTerrain));
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//tactics
 
- 	BattleSideArray<int> battleRepositionHex = {};
 
- 	BattleSideArray<int> battleRepositionHexBlock = {};
 
- 	for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
 
- 	{
 
- 		if(heroes[i])
 
- 		{
 
- 			battleRepositionHex[i] += heroes[i]->valOfBonuses(Selector::type()(BonusType::BEFORE_BATTLE_REPOSITION));
 
- 			battleRepositionHexBlock[i] += heroes[i]->valOfBonuses(Selector::type()(BonusType::BEFORE_BATTLE_REPOSITION_BLOCK));
 
- 		}
 
- 	}
 
- 	int tacticsSkillDiffAttacker = battleRepositionHex[BattleSide::ATTACKER] - battleRepositionHexBlock[BattleSide::DEFENDER];
 
- 	int tacticsSkillDiffDefender = battleRepositionHex[BattleSide::DEFENDER] - battleRepositionHexBlock[BattleSide::ATTACKER];
 
- 	/* for current tactics, we need to choose one side, so, we will choose side when first - second > 0, and ignore sides
 
- 	   when first - second <= 0. If there will be situations when both > 0, attacker will be chosen. Anyway, in OH3 this
 
- 	   will not happen because tactics block opposite tactics on same value.
 
- 	   TODO: For now, it is an error to use BEFORE_BATTLE_REPOSITION bonus without counterpart, but it can be changed if
 
- 	   double tactics will be implemented.
 
- 	*/
 
- 	if(layout.tacticsAllowed)
 
- 	{
 
- 		if(tacticsSkillDiffAttacker > 0 && tacticsSkillDiffDefender > 0)
 
- 			logGlobal->warn("Double tactics is not implemented, only attacker will have tactics!");
 
- 		if(tacticsSkillDiffAttacker > 0)
 
- 		{
 
- 			currentBattle->tacticsSide = BattleSide::ATTACKER;
 
- 			//bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics
 
- 			currentBattle->tacticDistance = 1 + tacticsSkillDiffAttacker;
 
- 		}
 
- 		else if(tacticsSkillDiffDefender > 0)
 
- 		{
 
- 			currentBattle->tacticsSide = BattleSide::DEFENDER;
 
- 			//bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics
 
- 			currentBattle->tacticDistance = 1 + tacticsSkillDiffDefender;
 
- 		}
 
- 		else
 
- 			currentBattle->tacticDistance = 0;
 
- 	}
 
- 	return currentBattle;
 
- }
 
- const CGHeroInstance * BattleInfo::getHero(const PlayerColor & player) const
 
- {
 
- 	for(const auto & side : sides)
 
- 		if(side.color == player)
 
- 			return side.hero;
 
- 	logGlobal->error("Player %s is not in battle!", player.toString());
 
- 	return nullptr;
 
- }
 
- BattleSide BattleInfo::whatSide(const PlayerColor & player) const
 
- {
 
- 	for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
 
- 		if(sides[i].color == player)
 
- 			return i;
 
- 	logGlobal->warn("BattleInfo::whatSide: Player %s is not in battle!", player.toString());
 
- 	return BattleSide::NONE;
 
- }
 
- CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
 
- {
 
- 	return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
 
- }
 
- BattleInfo::BattleInfo(const BattleLayout & layout):
 
- 	BattleInfo()
 
- {
 
- 	*this->layout = layout;
 
- }
 
- BattleInfo::BattleInfo():
 
- 	layout(std::make_unique<BattleLayout>()),
 
- 	round(-1),
 
- 	activeStack(-1),
 
- 	town(nullptr),
 
- 	tile(-1,-1,-1),
 
- 	battlefieldType(BattleField::NONE),
 
- 	tacticsSide(BattleSide::NONE),
 
- 	tacticDistance(0)
 
- {
 
- 	setNodeType(BATTLE);
 
- }
 
- BattleLayout BattleInfo::getLayout() const
 
- {
 
- 	return *layout;
 
- }
 
- BattleID BattleInfo::getBattleID() const
 
- {
 
- 	return battleID;
 
- }
 
- const IBattleInfo * BattleInfo::getBattle() const
 
- {
 
- 	return this;
 
- }
 
- std::optional<PlayerColor> BattleInfo::getPlayerID() const
 
- {
 
- 	return std::nullopt;
 
- }
 
- BattleInfo::~BattleInfo()
 
- {
 
- 	for (auto & elem : stacks)
 
- 		delete elem;
 
- 	for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
 
- 		if(auto * _armyObj = battleGetArmyObject(i))
 
- 			_armyObj->battle = nullptr;
 
- }
 
- int32_t BattleInfo::getActiveStackID() const
 
- {
 
- 	return activeStack;
 
- }
 
- TStacks BattleInfo::getStacksIf(const TStackFilter & predicate) const
 
- {
 
- 	TStacks ret;
 
- 	vstd::copy_if(stacks, std::back_inserter(ret), predicate);
 
- 	return ret;
 
- }
 
- battle::Units BattleInfo::getUnitsIf(const battle::UnitFilter & predicate) const
 
- {
 
- 	battle::Units ret;
 
- 	vstd::copy_if(stacks, std::back_inserter(ret), predicate);
 
- 	return ret;
 
- }
 
- BattleField BattleInfo::getBattlefieldType() const
 
- {
 
- 	return battlefieldType;
 
- }
 
- TerrainId BattleInfo::getTerrainType() const
 
- {
 
- 	return terrainType;
 
- }
 
- IBattleInfo::ObstacleCList BattleInfo::getAllObstacles() const
 
- {
 
- 	ObstacleCList ret;
 
- 	for(const auto & obstacle : obstacles)
 
- 		ret.push_back(obstacle);
 
- 	return ret;
 
- }
 
- PlayerColor BattleInfo::getSidePlayer(BattleSide side) const
 
- {
 
- 	return getSide(side).color;
 
- }
 
- const CArmedInstance * BattleInfo::getSideArmy(BattleSide side) const
 
- {
 
- 	return getSide(side).armyObject;
 
- }
 
- const CGHeroInstance * BattleInfo::getSideHero(BattleSide side) const
 
- {
 
- 	return getSide(side).hero;
 
- }
 
- uint8_t BattleInfo::getTacticDist() const
 
- {
 
- 	return tacticDistance;
 
- }
 
- BattleSide BattleInfo::getTacticsSide() const
 
- {
 
- 	return tacticsSide;
 
- }
 
- const CGTownInstance * BattleInfo::getDefendedTown() const
 
- {
 
- 	return town;
 
- }
 
- EWallState BattleInfo::getWallState(EWallPart partOfWall) const
 
- {
 
- 	return si.wallState.at(partOfWall);
 
- }
 
- EGateState BattleInfo::getGateState() const
 
- {
 
- 	return si.gateState;
 
- }
 
- uint32_t BattleInfo::getCastSpells(BattleSide side) const
 
- {
 
- 	return getSide(side).castSpellsCount;
 
- }
 
- int32_t BattleInfo::getEnchanterCounter(BattleSide side) const
 
- {
 
- 	return getSide(side).enchanterCounter;
 
- }
 
- const IBonusBearer * BattleInfo::getBonusBearer() const
 
- {
 
- 	return this;
 
- }
 
- int64_t BattleInfo::getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const
 
- {
 
- 	if(damage.min != damage.max)
 
- 	{
 
- 		int64_t sum = 0;
 
- 		auto howManyToAv = std::min<int32_t>(10, attackerCount);
 
- 		for(int32_t g = 0; g < howManyToAv; ++g)
 
- 			sum += rng.nextInt64(damage.min, damage.max);
 
- 		return sum / howManyToAv;
 
- 	}
 
- 	else
 
- 	{
 
- 		return damage.min;
 
- 	}
 
- }
 
- int3 BattleInfo::getLocation() const
 
- {
 
- 	return tile;
 
- }
 
- std::vector<SpellID> BattleInfo::getUsedSpells(BattleSide side) const
 
- {
 
- 	return getSide(side).usedSpellsHistory;
 
- }
 
- void BattleInfo::nextRound()
 
- {
 
- 	for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
 
- 	{
 
- 		sides.at(i).castSpellsCount = 0;
 
- 		vstd::amax(--sides.at(i).enchanterCounter, 0);
 
- 	}
 
- 	round += 1;
 
- 	for(CStack * s : stacks)
 
- 	{
 
- 		// new turn effects
 
- 		s->reduceBonusDurations(Bonus::NTurns);
 
- 		s->afterNewRound();
 
- 	}
 
- 	for(auto & obst : obstacles)
 
- 		obst->battleTurnPassed();
 
- }
 
- void BattleInfo::nextTurn(uint32_t unitId)
 
- {
 
- 	activeStack = unitId;
 
- 	CStack * st = getStack(activeStack);
 
- 	//remove bonuses that last until when stack gets new turn
 
- 	st->removeBonusesRecursive(Bonus::UntilGetsTurn);
 
- 	st->afterGetsTurn();
 
- }
 
- void BattleInfo::addUnit(uint32_t id, const JsonNode & data)
 
- {
 
- 	battle::UnitInfo info;
 
- 	info.load(id, data);
 
- 	CStackBasicDescriptor base(info.type, info.count);
 
- 	PlayerColor owner = getSidePlayer(info.side);
 
- 	auto * ret = new CStack(&base, owner, info.id, info.side, SlotID::SUMMONED_SLOT_PLACEHOLDER);
 
- 	ret->initialPosition = info.position;
 
- 	stacks.push_back(ret);
 
- 	ret->localInit(this);
 
- 	ret->summoned = info.summoned;
 
- }
 
- void BattleInfo::moveUnit(uint32_t id, BattleHex destination)
 
- {
 
- 	auto * sta = getStack(id);
 
- 	if(!sta)
 
- 	{
 
- 		logGlobal->error("Cannot find stack %d", id);
 
- 		return;
 
- 	}
 
- 	sta->position = destination;
 
- 	//Bonuses can be limited by unit placement, so, change tree version 
 
- 	//to force updating a bonus. TODO: update version only when such bonuses are present
 
- 	CBonusSystemNode::treeHasChanged();
 
- }
 
- void BattleInfo::setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta)
 
- {
 
- 	CStack * changedStack = getStack(id, false);
 
- 	if(!changedStack)
 
- 		throw std::runtime_error("Invalid unit id in BattleInfo update");
 
- 	if(!changedStack->alive() && healthDelta > 0)
 
- 	{
 
- 		//checking if we resurrect a stack that is under a living stack
 
- 		auto accessibility = getAccessibility();
 
- 		if(!accessibility.accessible(changedStack->getPosition(), changedStack))
 
- 		{
 
- 			logNetwork->error("Cannot resurrect %s because hex %d is occupied!", changedStack->nodeName(), changedStack->getPosition().hex);
 
- 			return; //position is already occupied
 
- 		}
 
- 	}
 
- 	bool killed = (-healthDelta) >= changedStack->getAvailableHealth();//todo: check using alive state once rebirth will be handled separately
 
- 	bool resurrected = !changedStack->alive() && healthDelta > 0;
 
- 	//applying changes
 
- 	changedStack->load(data);
 
- 	if(healthDelta < 0)
 
- 	{
 
- 		changedStack->removeBonusesRecursive(Bonus::UntilBeingAttacked);
 
- 	}
 
- 	resurrected = resurrected || (killed && changedStack->alive());
 
- 	if(killed)
 
- 	{
 
- 		if(changedStack->cloneID >= 0)
 
- 		{
 
- 			//remove clone as well
 
- 			CStack * clone = getStack(changedStack->cloneID);
 
- 			if(clone)
 
- 				clone->makeGhost();
 
- 			changedStack->cloneID = -1;
 
- 		}
 
- 	}
 
- 	if(resurrected || killed)
 
- 	{
 
- 		//removing all spells effects
 
- 		auto selector = [](const Bonus * b)
 
- 		{
 
- 			//Special case: DISRUPTING_RAY is absolutely permanent
 
- 			return b->source == BonusSource::SPELL_EFFECT && b->sid.as<SpellID>() != SpellID::DISRUPTING_RAY;
 
- 		};
 
- 		changedStack->removeBonusesRecursive(selector);
 
- 	}
 
- 	if(!changedStack->alive() && changedStack->isClone())
 
- 	{
 
- 		for(CStack * s : stacks)
 
- 		{
 
- 			if(s->cloneID == changedStack->unitId())
 
- 				s->cloneID = -1;
 
- 		}
 
- 	}
 
- }
 
- void BattleInfo::removeUnit(uint32_t id)
 
- {
 
- 	std::set<uint32_t> ids;
 
- 	ids.insert(id);
 
- 	while(!ids.empty())
 
- 	{
 
- 		auto toRemoveId = *ids.begin();
 
- 		auto * toRemove = getStack(toRemoveId, false);
 
- 		if(!toRemove)
 
- 		{
 
- 			logGlobal->error("Cannot find stack %d", toRemoveId);
 
- 			return;
 
- 		}
 
- 		if(!toRemove->ghost)
 
- 		{
 
- 			toRemove->onRemoved();
 
- 			toRemove->detachFromAll();
 
- 			//stack may be removed instantly (not being killed first)
 
- 			//handle clone remove also here
 
- 			if(toRemove->cloneID >= 0)
 
- 			{
 
- 				ids.insert(toRemove->cloneID);
 
- 				toRemove->cloneID = -1;
 
- 			}
 
- 			//cleanup remaining clone links if any
 
- 			for(auto * s : stacks)
 
- 			{
 
- 				if(s->cloneID == toRemoveId)
 
- 					s->cloneID = -1;
 
- 			}
 
- 		}
 
- 		ids.erase(toRemoveId);
 
- 	}
 
- }
 
- void BattleInfo::updateUnit(uint32_t id, const JsonNode & data)
 
- {
 
- 	//TODO
 
- }
 
- void BattleInfo::addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
 
- {
 
- 	CStack * sta = getStack(id, false);
 
- 	if(!sta)
 
- 	{
 
- 		logGlobal->error("Cannot find stack %d", id);
 
- 		return;
 
- 	}
 
- 	for(const Bonus & b : bonus)
 
- 		addOrUpdateUnitBonus(sta, b, true);
 
- }
 
- void BattleInfo::updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
 
- {
 
- 	CStack * sta = getStack(id, false);
 
- 	if(!sta)
 
- 	{
 
- 		logGlobal->error("Cannot find stack %d", id);
 
- 		return;
 
- 	}
 
- 	for(const Bonus & b : bonus)
 
- 		addOrUpdateUnitBonus(sta, b, false);
 
- }
 
- void BattleInfo::removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
 
- {
 
- 	CStack * sta = getStack(id, false);
 
- 	if(!sta)
 
- 	{
 
- 		logGlobal->error("Cannot find stack %d", id);
 
- 		return;
 
- 	}
 
- 	for(const Bonus & one : bonus)
 
- 	{
 
- 		auto selector = [one](const Bonus * b)
 
- 		{
 
- 			//compare everything but turnsRemain, limiter and propagator
 
- 			return one.duration == b->duration
 
- 			&& one.type == b->type
 
- 			&& one.subtype == b->subtype
 
- 			&& one.source == b->source
 
- 			&& one.val == b->val
 
- 			&& one.sid == b->sid
 
- 			&& one.valType == b->valType
 
- 			&& one.additionalInfo == b->additionalInfo
 
- 			&& one.effectRange == b->effectRange;
 
- 		};
 
- 		sta->removeBonusesRecursive(selector);
 
- 	}
 
- }
 
- uint32_t BattleInfo::nextUnitId() const
 
- {
 
- 	return static_cast<uint32_t>(stacks.size());
 
- }
 
- void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd)
 
- {
 
- 	if(forceAdd || !sta->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, value.sid).And(Selector::typeSubtypeValueType(value.type, value.subtype, value.valType))))
 
- 	{
 
- 		//no such effect or cumulative - add new
 
- 		logBonus->trace("%s receives a new bonus: %s", sta->nodeName(), value.Description(nullptr));
 
- 		sta->addNewBonus(std::make_shared<Bonus>(value));
 
- 	}
 
- 	else
 
- 	{
 
- 		logBonus->trace("%s updated bonus: %s", sta->nodeName(), value.Description(nullptr));
 
- 		for(const auto & stackBonus : sta->getExportedBonusList()) //TODO: optimize
 
- 		{
 
- 			if(stackBonus->source == value.source && stackBonus->sid == value.sid && stackBonus->type == value.type && stackBonus->subtype == value.subtype && stackBonus->valType == value.valType)
 
- 			{
 
- 				stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, value.turnsRemain);
 
- 			}
 
- 		}
 
- 		CBonusSystemNode::treeHasChanged();
 
- 	}
 
- }
 
- void BattleInfo::setWallState(EWallPart partOfWall, EWallState state)
 
- {
 
- 	si.wallState[partOfWall] = state;
 
- }
 
- void BattleInfo::addObstacle(const ObstacleChanges & changes)
 
- {
 
- 	auto obstacle = std::make_shared<SpellCreatedObstacle>();
 
- 	obstacle->fromInfo(changes);
 
- 	obstacles.push_back(obstacle);
 
- }
 
- void BattleInfo::updateObstacle(const ObstacleChanges& changes)
 
- {
 
- 	auto changedObstacle = std::make_shared<SpellCreatedObstacle>();
 
- 	changedObstacle->fromInfo(changes);
 
- 	for(auto & obstacle : obstacles)
 
- 	{
 
- 		if(obstacle->uniqueID == changes.id) // update this obstacle
 
- 		{
 
- 			auto * spellObstacle = dynamic_cast<SpellCreatedObstacle *>(obstacle.get());
 
- 			assert(spellObstacle);
 
- 			// Currently we only support to update the "revealed" property
 
- 			spellObstacle->revealed = changedObstacle->revealed;
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void BattleInfo::removeObstacle(uint32_t id)
 
- {
 
- 	for(int i=0; i < obstacles.size(); ++i)
 
- 	{
 
- 		if(obstacles[i]->uniqueID == id) //remove this obstacle
 
- 		{
 
- 			obstacles.erase(obstacles.begin() + i);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- CArmedInstance * BattleInfo::battleGetArmyObject(BattleSide side) const
 
- {
 
- 	return const_cast<CArmedInstance*>(CBattleInfoEssentials::battleGetArmyObject(side));
 
- }
 
- CGHeroInstance * BattleInfo::battleGetFightingHero(BattleSide side) const
 
- {
 
- 	return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
 
- }
 
- #if SCRIPTING_ENABLED
 
- scripting::Pool * BattleInfo::getContextPool() const
 
- {
 
- 	//this is real battle, use global scripting context pool
 
- 	//TODO: make this line not ugly
 
- 	return battleGetFightingHero(BattleSide::ATTACKER)->cb->getGlobalContextPool();
 
- }
 
- #endif
 
- bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b) const
 
- {
 
- 	switch(phase)
 
- 	{
 
- 	case 0: //catapult moves after turrets
 
- 		return a->creatureIndex() > b->creatureIndex(); //catapult is 145 and turrets are 149
 
- 	case 1:
 
- 	case 2:
 
- 	case 3:
 
- 		{
 
- 			int as = a->getInitiative(turn);
 
- 			int bs = b->getInitiative(turn);
 
- 			if(as != bs)
 
- 				return as > bs;
 
- 			if(a->unitSide() == b->unitSide())
 
- 				return a->unitSlot() < b->unitSlot();
 
- 			return (a->unitSide() == side || b->unitSide() == side)
 
- 				? a->unitSide() != side
 
- 				: a->unitSide() < b->unitSide();
 
- 			}
 
- 	default:
 
- 		assert(false);
 
- 		return false;
 
- 	}
 
- 	assert(false);
 
- 	return false;
 
- }
 
- CMP_stack::CMP_stack(int Phase, int Turn, BattleSide Side):
 
- 	phase(Phase), 
 
- 	turn(Turn), 
 
- 	side(Side) 
 
- {
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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